Find Familiar in BGEE - not scaled-back?
Oxford_Guy
Member Posts: 3,729
I noticed that Find Familar is listed as a level 1 arcane spell in the BGEE "Melee and Magic" manual (also as an innate ability of the Beastmaster ranger kit), so it looks like this spell is available in BGEE, though it's not obvious whether any Find Familiar scrolls have been added to BGEE, so it might still be safest to take this as an initial spell until this is confirmed (BTW if you remove this spell from your spell book later, do you still get to keep a familiar already created?).
Also, in example given in the manual (page 68), it says that for a mage starting with 12 HP, the Imp familiar (i.e. the one you get for being lawful evil) this would add half its 18 hit points to the mage's, i.e. adding 9 HP. This is interesting, because this is the same number if HP that the Imp familiar has in SOA, so it looks like the number of hit points familiars have (and the amount of HPs they add to a character) has *not* been scaled back for BGEE.
There were some complaints that familiars were OP for BG1, so I wonder if they've changed something else for Familiars in BGEE instead, e.g. scaling back their innate abilities? In ToB they did the opposite, and actually enhanced familairs, both their HPs and their abilities, so there is some precedence.
My CHARNAME will be neutral evil (Dust Mephit) or possibly Lawful Evil (Imp) in my first run of BGEE, would be interested to know what the actual abilites of these familars will be in BGEE.
Also, in example given in the manual (page 68), it says that for a mage starting with 12 HP, the Imp familiar (i.e. the one you get for being lawful evil) this would add half its 18 hit points to the mage's, i.e. adding 9 HP. This is interesting, because this is the same number if HP that the Imp familiar has in SOA, so it looks like the number of hit points familiars have (and the amount of HPs they add to a character) has *not* been scaled back for BGEE.
There were some complaints that familiars were OP for BG1, so I wonder if they've changed something else for Familiars in BGEE instead, e.g. scaling back their innate abilities? In ToB they did the opposite, and actually enhanced familairs, both their HPs and their abilities, so there is some precedence.
My CHARNAME will be neutral evil (Dust Mephit) or possibly Lawful Evil (Imp) in my first run of BGEE, would be interested to know what the actual abilites of these familars will be in BGEE.
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As a reference here's Six of Spade's excellent summary of familiars:
http://www.pocketplane.net/volothamp/familiar.htm
I've been trying to decide between TN or CG for my F-M and this table cinches that it will be CG, for the fairy dragon over the rabbit. Mainly because that critter can cast Mirror Image and Invisibility 10' Radius, each 1x/day. That's actually very useful in addition to the 12 extra HP for the PC.
And yes, once there the familiar will remain even without the spell in your spellbook.
BTW that whole guide is very good and mostly spoiler-free, I've read other parts of it before Of the non-evil ones. I agree the fairy dragon looks one of the best, Invisibility 10' Radius is great, the only possible downside is that in TOB I think I read in other guides that they actually get less than 48HP, although this states otherwise (though there are other mistakes in this guide elsewhere,so its possible they're wrong).
I'm torn between LE (Imp) and NE (Dust Mephit), the AC2 and polymorph ability of the Imp looks useful (especially for the Grey Ooze form, which is immune to magic, would be great vs. Liches), but until TOB gets less HP (and therefore less HP for the caster) than the others, probably to try to balance it. The Glitter Dust and Glass Dust innate abilities of the Dust Mephit familar are also nice to have, at least early on, though AC6 could make it quite vulnerable to missile attacks.
The CE one (Quasit) looks interesting - can cast Horror and Blur and has AC2, but I don't really want to want to go Chaotic Evil, for roleplay reasons.
The gray ooze strategy can also be used in BG1. You could have the Imp cast it upon itself, although you'd need a nearly foolproof escape strategy when the spell ends (1 turn + 3 rounds/level). At any rate, don't forget to Quicksave before battle!
Having a familar cast Giltterdust and Glass Dust from the backrow should be reasonably safe. At least playing vanilla, which those of us will be for the first run who aren't waiting for mods to be updated for BG:EE. After my first playthrough I'll be using the SCS(EE) mod which will render the backrow casters far more vulnerable, i.e., targetted.
I did read in one of the Trent Oster interviews that the AI will be somewhat improved in BG:EE, but I didn't come away with the impression from Trent's brief comments that it will be as sophisticated as the enemy targetting spellcasters.
I dunno, I think I'd try the Imp and go with distracting enemies with an ooze.
And sorry that I conflated Polymorph Other with Polymorph Self. I would want a party member tied up with that spell. This actually would seal it for me that I would not want to choose the Imp.
The Dust Mephit's better HP bonus definitely should prove to be more helpful over the long haul, as you're saying. And it should be fun to live a little dangerously to have the familiar casting those spells rather than being tucked away during battle.
Jump to 9:56 there the kitty kills Bentley Mirrorshade.
I still don't risk my own kitties in battle, though. Mine stay safe in my pack, so the only benefit I get is a few hit points.
..not excatly sure on the figures.
The rabbit has 50 find traps, but couldnt find hidden doors!
Seriously why doesnt anyone yet realize how absurdly powerful polymorph self is? I'm gonna have to make my solo Swashbuckler / Mage Lawful Evil now.
Also, it can't polymorph to all forms, e.g. no Sword Spider
Hmmm, but I dont know about the HP.