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What do you think is the overall best familiar from a powergaming perspective?

TressetTresset Member, Moderator Posts: 8,268
Not that it really matters that much but, assuming you were to use your familiar as something other than an inventory item, which one is the overall best in terms of overall usefulness, offensive abilities, defensive abilities, and special abilities in both BG1:EE and BG2:EE? I would like to know because I can't decide which one to try.

Familiar abilities BG1:


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.

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 50% 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
– 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.

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.

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
– 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.

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.

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.



Familiar abilities SoA:


LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 24
– Armor Class: -2
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs. Death or be rendered unconscious for 2 turns
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 40% 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
– Hit Points: 18
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 1 attack per round at 15 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
– Hit Points: 24
– Armor Class: 1
– Magic Resistance: 65%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Has 50% in Detect Traps and 30% Hide in Shadows/Move Silently. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 24
– Armor Class: 6
– Magic Resistance: 10%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. Can cast Glitterdust once per day and Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 24
– Armor Class: 4
– Magic Resistance: 32%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image and Invisibility, 10' Radius once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
– Special Abilities: Has 30% in Pick Pockets and 99% in Move Silently/Hide in Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 24
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 3 attacks per round at 13 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round.



Familiar abilities ToB:


LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 48
– Armor Class: -2
– Magic Resistance: 50%
– Combat: 2 attacks per round at 8 THAC0 for 1d6 damage, save vs. Death or be rendered unconscious for 2 turns
– Special Abilities: Can cast Blur and Ghost Armor once per day and Detect Illusions twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 48
– Armor Class: -4
– Magic Resistance: 65%
– Combat: 2 attacks per round at 8 THAC0 for 1d6 damage
– Special Abilities: Has 95% in Pick Pockets, 60% in Hide in Shadows/Move Silently, and 60% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Hit Points: 48
– Armor Class: -2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 8 THAC0 for 1d6 damage with poison (Save vs. Death or die)
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round. Immune to non-magical weapons.

NEUTRAL: Rabbit
– Hit Points: 48
– Armor Class: 1
– Magic Resistance: 65%
– Combat: 2 attacks per round at 8 THAC0 for 1d2 damage
– Special Abilities: Has 85% in Detect Traps, 60% Hide in Shadows/Move Silently, and 50% in Detect Illusions. Has 75% resistance to fire, cold, and electricity. Can cast Blur once per day. Moves as if under a constant Haste spell. Immune to level drain, sleep, and petrification.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 48
– Armor Class: 3
– Magic Resistance: 25%
– Combat: 2 attacks per round at 8 THAC0 for 1d3 damage
– Special Abilities: Has 100% resistance to fire and 60% resistance to slashing, piercing, and missile damage. Can cast Glitterdust, Prismatic Spray, and Stoneskin once per day and Glass Dust twice per day (all enemies in a 30-ft. radius must save vs. Breath or have their AC penalized by 4 and their THAC0 by 2 for 30 seconds). Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 48
– Armor Class: 0
– Magic Resistance: 45%
– Combat: 2 attacks per round at 8 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image; Invisibility, 10' Radius; and Improved Invisibility once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 48
– Armor Class: -4
– Magic Resistance: 65%
– Combat: 2 attacks per round at 8 THAC0 for 1d3 damage
– Special Abilities: Has 60% in Find Traps, 60% in Pick Pockets, 99% in Move Silently/Hide in Shadows, and 60% in Detect Illusions. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 48
– Armor Class: -2
– Magic Resistance: 35%
– Combat: 3 attacks per round at 8 THAC0 for 1d6 damage (Save vs. Death or lose 1 point of Dexterity for 6 rounds)
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round. Immune to non-magical weapons.

  1. What do you think is the overall best familiar from a powergaming perspective?48 votes
    1. Pseudo Dragon
      10.42%
    2. Fairy Dragon
      14.58%
    3. Ferret
        4.17%
    4. Rabbit
        0.00%
    5. Cat
      10.42%
    6. Imp
      16.67%
    7. Dust Mephit
        8.33%
    8. Quasit
        6.25%
    9. Inventory Item! (Results)
      29.17%
Post edited by Tresset on

Comments

  • TressetTresset Member, Moderator Posts: 8,268
    Could someone post a link to a complete description of the familiar's stats so I can add it to my poll? Thanks!
  • KamigoroshiKamigoroshi Member Posts: 5,870
    If only I could choose Ooze Mephits as familiar... Damnit!

    Anyway, out of the remainder I like that Quasit the most. Gotta love its adorable personality: just like a small, green, winged Mini-Me!
  • TressetTresset Member, Moderator Posts: 8,268
    edited July 2014
    @Kamigoroshi‌ You know the imp can polymorph into a mustard jelly, right? ;)
  • KamigoroshiKamigoroshi Member Posts: 5,870
    Yeah, but its just not the same as a true ooze mephit. :'(

    image
  • elminsterelminster Member, Developer Posts: 16,317
    edited July 2014
    You can find the stats in the case of familiars in BGEE in my poll here (in the spoiler part of the initial post).

    http://forum.baldursgate.com/discussion/19984/favourite-familiar-in-bgee/p1

    They change in BG2EE (presumably to what they were in the original BG2)
  • BlackravenBlackraven Member Posts: 3,486
    Invisibility 10' Radius is simply great. In SCS runs I've often used it to travel between areas. Especially in the Cloakwood, with its webbing Giant Spiders, it's often a lifesaver.
    I've never tried the Imp, but I can see lots of opportunities there as well.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited July 2014
    I voted before reading it was about power gaming... silly me. For powergaming I recommend getting 1) an Imp 2) a Fairy Dragon 3) Quasit.
  • the_spyderthe_spyder Member Posts: 5,018
    If the Quasit from PNP rules were implemented, it would hands down be the winner. +1 level of experience automatically. +3D6 additional hit points. Regeneration and (I think) +25% magic resistance so long as familiar is in range.

