Questions on Find Familiar
Dharius
Member Posts: 665
Hi. I have a couple of questions on (Neutral) Familiars:
* How many items can they pickpocket (and thus carry) maximum? and,
* Are they able to equip and use any of these? and,
* If they can, does their capacity for items they can carry/pickpocket increase when they equip something?
Many thanks!
* How many items can they pickpocket (and thus carry) maximum? and,
* Are they able to equip and use any of these? and,
* If they can, does their capacity for items they can carry/pickpocket increase when they equip something?
Many thanks!
Post edited by Dharius on
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Comments
- 20 slots. All creatures have the same inventory structure, and pickpocketing items places them in the three belt quickslots and the sixteen inventory slots, plus the "magically created weapon" slot. A successful pickpocket attempt after that results in an "Inventory Full" message instead. Gold does not cost a slot; anything the familiar pickpockets is added to the party's gold pool. Which is bugged when it's a familiar pickpocketing a party member - that generates gold from nowhere. Stackable items can be pickpocketed as stacks, such as three healing potions or twenty arrows in a single slot.
- The first three items picked go into the quickslots. They aren't automatically equipped, but if you save and load they will be; items like wands and potions can be used from that slot. Items that belong in other slots like weapons and armor won't be usable. The twentieth item goes into the "magically created weapon" slot. If that's a weapon ... its icon will show up in place of the normal "paw" icon, but it won't actually be used, even if you save and load. My test ferret did slashing damage even when they had a quarterstaff there.
- No change in capacity for being "equipped". It's in the same slot either way.
if one of the first three is an item with a charge, can it be used? like the armor that gives cone of cold, would that be castable?
and the 20th item/weapon slot, if that contains other effects like immunities or regeneration, would they work if the weapon is not used? or if that had an affect to cast would it show in the equipped item backpack casting button?
I might run another round of tests. But not right now, as I'm in an airport with limited time until my flight.
The 20th item does nothing but change the way the attack paw looks, but the item is indeed not physically equipped and no bonuses are applied whatsoever.
Note that if you give back the items, you cannot steal them again for some reason. That does make it difficult to keep the Familiar out and use a certain items every time.
If you want the items to be stealable repeatedly, you have to steal them from the familiar. Which, in practice, means having both someone with a high PP score and someone with a low PP score in the party.
Also, thanks for the additional testing.
Again in Irenicus’ dungeon in BG2 I’ve found the familiar of any type outside the backpack as a useful extra party member when you’re limited in party size. In the city outside the dungeon he eventually ends up in the backpack once the party size is maximised.
A Cleric/Mage could provide a lot of buffing spells in BG2 or late BGEE to make a familiar more effective in and less likely to die in combat too.
Having said that, for familiar thievery, potions of perception, power and master thievery are rather expensive (and in the case of potions of power, rather scarce). Alchemy (thieves/bards only) at very high levels makes them accessible though I guess, but that’s a long way away, and that kind of defeats the object as your main character or NPC would be doing most of the thieving at that point