Which Familiar is the best?
EnterHaerDalis
Member Posts: 813
Which familiar is the best? Sorry if a similar thread already exists
source (ToB familiar stats included on this page) - http://www.pocketplane.net/volothamp/familiar.htm
Pseudo Dragon- Lawful Good, Neutral Good
24 hp, AC=-2, THAC0=13, ApR=2, 1D3 Piercing+chance of Sleep. 50% Magic Resistance. Can cast Blur 1x/day. Regenerates 1hp/round.
Ferret - Lawful Neutral
24 hp, AC=0, THAC0=17, ApR=2, 1D3 Slashing. 50% magic resistance, 75% Pick Pockets, 20% Find Traps, 40% Stealth.
Imp - Lawful Evil
18 hp, AC=2, THAC0=19, ApR=1, 1D6 Piercing+chance of Poison (POISON = NERFED IN BG:EE, DOES NO DAMAGE). Resistances: 25% Magic, 100% Cold/Electricity/Fire. Can cast Polymorph Other 1x/day. Regenerates 1hp/round.
Rabbit - True Neutral
24 hp, AC=1, THAC0=17, ApR=2, 1D2 Slashing. Resistances: 65% Magic, 75% Cold/Fire/Electricity. 30% Stealth, 50% Find Traps.
Dust Mephit - Neutral Evil
24 hp, AC=6, THAC0=17, ApR=2, 1D2+1 Slashing. Resistances: 10% Magic, 50% Slashing/Piercing/Missile, 100% Fire. Can cast Glitterdust 1x/day & Glass Dust 2x/day. Regenerates 1hp/round.
Fairy Dragon - Chaotic Good
24 hp, AC=4, THAC0=17, ApR=2, 1D2 Slashing. 32% Magic Resistance. Can cast Mirror Image and Invisibility 10' Radius, each 1x/day.
Cat - Chaotic Neutral
24 hp, AC=0, THAC0=17, ApR=2, 1D3 Slashing. 50% magic resistance, 30% Pick Pockets, 99% Stealth.
Quasit - Chaotic Evil
24 hp, AC=2, THAC0=17, ApR=3, 1D6 Slashing. Resistances: 25% Magic, 100% Cold/Electricity/Fire. Can cast Blur & Horror each 1x/day. Regenerates 1hp/round.
source (ToB familiar stats included on this page) - http://www.pocketplane.net/volothamp/familiar.htm
Pseudo Dragon- Lawful Good, Neutral Good
24 hp, AC=-2, THAC0=13, ApR=2, 1D3 Piercing+chance of Sleep. 50% Magic Resistance. Can cast Blur 1x/day. Regenerates 1hp/round.
Ferret - Lawful Neutral
24 hp, AC=0, THAC0=17, ApR=2, 1D3 Slashing. 50% magic resistance, 75% Pick Pockets, 20% Find Traps, 40% Stealth.
Imp - Lawful Evil
18 hp, AC=2, THAC0=19, ApR=1, 1D6 Piercing+chance of Poison (POISON = NERFED IN BG:EE, DOES NO DAMAGE). Resistances: 25% Magic, 100% Cold/Electricity/Fire. Can cast Polymorph Other 1x/day. Regenerates 1hp/round.
Rabbit - True Neutral
24 hp, AC=1, THAC0=17, ApR=2, 1D2 Slashing. Resistances: 65% Magic, 75% Cold/Fire/Electricity. 30% Stealth, 50% Find Traps.
Dust Mephit - Neutral Evil
24 hp, AC=6, THAC0=17, ApR=2, 1D2+1 Slashing. Resistances: 10% Magic, 50% Slashing/Piercing/Missile, 100% Fire. Can cast Glitterdust 1x/day & Glass Dust 2x/day. Regenerates 1hp/round.
Fairy Dragon - Chaotic Good
24 hp, AC=4, THAC0=17, ApR=2, 1D2 Slashing. 32% Magic Resistance. Can cast Mirror Image and Invisibility 10' Radius, each 1x/day.
Cat - Chaotic Neutral
24 hp, AC=0, THAC0=17, ApR=2, 1D3 Slashing. 50% magic resistance, 30% Pick Pockets, 99% Stealth.
Quasit - Chaotic Evil
24 hp, AC=2, THAC0=17, ApR=3, 1D6 Slashing. Resistances: 25% Magic, 100% Cold/Electricity/Fire. Can cast Blur & Horror each 1x/day. Regenerates 1hp/round.
- Which Familiar is the best?395 votes
- Pseudo Dragon18.99%
- Ferret  9.37%
- Imp12.41%
- Rabbit  5.82%
- Dust Mephit  8.35%
- Fairy Dragon18.23%
- Cat18.23%
- Quasit  8.61%
Post edited by EnterHaerDalis on
3
Comments
The 10' Invis just keeps on helping out from start to finish. Such a great thing to help you out versus some of the harder fights in the game. Just recently I used it against the Sirines - a full invis party starting the combat against three Sirines in melee range? Fantastic. Getting a Mage up close to drop Cloudkill or Skull Trap into the middle of bounty hunters? Love it. And for the first several levels he can easily tank/kill enemies with Mirror Image up, helping balance the weakest parts of a Mages career.
