Posted July 26, 2017
Reever: I read on some forum that Lawful Good (or xxx Good) characters get a kind of Dragon which apparently isn't worth much. And that the cat scouting ahead is quite a good choice.
Just scanned the familiar abilities. Highest HP is 24, so you don't want any of them taking damage. That leaves their special abilities. Any personal protective abilities will be ignored, since putting them in your backpack is the best protection.
-Pseudo Dragon doesn't have anything.
-Fairy Dragon brings Invisibility 10' radius, once per day. Not a bad 3rd level spell.
-Ferret brings 75% pick pockets. This could save your thief quite a few skill points, especially if you are willing to reload.
-Rabbit brings 50% Detect traps. You're going to want a much higher Detect Traps, so not much value here.
-Cat brings 99% Stealth. The cat can actually do a decent job scouting. Risk of traps is offset by the 50% magic resistance.
-Imp brings Polymorph. Polymorph self, or polymorph others? Without knowing how this functions, I can't form an opinion.
-Dust Mephit brings Glitterdust. A meh combat spell.
-Quasit brings Horror, which is a decent combat spell in the early stages of your run.
Edit: Eventually your thief will be able to cover Detect Traps, Stealth, and Pick Pockets without problems. Early on, the familiar can help cover the relevant skill until the thief has enough skill points to add to the skill.
Post edited July 26, 2017 by Bookwyrm627