| Full Name |
Hector Ronick |
| Race |
imp consular |
| Classes/Levels |
Familiar |
| Gender |
M |
| Size |
Tiny |
| Age |
329 |
| Alignment |
LE |
| Deity |
Diabolism |
| Languages |
Infernal, Commom, Celestial, Draconic. |
| Strength |
8 |
| Dexterity |
24 |
| Constitution |
12 |
| Intelligence |
28 |
| Wisdom |
18 |
| Charisma |
18 |
About Hector The Imp
Hector Ronick IMAGE
Description
A small red Imp in a tiny well made red suit + Crown of Telepathy and Tiny Mitral+1 Shirt. Hector has a mind of his own and will let his master know them it feels she is doing something wrong in the most sarcastic and subsequent way possible.
His job is simple, Look after her secretary, he refuses to act as a spy or even fight for her. His own well being comes 1st and foremost. But he is also loyal and would never sell her our of break a confidence. The hells sent him to be her aid and he takes his role very seriously. So he is proud, pompoms and a little stuck up. Having been the servant of a Duke of Hell for many years before being assigned Commander Azal, which he endlily reminds her of. Seeing his new role as a bit of a come down.
"I am a scribe nothing more nothing less, I do not fight, I do not spy, or do politics, When my master says write a contract Ronick . I write that contract, if my master says stake notes at this meeting I take notes. That is who I am and all I do."
<---PC SHEET Tyrant Matriarch Urlrith Tanor'Thym
Imp Consular
LE Tiny outsider (devil, evil, extraplanar, lawful)
Speed 20 ft., fly 50 ft. (perfect), Init +3;
Senses darkvision 60 ft, detect good, detect magic, see in darkness; Perception +7
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 14th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
Imp Consular
One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies.
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
Hit Points: 200/200
Fast healing 2
Saving Throws:
Fortitude +6,
Reflex +18,
Will +16,
DR 5/good or silver;
Immune fire, poison;
Resist acid 10, cold 10
DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
OFFENSE
Attacks: 20/15/10/5
Melee sting +8 (1d4 plus poison* +6d6 precise attack)
*Poison (Ex) Sting—injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
STATISTICS
Str [08][-1]
Dex [24][+7]
Con [12][+1]
Int [26][+8]
Wis [18][+4]
Cha [18][+4]
Feats
01:Dodge,
02:Weapon Finesse
03:
04:
05:
06:
07:
08:
09:
10:
11:
12:
13:
14:
Expert Scribe Magic Trait
Long hours spent taking notes have taught you to make very precise notations.
Benefit: Whenever you add a new spell or extract to your spellbook or formula book, which spell or extract takes up half the normal number of pages (minimum 1).
Class Skills
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Alchemy (Su) [used for making paper and Inc]
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex)
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. A complete listing of investigator talents can be found here: Investigator Talents
Keen Recollection
1:Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
2:Unconventional Inspiration (Ex) {Profession: Scribe}
Benefit: An investigator with this talent can pick any one skill. He can add his inspiration die to checks attempted with that skill without expending a use of inspiration.
3:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
4:Eidetic Recollection (Su)
Prerequisite(s): Investigator 11th level
Benefit: An investigator can always choose to take 10 on any of his Knowledge checks, even if he’s in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he’s in immediate danger or distracted.
5:Item Lore (Ex)
Prerequisite(s): Investigator 7th level
Benefit: An investigator can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells.
6:Amazing Inspiration (Ex)
Prerequisite(s): Investigator 7th level
Benefit: When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) +3
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) +4
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) 4d6
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Alchemy (Ex)
At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
--Items warn---
Headband:
R-Hand:
Chest:
Back:
Body: Fine tiny well made Uniform 50gp
Head:
Helm:
Feet:
Belt:
Arms:
-Tiny Magic Pouch of Holding 3-
His Lab, Owk shop and home is inside.
-:Wand of Infernal Healing Small black rod 20/50 300gp
-:Wand of Prestidigitation, Small black rod 10/50 300g
-:Wand of Magic Missile 1 10/50 150gp
Spectacles of Understanding
Aura faint divination; CL 2nd; Slot eye; Price 3,000 gp; Weight —
DESCRIPTION
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability make such checks untrained.
Quill of Scribing
Aura faint no school; CL 1st; Slot none; Price 13,200 gp; Weight –
DESCRIPTION
This looks like a typical quill albeit made from the feather of an exotic bird. To gain the benefit of this magic item the user must have the Scribe Scroll feat. By speaking a command word as a standard action, the quill will begin the process of scribing a scroll while allowing the scriber to perform other duties or rest, though the scroll still has the same cost and time requirements.
The quill can be stopped by removing it from the writing medium, though this wastes time and materials incurred. Additionally, even if the quill is stopped early, it can only be activated once per day.
Book of Infinite Pages (Minor Artifact)
This item, replenishes its pages pulled from it, so that it always has 100 blank pages,
IT also makes a copy of everything written it in or on its pages, and changes made to those pages no matter of the pages taken out are no longer with the bood. There active copy pages are Held in a is own demi-plane, and can be placed in the book for reading on demand.
Also it is a +4 to All Kn rolls as its a endless enslaclapidea, but take 10 mins of study to again the +4 on a single roll. If the roll fails a new roll can not be made for 24 hours.