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familiars

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NeKr0mAnCeR
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familiars

Post by NeKr0mAnCeR »

could u list all familiars
the ones i know

imp
rabbit
pseudo dragon
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Sabre
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Post by Sabre »

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.
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ghowthoo
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Post by ghowthoo »

Hey can anyone tell me why can't my Rabbit familiar use its thieving skills?.. i can't pickpocket or anything.. it doesn't have it lighted.. any ideas?? thanks
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NeKr0mAnCeR
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Post by NeKr0mAnCeR »

i never tryed it but how can i get the items my familiar pickpockets???
:confused:
ALL YOUR BASE ARE BELONG TO US

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RA
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Post by RA »

talk to your familiar and say give me the items you pickpocked.
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
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cheesemage
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Post by cheesemage »

and familars will be improved in TOB.
He is back and in 3-d!
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ghowthoo
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Post by ghowthoo »

does anyone know if my Rabbit can pickpocket? or have any theiving skills?.. there is an icon on it but its not highlighted..
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