I'm sure all the other familiars rock hard, but I love that bloody familiar.
As it stands, familiars are too fragile and too important to use in combat situations, so it's only pick pocket, scouting and spells that have merit, this leaves the Ferret, Fairy Dragon - Scouting is great with invisibility 10', but you can get that spell yourself, and the Cat. The Imp gets honourable mention for the polymorph spell.
For the Fairy Dragon, a once per day Invisibility 10' Radius works out as an extra level 4 spell; useful, but obsolescent, and since it's once per day, that rather disqualifies it from a realistic scouting role. The same applies to all the spellcaster familiars, the value of one or two spells per day when a mage can end up with all the spells they need, it's a temporary bonus that starts great and loses value.
Likewise, whilst the Imp is pretty well top tier early BG, polymorph doesn't increase its health overmuch, so in the end it's one hit away from being a Constitution penalty.
Since pickpocketing without reloading is dangerous when targeted at anyone it may have a chance of failure against, that's a sizeable blow against the Ferret, which can never auto-succeed or improve its chances beyond 75%; so the main use of the Ferret would be for interparty pick pocketting, which, with patience and an unarmed participant, is effectively automatic.
This leaves the cat, which has a 99% stealth chance. At early levels, it can backstab to support you, arguably giving it the potential to be one of the overall best damaging familiars, whilst its ability to stealth and scout - assuming you practice some caution and avoid trap hotspots - is always useful, as is the 50% MR, which gives it a chance even if you do fluff avoiding the traps. On top of that, whilst it takes longer to interparty pick pocket, but it can still do so.
So yeah, the cat is the best familiar; it has two valuable roles it can perform instead of one, on top of being one of the most survivable familiars thanks to Stealth plus Magic Resistance.
24 hp, AC=2, THAC0=17, ApR=3, 1D6 Slashing. Resistances: 25% Magic, 100% Cold/Electricity/Fire. Can cast Blur & Horror each 1x/day. Regenerates 1hp/round.
See all the huge immunities? In other words, he can tank fireballs and burning hands, eat magic missiles, disrupt mages and heal on his own if in danger. Gets even better in BG2, with improved haste he gets 6 attacks per round and his attacks get dex draining ability. So can actually kill stuff even in ToB, but most fights are over too quickly for him to make any impact.
See the full stats here http://www.pocketplane.net/volothamp/familiar.htm
Am I missing something here? Why did you vote for Dust Mephit then, instead of Quasit? I've never had an evil playthrough, nor do let my familiar go into combat...but those are some pretty solid immunities! Looks good on paper, but have you tried them on actual combat in ToB?
Pseudo Dragon can actually be used in a fight, in BG1 certainly, it is dangerous and can keep a group going. It also heals itself. But after awhile in BG2 sending in your dragon could be suicide and a recipe for losing 1 constitution point. Quasit and Dust Mephit are fighting familiars also but even though they have good resistances and heal as well, the sleep effect of the dragon is just BETTER.
Your thieving animals i.e. Rabbit, Cat, Ferret, are poor thieves. They cannot drink potions of master thievery so you stuck at the levels they come with. Not bad at the start of BG1, absolutely a waste of time by BG2. They can pickpocket and hold an item for you I suppose... But that is that.
A lot of talk is wasted on the resistances of all the familiars. Lets face it, none are 100%. and due to pitiful hp it only means they survive a couple of more rounds out in the open before dying a pointless death.
However...
Imp can turn into a slime and become 100% magic resistant. Very useful send one in against a wizard or lich, let it cast all it's spells. Wait for said wizard to get frustrated and wade in with dagger... You make an appearance and end the sorry mage. Perfect. So powerful they nerfed the hp of the Imp. It's other polymorphous traits ain't bad either, although the hp thing is an issue later on, and not very useful after chapter 4 or 5 in BG1. The slime however is useful all the way through to ToB.
The best for me is the fairy dragon. Useless in a fight. No thieving skills. Resistance ain't that good either.
BUT IT CAN CAST Invisibility 10" Sphere. Solid gold. Rest. Cast. Send out with a real thief and disarm those traps. You can use it through ToB as well, just chuck a non-detection spell on them first. A true scout. However it was so solid gold in BG2 it did not get many extra benefits in ToB...
So my list of familiars in rank are...
Gold Medal = Fairy Dragon Chaotic Good
Silver Medal = Imp Lawful Evil
Bronze Medal = Pseudo Dragon Lawful / Neutral Good
Fourth = Dust Mephit Neutral Evil
Fifth = Quasit Chaotic Evil
Sixth = Ferret Lawful Neutral
Seventh = Rabbit True Neutral
Eighth = Cat Chaotic Neutral
Why can't you have a Tresset or a Wolf? A Neutral Good could be a winter wolf or some kind of good aligned dog type... The natural antithesis of the cat...
Thanks for posting that. Knew the full stats weren't listed on the spell description when I CTRL+Q'd them
edited the first page
One should always avoid combat with all of them, so that's not even a consideration IMHO.
However, since I never use a familiar incombat, Imp is by far the weakest because it has the lowest hp
*Re-reads post due to sanity reasons.*
EDIT: Anduin has been carted off to the asylum.