    Heck, just the +1 level is worth it. Instant 2nd level wizard. Hey presto!

    It also meant that "starting" Wizard actually had the most achievable hitpoints (Lvl1 HP 4+ CON 2+ Quasit HP 18+ Lvl2 HP 4+ Lvl2 CON 2 = 30) of any starting character. Not even Half Orc Barbarians could do that.
  • TressetTresset Member, Moderator Posts: 8,268
    I tried the imp a little today but the 9 hp is really hurting it's performance. Even when it shapeshifts it still has only 9 HP and dies in one hit a lot.
  • TressetTresset Member, Moderator Posts: 8,268
    Added complete familiar abilities guide to my poll! :D
  • meaglothmeagloth Member Posts: 3,806
    I voted cat. I Ike cats. I'm not familiar with familiars, however, so I just like cats.
  • TressetTresset Member, Moderator Posts: 8,268
    Wow. When the Imp shapeshifts natural form it gets stuck wielding a fist instead of the s1-6 weapon it should be using...
  • Balrog99Balrog99 Member Posts: 7,371
    The invisibility is just so useful with the fairy dragon I have trouble choosing a different familiar. However, for a solo mage or sorcerer run a rabbit, ferret or cat may be the most useful for getting along without a thief. If I play evil I like the quasit for combat in BGEE and the imp for its specials in BG2/TOB (9 hp's limits its usefulness in BGEE).
  • ArdulArdul Member Posts: 211
    To me it should never be a question of powergaming, when you can have a cat (!) in your backpack! :D
  • GoturalGotural Member Posts: 1,229
    edited July 2014
    I wanted to vote for the rabbit for its Detect Traps skill if you're soloing as a Sorcerer for example but I failed and selected the cat.

    It also has the best MR of all the familiars and a good amount of elemental resistances.
    Post edited by Gotural on
  • CrevsDaakCrevsDaak Member Posts: 7,155
    Tresset said:


    CHAOTIC EVIL: Quasit
    – Hit Points: 48
    – Armor Class: -2
    – Magic Resistance: 35%
    – Combat: 3 attacks per round at 8 THAC0 for 1d6 damage (Save vs. Death or lose 1 point of Dexterity for 6 rounds)
    – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round. Immune to non-magical weapons.

    D:

    DEX drain?????
    My god! I searched for that on an unmoddedd game for months and could never find such! Now I can confirm that The Gauntlets of Dexterity 18 & a Quasit familiar can get you permanent 25 DEX in the BG2 engine!
  • TressetTresset Member, Moderator Posts: 8,268
    @CrevsDaak‌ Are you talking about a bug? Why did you have to search so hard? One of Haer'Dalis' swords does a dex drain too you know...
  • meaglothmeagloth Member Posts: 3,806
    CrevsDaak said:

    Tresset said:


    CHAOTIC EVIL: Quasit
    – Hit Points: 48
    – Armor Class: -2
    – Magic Resistance: 35%
    – Combat: 3 attacks per round at 8 THAC0 for 1d6 damage (Save vs. Death or lose 1 point of Dexterity for 6 rounds)
    – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round. Immune to non-magical weapons.

    D:

    DEX drain?????
    My god! I searched for that on an unmoddedd game for months and could never find such! Now I can confirm that The Gauntlets of Dexterity 18 & a Quasit familiar can get you permanent 25 DEX in the BG2 engine!
    image
  • CrevsDaakCrevsDaak Member Posts: 7,155
    Tresset said:

    CrevsDaak‌ Are you talking about a bug? Why did you have to search so hard? One of Haer'Dalis' swords does a dex drain too you know...

    Yes, yes, a BG2 bug fixed both by TpbEx and the EEs. Now that I think of it, I had forgotten of Haer'Dalis' sword...
  • Demonoid_LimewireDemonoid_Limewire Member Posts: 424
    edited July 2014
    I like fairy dragon. Since most people, and with good reason, think of familiars as nice, decorated, inventory slots, that single one makes them very useful. Your party (or main character) hider!

    I also think the cat can be useful, for a scout and all. It has a large bonus. Can walk totally undetected.

    Finally, some consider the imp and quasit useful, but with SoA and ToB's enemies' resistance to spells, plus numbers of damage, i really think those two become highly irrelevant with both combat and practicality in carrying them around with you (and not on you). Also, from a rp perspective, Bhaal had an imp himself (cespenar). We, are his children. We, should have one ourselves, too...? :S
  • TressetTresset Member, Moderator Posts: 8,268
    I am starting to wonder if the ferret would be good just for it's pick pocket skill.
  • the_spyderthe_spyder Member Posts: 5,018
    Tresset said:

    I am starting to wonder if the ferret would be good just for it's pick pocket skill.

    Isn't that why we have half-lings?
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