Babau

Bapho's page

19 posts. Alias of -Karma-.


Full Name

Bapho

Race

Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

About Bapho

Male Imp outsider 7
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3, Senses darkvision (60 ft.); detect good, detect magic, see in darkness, Perception +7
=================================================
DEFENSE
=================================================
AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size )
hp 32, Fast Healing 2
Fort +4, Ref +6, Will +8
DR5/good or silver; Immunities fire, poison, Resistances acid 10, cold 10,
=================================================
OFFENSE
=================================================
Speed 20 ft. Fly 50 ft. (Perfect)
Melee sting +8 (1d4)
Space 2.5 ft. by 2.5 ft. Reach 0 ft.
Special Attacks Poison (DC 13),
Innate Spell-Like Abilities augury (DC ,1/day), commune (six questions) (DC ,1/week), detect good (at will), detect magic (at will), invisibility (self only) (DC 10,at will), suggestion (DC 15,1/day),

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 16, Con 10, Int 12 (8), Wis 12, Cha 14,
Base Atk +2; CMB +3; CMD 14
Feats Dodge, Martial Weapon Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (Arcana) +5, Knowledge (Planes) +5, Perception +7, Spellcraft +5, (UMD +5)
Languages Celestial, Common, Draconic, Infernal, Telepathy 100 ft.,
SQ aligned (evil, lawful), change shape (Boar, Giant Spider, Rat, or Raven, Beast Shape I), darkvision, detect good, detect magic, fast healing 2, see in darkness, telepathy 100 ft., ,
Combat Gear
Other Gear sting, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aligned (Evil, Lawful) Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving damage reduction.

Change Shape (Su) An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of its own physical qualities. An Imp cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, but it does not adjust its ability scores (although it gains any other abilities of the creature it mimics).

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Detect Good (Sp) You can Detect Good, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated a as a swift action.

Detect Magic (Sp) You detect magical auras, as per the spell Detect Magic, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated a as a swift action.

Fast Healing (Ex) You regain hit points at 2 hit points per round. You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Immunity to Fire (Ex) You never take fire damage.

Immunity to Poison (Ex) You never take poison damage.

Poison (Ex) Sting--injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.

See in Darkness (Su) Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Telepathy (Su) You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

[b][/b]