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TKTaKo

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About this mod

This mod is designed to improve the unique familiars provided by the Warlock's Pact of the Chain with some VERY homebrew-y changes.

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PLEASE REPORT ANY ISSUES WHEN MAINLINE PATCHES DROP!!!




This mod is designed to improve the unique familiars provided by the Warlock's Pact of the Chain, which currently have NO scaling what so ever and in such a combat-focused game it causes them and their Pact fall behind tremendously, specially with the lack of certain Pact of the Chain-focused Eldritch Invocations.

*I know* they are not intended as serious combat minions in PnP,(tho their attacks are decent up to around where they are acquired in low level adventures) that they are meant more as just servants that can be adept at stealth and espionage with some utility(such as sharing senses with it's master which is quite good with their devil sight) but in BG3 their only real purpose is scouting and combat and it's pretty easy to scout without them, so we just end up with mediocre summons

With that said, I took the liberty to improve the Quasit and Imp familiars along with adding a 'new' Albino(or Black) Dire Raven familiar that is truly just a raven with most of the passives of previous two, i left the animal familiars mostly untouched as that would A. be even more work and B. start to intrude on Beast Master Ranger(maybe i'll change my mind later who knows). Improvements generally scale with Warlock level(by creating copies of the summons and changing the summoning spell to check for your level when determining what version you get, like how Beast Master does it) rather than just being a blanket buff to the basic familiars to prevent them being too strong at early levels


THIS MOD WAS ONLY DESIGNED WITH ENGLISH IN MIND




Note: i am not responsible for your saves, always make hard backups(not quicksaves) before installing mods, and for this one in particular, try to unsummon any familiar related to this mod and then making a hard save before updating or uninstalling the mod

The following  change was made for ALL familiars:
 
- Bug fix for the extra attack familiars should get at level 5(deepened pact), the way Larian implemented it was through a buff that was going away after a single strike/turn/rest/whatever.... this fix was made by loktide who allowed me to incorporate it into this mod, the fix also gives the raven the extra attack that it was missing altogether.
(Patch #1 claims to have fixed this, the fix is now removed in order to avoid issues with the Patch's changes)

- Find familiar no longer requires a rest(it's supposed to be a ritual spell and idk why larian insists on making some ritual spells have a short rest cooldown).(note: yes this can allow a lot of cheese since its a free spell and the summons are combat-ready now so you could just hide outside of combat and have an infinite supply of fighting meat bags to do your work for you, just don't actively try to cheese the game, I won't stop you tho, play how you want)

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The Albino/Dire Raven added in 2.0 is a separate Raven from others in the game, I made a copy of one to work with and it exists alongside the normal raven familiar, this may change in the future, it starts with the following stats at warlock level 3(Still Requires PotC):
- 6STR/16DEX/10CON/8INT/12WIS/12CHA;
- 10 AC; 6 HP;
- Immunity to 'Crippled' and Poisoned statuses; Same Resistances as the Quasit(resistant to non magical phys. dmg and resistant to cold, fire and lightning);
- Has same passives as the Quasit(Includes Devil Sight);
- Attack stat changed to DEX;
- Retains same attack actions as a normal Dire Raven(Beak attack for 1d6+bonuses and Rend Vision for 1d4+bonuses+blind on hit), can dismiss itself, can Fly AND can go invisible like the Imp and Quasit(infinite duration but goes away when doing any action and requires concentration);
- 1 Action, 1 Bonus Action(not that it has a use for one), 1 Reaction per turn;
- 9m movement allowance per turn

NOTE: the black and albino ravens this mod offers are the SAME creature, i just changed it's visualdata entry and the localization entries between versions, *only use ONE* version of the mod as they are the same .pak file

After getting Deepened Pact the Albino/Dire Raven gets improvements like the other two:

- Damage die of the Beak attack increases to 2d4 + bonuses at level 7 and further increased to 3d4 + bonuses at level 11, attacks should count as magical for the purpose of bypassing resistances at level 5

- Damage die of the Rend Vision Attack increases to 1d8 + bonuses at level 7 and further increased to 1d10 + bonuses at level 11

- Base AC increases to 11 at level 7, 12 at level 9 and 13 at level 11

- Base HP increases to 18 at level 5, 34 at level 7, 46 at level 9 and 69(nice) at level 11(gave raven less HP than others due to Blind it can apply with no Save and I'm still considering lowering HP for all 3 due to their resistances)

- Given proficiency scaling which improves it's attack rolls and also given a copy of the Beast Master's Companion's Bond passive which further grants proficiency bonus to AC and Damage Rolls

