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And Familiar makes seven

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Kieran_Frost
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And Familiar makes seven

Post by Kieran_Frost »

Okay, I'm a level 13 mage in chapter three. I've got Jan, Aerie, Minsc, Jaheira, Keldorn in my group. I'm a choatic-neutral half-elf and my group is pretty damn good. Do I need a familiar? I've got the spell, as do Aerie and Jan. My worry is the 'you lose a constitution point if it dies' scenario. My only non-18 stat is constitution on 10, so I can't risk taking it lower. Should I a) get a familiar, b) get Jan or Aerie to get one or c) all three get one.

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Zimith
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Post by Zimith »

Of course you should. They aren't much good and they could have been made more fun, but a familiar makes you the more The Wizard, and is safe enough if you put it in your backpack when it starts to look nasty. Get one.

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Astafas
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Post by Astafas »

Get the familiar for the extra hit points, at least. Then you can keep it in your pack for the rest of the game (no risk of it dying, thereby causing you a Con loss). You will get the cat which is great for scouting.

Only your own character can get a familiar. Therefor, it is useless to have any other mage in your party write the spell down.
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Gruntboy
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Post by Gruntboy »

I know its a bummer to lose your familiar, but so what? You can have it die 3 times before any HP lost (at Con 6 you will lose 1 HP per level).
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Kieran_Frost
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Post by Kieran_Frost »

Thanks, I go get my Familiar now Image

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Hannwaas
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Post by Hannwaas »

Jan and Aerie can't get one though, only your PC may cast find famililar.

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