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A Familiar re-balancing... A proposed solution to a Familiar problem.

Familiars needed to be brought down to an appropriate level from their BG2 stats and abilities.

The simplistic halving of stats for Familiars was (in my opinion) a quick fix, required in short time, to be included in the next patch.

After opening discussion to others on this forum that can be read here http://forum.baldursgate.com/discussion/16951/a-familiar-problem we worked towards a more careful approach to re-balancing familiars. A move towards obvious and seamless development of Familiars between BG to BG2 to ToB was taken.

I humbly proffer final stats and abilities we think should make Familiars more balanced, usable and acceptable in BG:EE.



LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Currently

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

Suggested


LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 14 THAC0 for 1d3 damage+chance stun for 1 round (or sleep for 1 round)
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.



LAWFUL NEUTRAL: Ferret
Currently

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 55% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

Suggested

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.


LAWFUL EVIL: Imp
Currently

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

Suggested

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 25%
– Combat: 1 attack per round at 19 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.



NEUTRAL: Rabbit
Currently

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

Suggested

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 50% in Find Traps. Has 75% resistance to fire, cold, and electricity. Movement rate increased by 1.5.


NEUTRAL EVIL: Dust Mephit
Currently

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

Suggested

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.


CHAOTIC GOOD: Fairy Dragon
Currently

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

Suggested

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Invisibility and reflected image. Immune to level drain, sleep, and petrification.


CHAOTIC NEUTRAL: Cat
Currently

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

Suggested

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 0% in Pick Pockets and 99% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification. Moves at normal speed.


CHAOTIC EVIL: Quasit
Currently

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.

Suggested

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d4 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.


Information put in spoilers due the awesome amount of information in this opening comment.

If you disagree with suggestions. Please suggest your own changes on this thread here http://forum.baldursgate.com/discussion/16951/a-familiar-problem

All support for changes here please :) who knows, they may be implemented... And we will have changed the world for Familiars everywhere!

Let them roam the realms as they were meant to, do not keep them in your backpack, or worse to be dropped and forgotten!

All for Pufty, my own familiar. May we travel together, always.

Comments

  • [Deleted User][Deleted User] Posts: 3,675
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  • AnduinAnduin Member Posts: 5,745
    @Bhaaldog You got my back! You beautiful woman!

    TAB KEY NEEDS TO SHOW HP OF FAMILIAR.

    Not the simplistic barely injured, injured, dead system that we have at present.
  • TressetTresset Member, Moderator Posts: 8,268
    I want them and other summons to take effects from bard songs. Every other buff works on them.
  • [Deleted User][Deleted User] Posts: 3,675
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  • [Deleted User][Deleted User] Posts: 3,675
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  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Tresset said:

    I want them and other summons to take effects from bard songs. Every other buff works on them.

    I'm pretty sure Skald song *does* already work on Familiars, not sure about summons, though
  • TressetTresset Member, Moderator Posts: 8,268
    @Oxford_Guy Skald song? IDK about that but I know the ordinary bard song does not. My familiar keeps getting horror-ed while Garrick sings...
  • TressetTresset Member, Moderator Posts: 8,268
    edited April 2013
    By the way @Anduin; I think the in game descriptions for the familiars are wrong in some areas. Either that or my NI is broken...
    Edit: The AC of the pseudodragon says 6 in NI... It could just be me since I did edit that at one point (but I removed the override file!)
  • AnduinAnduin Member Posts: 5,745
    @Tresset Dex modifier applied.
  • TomeTome Member Posts: 466
    I've always thought that familiars should level up with the player. Perhaps +2 HP every level up and upgrades to their abilities every 5 or 6 levels?
  • [Deleted User][Deleted User] Posts: 3,675
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  • AnduinAnduin Member Posts: 5,745
    @Tome This would be an ideal solution. But it is not viable.
  • [Deleted User][Deleted User] Posts: 3,675
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  • AnduinAnduin Member Posts: 5,745
    edited April 2013
    @Bhaaldog I would have TWO Puftys!
  • TomeTome Member Posts: 466
    @Bhaaldog, yeah PnP was where I got the idea. Perhaps an alternative would be to tie the familiar's power level to the level of the wizard who summoned it, and make Summon Familiar scale up the familiar.
  • Maelora69Maelora69 Member Posts: 75
    Is there a mod to un-nerf familiars? I loved hwo they were in the original release of BGEE.
  • [Deleted User][Deleted User] Posts: 3,675
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  • TressetTresset Member, Moderator Posts: 8,268
    Ah, dex modifier. But still, the AC listed in game for ALL the other familiars is their effective AC from before dex application so since all but the dust mephit have 18 dex (dust has 19) the AC is 4 (5 for dust) better than the listed AC; Except the pseudodragon which has 2 after dex.
  • Maelora69Maelora69 Member Posts: 75
    Bhaaldog said:

    Maelora69 said:

    Is there a mod to un-nerf familiars? I loved hwo they were in the original release of BGEE.

    Perhaps @CamDawg can provide you with one if you ask nicely enough, or then again perhaps not...
    Ah, I worked out how to do it in SK now...
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