- Dexterity increased to 18 at level 7 and to 20 at level 11

The raven was added mostly for the sake of flavor and RP as some don't like the idea of summoning fiends, even as a warlock, and for the sake of reducing my workload i mostly made it a raven-shaped copy of the other two, don't yell at me about how the raven is not PnP accurate, nothing here is

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The following changes were made to the Quasit:

- Damage Die of unarmed attack increases to 2d4 at warlock level 5(when getting Deepened Pact) and increases further to a 3d4 at warlock level 11, attacks should count as magical for the purpose of overcoming resistances at level 5 and beyond

- HP increases to 24 at warlock level 5, 51 at warlock level 7, 61 at warlock level 9 and 81 at warlock level 11

- Base AC increases to 11 at level 7, 12 at level 9 and 13 at level 11

- Given proficiency scaling which improves it's attack rolls and also given a copy of the Beast Master's Companion's Bond passive which
further grants proficiency bonus to AC and Damage Rolls

- Dexterity increased to 18(up from 17) at level 7 and to 20 at level 11

- Increased movement allowance per turn by 1.5m at levels 7, 9 and 11(to compensate for not having Fly like the Imp)

- Scare ability no longer requires a rest(might be changed to limited use(s) per combat later) and it's DC increases by 2 at levels 5, 7, 9 and 11(from 10 up to 18)... note that the combat log might list out the math for it's DC but it should not matter it should just use the flat value i've given it regardless


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The following changes were made to the Imp:

- Damage Die of unarmed attack increases to 2d4 at warlock level 5(when getting Deepened Pact) and increases further to a 3d4 at warlock level
11, attacks should count as magical for the purpose of overcoming resistances at level 5 and beyond

- HP increases to 30 at warlock level 5, 61 at warlock level 7, 71 at warlock level 9 and 91 at warlock level 11

- Base AC increases to 11 at level 7, 12 at level 9 and 13 at level 11

- Given proficiency scaling which improves it's attack rolls and also given a copy of the Beast Master's Companion's Bond passive which
further grants proficiency bonus to AC and Damage Rolls

- Dexterity increased to 18(up from 17) at level 7 and to 20 at level 11

- Sting's poison DC increases by 1 at level 5 and by 2 at levels 7, 9 and 11(from 11 up to 18), damage die of the sting hit itself increases along with unarmed attack damage die

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Now you might ask: "is this balanced?" and my answer is: "idk!" use it if you want, or don't, i made this for myself and decided to share, just imagine that your powers flow into your little familiars, maybe some values should be tweaked, let me know of your thoughts if you have ideas for balancing this and about any issues you might find that i missed(i only did minimal testing).


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I am NOT taking requests of new familiars to add,  i'm open to balance suggestions and small tweaks, but I most likely am NOT gonna add X monster or Y creature to PotC familiar list, feel free to use my mod as a reference point to make your own mod that adds a big beastie to their summoning pool, just give me a shout out if you do i guess


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Install this mod using Baldur's Gate 3 Mod Manager: https://github.com/LaughingLeader/BG3ModManager
In order to install this mod using BG3MM: (Must install Full Release Mod Fixer first, following their install instructions)
  • Download the mod manually
  • Extract the mod to whichever folder you'd like
  • Place the .pak file into your BG3 Mods folder, located by typing %appdata% into your search bar then going to /Local/Larian Studios/Baldur's Gate 3/Mods
  • Open up BG3MM and if you don't see the mod on the right side under Inactive Mods, hit the refresh button right above it (if it's still not there the .pak file is in the wrong place)
  • Drag the mod from the Inactive Mods (right) side to the Active Mods (left) side
  • Click File and Export Order to Game (Ctrl + E)
  • Play Game

Compatibility note: this mod touches entries for the Quasit and Imp summon familiar spells, as well as their character entries, it also edits the entry for the deepened pact passive. The mod now also touches the entry for the base find familiar spell(to remove the cooldown) and the Pact of the Chain passive entry along with other localization entries.
So this mod will likely be incompatible with anything that touches those and i'm not making compatibility patches/versions, feel free to make one.

This mod is ALSO likely not compatible with raised level cap mods, i have not done any testing regarding those nor will I as i don't want to use those mods, least not for now.

Final note: it should be safe to install and uninstall this mod mid playthroughs as the summons are generated on spell cast, just make sure to unsummon your PotC Quasit/Imp/Dire Raven, saving the game, quitting and then uninstalling, to be on the safer side considering respeccing out of Warlock even(as the mod adds wholly new entries for the scaled familiars and i imagine you might run into issues trying to load a save with a creature that shouldn't exist).