What do you think is the overall best familiar from a powergaming perspective?
Tresset
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.
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.
- What do you think is the overall best familiar from a powergaming perspective?48 votes
- Pseudo Dragon10.42%
- Fairy Dragon14.58%
- Ferret  4.17%
- Rabbit  0.00%
- Cat10.42%
- Imp16.67%
- Dust Mephit  8.33%
- Quasit  6.25%
- Inventory Item! (Results)29.17%
Post edited by Tresset on
2
Comments
Anyway, out of the remainder I like that Quasit the most. Gotta love its adorable personality: just like a small, green, winged Mini-Me!
http://forum.baldursgate.com/discussion/19984/favourite-familiar-in-bgee/p1
They change in BG2EE (presumably to what they were in the original BG2)
I've never tried the Imp, but I can see lots of opportunities there as well.
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.
It also has the best MR of all the familiars and a good amount of elemental resistances.
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!
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