Contract Devil

"Honest" Yigbex's page

24 posts. Alias of TheWaskally.


Full Name

Yigbex

Race

Devil, Imp

Classes/Levels

Unchained Rogue (charlatan)/2nd Wizard (Diviner, Scryer)/1st

Gender

Male

Size

Tiny

Age

828

Special Abilities

Weapon Finesse (Ex), Sneak Attack 1d6, Natural Born Liar (Ex) ,Arcane Bond (Ex), Forewarned (Su), Send Senses (Sp), Cantrips, Evasion (Ex), Honeyed Words (Ex)

Alignment

LE

Languages

Infernal, Common, Draconic, Sylvan, Celestial, Goblin

Strength 12
Dexterity 20
Constitution 11
Intelligence 16
Wisdom 14
Charisma 15

About "Honest" Yigbex

Initiative: +5
Senses: Perception +7
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AC 16 (15 Touch, 16 FF)(+5 Dex, +1 natural)
Hp 22/22
Fort +0, Ref +8, Will +4
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Speed 20 ft (fly 50 ft, perfect)
Melee +2 Sting (1d4 + poison, x2)
Special Attacks
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Spells

Yigbex's Spellbook (written in Infernal):
Prohibited Schools - Necromancy/Transmutation
0-level Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Arcane Mark, Prestidigitation
1st-level Detect Hidden Doors, Identify, Charm Person, Ventriloquism, Infernal Healing, Shield

Prepared Spells
0-level Prestidigitation, Ghost Sound, Ray of Frost
1st-level Charm Person, Shield, Ventriloquism
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BAB +1, CMB +2, CMD 18
Feats Persuasive, Scribe Scroll, Hover
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Skills
Acrobatics +12 (2 Rank, 5 Dex, 3 Class, 2 Skill Bonus)
Appraise +9 (3 Rank, 3 Int, 3 Class)
Bluff +12 (2 Rank, 2 Cha, 3 Class, 2 Feat, 1 Trait, 2 Skill Bonus)
Climb +6 (2 Rank, 1 Str, 3 Class)
Craft +3 (0 Rank, 3 Int, 0 Class)
Diplomacy +10 (2 Rank, 3 Class, 2 Cha, 2 Feat, 1 Trait)
Disable Device +12 (2 Rank, 3 class, 5 Dex, 2 MW Thieve's tools)
Disguise +2 (0 Rank, 0 Class, 2 Cha)
Escape Artist +10 (2 Rank, 3 Class, 5 Dex)
Fly +5 (0 Rank, 0 Class, 5 Dex)
Intimidate +6 (1 Rank, 3 Class, 2 Cha)
Knowledge (arcana) +7 (1 Rank, 3 Class, 3 Int)
Knowledge (dungeoneering) +7 (1 Rank, 3 Class, 3 Int)
Knowledge (engineeering) + 3 0 Rank, 0 Class, 3 Int)
Knowledge (geography) + 3 0 Rank, 0 Class, 3 Int)
Knowledge (history) +7 (1 Rank, 3 Class, 3 Int)
Knowledge (local) +7 (2 Rank, 3 Class, 3 Int)
Knowledge (nature) + 3 0 Rank, 0 Class, 3 Int)
Knowledge (nobility) + 3 0 Rank, 0 Class, 3 Int)
Knowledge (planes) +7 (1 Rank, 3 Class, 3 Int)
Knowledge (religion) +7 (1 Rank, 3 Class, 3 Int)
Linguistics +7 (1 Rank, 3 Class, 3 Int)
Perception +7 (2 Rank, 3 Class, 2 Wis)
Perform +2 (0 Rank, 0 Class, 2 Cha)
Profession -2 (0 Rank, 0 Class, 2 Wis)
Sense Motive +7 (2 Rank, 3 Class, 2 Wis)
Sleight of Hand +10 (2 Rank, 3 Class, 5 Dex)
Spellcraft +7 (1 Rank, 3 Class, 3 Int)
Stealth +10 (2 Rank, 3 Class, 5 Dex)
Swim +1 (0 Rank, 0 Class, 1 Str)
Use Magic Device +2 (0 Rank, 0 Class, 2 Cha)

SQ:

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Natural Born Liar (Ex)
At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.

This ability replaces trapfinding.
Arcane Bond (Ex)
Wizards who select a bonded object Tiny silver ring begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Honeyed Words (Ex)

Racial Traits:
Type: Outsider(Devil, Evil, Lawful)

Size:Tiny(Doesn't apply Bonuses with my rules)

Speed:20ft ground, 50ft fly(perfect)

Language: Begin with common Infernal, Can learn any language

Abilites:+6dex, +2cha,+2nt,+2wiz, -2Con

Spell-like abilites: constant: Detect good, detect magic, At will: Invisibility 1/day- Auguary, Suggestion

+1 natural armor, Immunity to Fire, poison, resist Acid 10 cold 10

Sting 1d4+ poison

Skill bonus: +2bluff, +2 Acrobatics?

Shapechange: specifically Boar, giant spider, Rat, raven

(Because of the high RP I will require this to count as a +2 template)


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Traits Trustworthy and Knowledgeable Caster
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Items Black thong (because Sigil authorities have 'a thing' about nudity), silver bonded ring, spellbook, spell component pouch, common backpack, MW theive's tools (worn around Yigbex's waist like a tool belt)
Combat Gear None

Wealth 4 gp (on person), 2964gp (Sigil bank, Guildhall district)
Carrying Capacity
Current Load: 1.4 pounds
Height 3'0", Weight 10 lbs., Eyes Red Hair None, Skin Red
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