Crow

Companion's page

No posts. Alias of waiph.


Gender

HP: 33; AC: 21 (FF)17, (T)16; Fort: +2 Reflex: +9 Will: +6

Strength 12
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 12
Charisma 14

About Companion

CL 7 companion:

CL: 7th
HD: 6 (d10)
BAB: +4
Fort: +2
Ref: +5
Will: +5
SKills: 6 (x4)
Feats: 3
Nat Armor: +4
Str/Dex: +2
Tricks: 3

HP: 33
AC: 21 = 10 + 2size + 4dex + 5nat
Fort: +2
Reflex: +9
Will: +6
Skills:
Feats:
Tricks: Telepathy,

Stat-block:
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison) Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save; Con-based DC); Languages Celestial, Draconic, Infernal; Special Qualities spell-like abilities (CL 6th), constant-- detect good, detect magic, 1/day -- suggestion.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will-- invisibility (self only), 1/day-- suggestion; spell-like ability (CL 12th), 1/week-- commune.


advancement rules:

Class Level
This is the diabolist's class level plus her highest caster level.  This does not stack with class levels that grant an animal companion.
HD
An imp has 10-sided (d10) Hit Dice.
BAB
This is the imp's base attack bonus. Imps do not gain additional attacks using their natural weapons for a high base attack bonus.
Saving Throws
An imp has good Reflex and Will saves.
Skills
Multiply the listed value by 3 to determine the imp's skill ranks.  If the imp increases its Intelligence to 14 or higher, it gains bonus skill ranks as normal.  Imps can have ranks in any skill; its class skills are Acrobatics, Bluff, Craft, Fly, Knowledge (arcana), Knowledge (planes), Perception, Sense Motive, Spellcraft, and Stealth.  An imp cannot have more ranks in a skill than it has Hit Dice.
Feats
An imp may select any feat for which it qualifies.
Bonus Tricks
This indicates when an imp gains its choice of another alternate form, spell-like ability, or telepathy.
Alternate Form: An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II.  Each time the imp selects this ability, it gains a new alternate form.
Spell-Like Ability: An imp companion might also choose any one of the following spells to add to its list of at-will spell-like abilities: bleed, deathwatch, detect evil, detect law, doom, ghost sound, mage hand, message, open/close, or prestidigitation.  Alternatively, it may choose to add any one of the following spells to its list of 1/day spell-like abilities: curse water, floating disk, grease, hold portal, identify, silent image, unseen servant, or ventriloquism.
Telepathy: The imp gains telepathy with a range of 50 feet, allowing it to communicate with any intelligent creature.
Link (Su)
The diabolist has an empathic link with her imp to a 1 mile distance. The diabolist can communicate emphatically with the imp, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The diabolist has the same connection to an item or place that her imp does.
Share Spells
The diabolist may cast a spell with a target of “You” on her imp (as a touch spell) instead of on herself. A diabolist may cast spells on her imp even if the spells do not normally affect creatures of the imp's type (outsider).