could u list all familiars
the ones i know
imp
rabbit
pseudo dragon
familiars
- NeKr0mAnCeR
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familiars
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You there! Yes, you! Buck Satan needs you! Join the [url="http://www.svelmoe.dk/botb"]Blades of The Banshee[/url] today!
You there! Yes, you! Buck Satan needs you! Join the [url="http://www.svelmoe.dk/botb"]Blades of The Banshee[/url] today!
This is from the spell description, with Baldurdash's text update, version 1.0:
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Armor Class: 0, Attack Base Damage: 1D6, THAC0: 13, regenerates 1 HP/6 seconds when injured
Resistances: Magic=50%
Special abilities: Can cast Blur, movement rate: 10.
LAWFUL NEUTRAL: Ferret
Armor Class: -4, Attack Base Damage: 1D6
Resistances: Magic=50%
Special abilities: Pick Pockets=85%, Hide in Shadows/Move Silently=50%, Detect Traps=25%, Open Locks=15%.
LAWFUL EVIL: Imp
Armor Class: -2, Hit Points: 18, Attack Base Damage: 1D6, regenerates 1 HP/6 seconds when injured
Resistances: Magic=25%, Fire/Magical Fire=100%, Cold/Magic Cold=100%, Slashing/Crushing/Missile Damage=50%
Special abilities: Can cast the Polymorph Self spell, movement rate: 10.
NEUTRAL: Rabbit
Armor Class: 1, Attack Base Damage: 1D6 + 1 fire
Resistances: Fire/Magical Fire=125%, Cold/Magical Cold=75%, Acid=75%, Electricity=75%
Special abilities: Detect Traps=55%, Hide in Shadows/Move Silently=40%, Pick Pockets=30%, Open Locks=15%
NEUTRAL EVIL: Dust Mephit
Armor Class: 2, Attack Base Damage: 1D6, regenerates 1 HP/6 seconds when injured
Resistances: Magic=10%, Fire/Magical Fire=100%, Slashing/Crushing/Missile Damage=50%
Special abilities: Cast Glitterdust 2 times per day, movement rate: 10
CHAOTIC GOOD: Fairy Dragon
Armor Class: 0, Attack Base Damage: 1D6 + 1 electrical
Resistances: Magic=32%, Electricity=125%, Fire/Magical Fire=100%
Special abilities: Can cast Mirror Image and Invisibility 10' Radius, movement rate=10
CHAOTIC NEUTRAL: Cat
Armor Class: -4, Attack Base Damage: 1D6, one extra attack/round
Resistances: Magic=50%
Special abilities: Hide in Shadows/Move Silently=109%, Pick Pockets=30%, Open Locks=15%, Detect Traps=5%
CHAOTIC EVIL: Quasit
Armor Class: -2, Attack Base Damage: 1D3, regenerates 1 HP/6 seconds when injured
Resistances: Magic=25%, Fire/Magical Fire=100%, Cold/Magical Cold=100%, Electricity=100%
Special abilities: Can cast Horror and Blur, movement rate=10
Note: Each familiar has 24 Hit Points, a base THAC0 of 17 and base attacks/round of 2, unless otherwise noted. The thieving skills and Armor Classes of each familiar include the Dexterity bonuses for those with a high enough Dexterity to receive them.
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Armor Class: 0, Attack Base Damage: 1D6, THAC0: 13, regenerates 1 HP/6 seconds when injured
Resistances: Magic=50%
Special abilities: Can cast Blur, movement rate: 10.
LAWFUL NEUTRAL: Ferret
Armor Class: -4, Attack Base Damage: 1D6
Resistances: Magic=50%
Special abilities: Pick Pockets=85%, Hide in Shadows/Move Silently=50%, Detect Traps=25%, Open Locks=15%.
LAWFUL EVIL: Imp
Armor Class: -2, Hit Points: 18, Attack Base Damage: 1D6, regenerates 1 HP/6 seconds when injured
Resistances: Magic=25%, Fire/Magical Fire=100%, Cold/Magic Cold=100%, Slashing/Crushing/Missile Damage=50%
Special abilities: Can cast the Polymorph Self spell, movement rate: 10.
NEUTRAL: Rabbit
Armor Class: 1, Attack Base Damage: 1D6 + 1 fire
Resistances: Fire/Magical Fire=125%, Cold/Magical Cold=75%, Acid=75%, Electricity=75%
Special abilities: Detect Traps=55%, Hide in Shadows/Move Silently=40%, Pick Pockets=30%, Open Locks=15%
NEUTRAL EVIL: Dust Mephit
Armor Class: 2, Attack Base Damage: 1D6, regenerates 1 HP/6 seconds when injured
Resistances: Magic=10%, Fire/Magical Fire=100%, Slashing/Crushing/Missile Damage=50%
Special abilities: Cast Glitterdust 2 times per day, movement rate: 10
CHAOTIC GOOD: Fairy Dragon
Armor Class: 0, Attack Base Damage: 1D6 + 1 electrical
Resistances: Magic=32%, Electricity=125%, Fire/Magical Fire=100%
Special abilities: Can cast Mirror Image and Invisibility 10' Radius, movement rate=10
CHAOTIC NEUTRAL: Cat
Armor Class: -4, Attack Base Damage: 1D6, one extra attack/round
Resistances: Magic=50%
Special abilities: Hide in Shadows/Move Silently=109%, Pick Pockets=30%, Open Locks=15%, Detect Traps=5%
CHAOTIC EVIL: Quasit
Armor Class: -2, Attack Base Damage: 1D3, regenerates 1 HP/6 seconds when injured
Resistances: Magic=25%, Fire/Magical Fire=100%, Cold/Magical Cold=100%, Electricity=100%
Special abilities: Can cast Horror and Blur, movement rate=10
Note: Each familiar has 24 Hit Points, a base THAC0 of 17 and base attacks/round of 2, unless otherwise noted. The thieving skills and Armor Classes of each familiar include the Dexterity bonuses for those with a high enough Dexterity to receive them.
- NeKr0mAnCeR
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