Imp

Tar'jub's page

64 posts. Alias of Xentik.


Full Name

Tar'jub the Subjugator

Race

Imp Consular

Classes/Levels

Barbarian (Titan Mauler) 12; 201/201 (276) HP; init +8, percept. +25; AC 33/22/28 (33/20/28 raging); Fort +18 (+23/+28), Ref +15 (+15/+19), Will +11 (+14/+19); 30/31 Rage, 8/9 MP, 2/2 LP

Gender

Male

Size

Tiny (2', 30 lbs)

Age

Oooooold

Special Abilities

Shape Change, Flight, Fast Healing

Alignment

NE

Deity

Asmodeus

Languages

Common, Undercommon, Infernal, Draconic, Abyssal

Occupation

Subjugator of Mages and Mercenary

Strength 27
Dexterity 18
Constitution 20
Intelligence 16
Wisdom 10
Charisma 14

About Tar'jub

Background and Appearance:

Appearance
An oddly proportioned small red humanoid with curiously small wings, legs and overly large arms and hands. A pair of beady eyes frame an overly large nose on the creatures face, and two curled horns rise from atop his crown. A long whip-like tail extending from his rear ends in a scorpion's sting. On the little devil's back is a tiny (though large for him) two-handed maul coverd in wicked spikes which appear to be made of the horns of other imps.

Personality
Tar'jub isn't quite like his fellow Imps. While he has all the superficial traits of one of the Consulars, the equivalent of nobility among the imps, he has neither the temperment for nor interest in trickery shared by his ilk. In fact, he finds all the legalisms of his home plane boring beyond words. Gifted with a surprisingly muscular frame for an imp, he has spent lifetimes enjoying tormenting and bullying other imps, especially those that are out of favor with the higher devils. While tormenting imps (or anything weaker than him) is a fun pastime for Tar'jub, he truly shines when he can torment magic users. Whatever strange twist of fate created him--Some say it was a Balor seeking to seed chaos in Hell--also instilled in him a loathing for arcane casters.

Since arriving on Golarion, he has wandered as a mercenary seeking adventure, profit and a chance to abuse mages.

Story: The Summoning
Ryal paced back and forth in his chambers, wondering to himself if this was the best course of action. He had made it this far up the heirarchy in the academy with his parlor tricks and thievery, but there were rumors that the other instructors had begun to get suspicious of his magical abilities. As usual, he was unable to work the magic himself, so he resorted to stealing what he needed to get things done. This ritual should allow him to consort with a devil to gain the power he needs to keep his position.

As he drew the circle and put all the offerings in, the thought that this was all a bit too easy wandered through his head before he batted it away. I'm the son of Aren Voidcaller, the most powerful human conjurer in the last century! The other instructors will kneel before me when I'm done! He then finished the ritual and waited as the flames lighting the room swayed violently, responding to some other-worldy gale. Finally a haze filled the room and when it cleared, a small winged figure floated in the center of the circle, in his hand a disproportionately large spiked mallet. "Who has summoned Tar'jub the Subjugator!" it called out in a squeaky, high-pitched voice.

This is what I summoned? Not a contract devil? Ryal stood there stunned for a moment, eyeing the small creature which he presumed must be an imp. He turned to consult the tome he had stolen, but was interrupted by the imp. "Tar'jub sees the mage made a very nice circle to hold Tar'jub in. Tar'jub is impressed! This is the strongest circle he has seen before, you must be a mighty mage!" the imp called out, looking at the binding circle surrounding it.

The statement caught him offguard, but Ryal quickly recovered. "Of course! I'm a Voidcaller, our knowledge of binding outsiders is unsurpassed! Now, let us discuss the terms of your service devil!" The imp raised what passed for an eyebrow on its face and thought for a moment. "Very nice circle, but you are knowing Tar'jub is not a Demon right? This circle not so good for keeping him in!"

Ryal's jaw dropped as he looked down at the floor. His mind flashed back to his early days of study at the academy, and like that, the image of the circle before him popped in his head. "This," he remembered the instructor saying, "is a Magic Circle against Chaos..." He would have stood there dumbfounded, but the imp didn't give him a chance. Before he could react, it charged him and smacked him upside the head with the spiked weapon it held, knocking him to the floor. As he blacked out he heard it laughing maniacally, its wings flapping as it headed out the door.

Ryal didn't know how long he'd been out, but when he finally came to, the candles in the room had gone out. Summoning light with the little magic he actually did know, he stood up and looked around. I need to pack my things and get out of here, once they kill that imp they'll know for sure I botched it... He gathered his things, running about the room as he thought of the impending consequences. When he turned to head to the door he stopped in his tracks, dropping his pack. There, in the door, floated the imp he'd summoned.

"Tar'jub is back! He ran out of mages to play with, so he came back here. You gave him lots of fun, so Tar'jub decided to keep you!" the imp said with a fiendish grin. "You can start by getting Tar'jub something to eat. He is very hungry after smashing so many mages!"

In the end, Ryal had gotten what he wished for. None of the other instructors would ever pose a threat to him again, the imp had apparently finished them all off one at a time. Of course the cost of that had been servitude to Tar'jub. On the up side, he was significantly richer now than he had been before, and the imp seemed to have what passed for a soft spot for him, only stinging or beating him occasionally, and otherwise allowing him to appear as a successful mage in his travels. As long as he did what he was asked quickly and without question things went pretty well.

Story: Tar'jub's Ascension

In the years after being summoned, Tar'jub led Ryal around the world, the pair acting as mercenaries for any cause that would pay them (and charging half for smashing mages). They fought in wars and small skirmishes, raided encampments, towers and whatnot, pocketing the profits. Tar'jub was as happy as a chaos-loving imp could be, showered in gold, slaves, and the blood of countless mages great and small. He and Ryal gained significantly in power during this time and became quite infamous.

Eventually they attracted the attention of the Shaman/Chieftain of a group of freshly united orc tribes. Duggad the Eyeless, the chieftain, attracted them with promises of riches from the plunder that would ensue when the horde descended upon the neighboring kingdoms. Eager for more battle, Tar'jub readily agreed, and so they joined the horde. The real plan, however, was for Duggad to kill the two and feast upon the heart of the Imp, infusing himself with further power before they set off to war. That night, the blind orc and his troop set upon the two while Tar'jub was occupied counting his money. Before he could react, the warriors had downed Ryal and surrounded him, Duggad standing behind the warriors laughing maniacally.

As the realization that his faithful pet had been slain dawned upon him, the little imp became enraged. He lunged forward with his earthbreaker, leaving the corpses of orc warriors in his wake as he worked his way towards Duggad. The chieftain, however was no pushover; while the orc warriors funneled in and were felled in short order, the chieftain seemed to shrug off his blows and to call upon magics Tar'jub had never seen before. Hours passed and the ground was strewn with the corpses of countless orcs, and standing near the edge were Duggad and the imp. Tar'jub had been wounded severly several times, but his natural resilience kept bringing him back, and being a devil felt no exhaustion from the fight. Duggad, despite his power, was still mortal however, and the exertion had worn him down. He had miscalculated the imp's resistance to magic, shrugging off all the binding and later banishment magic he could muster.

When Tar'jub struck down the orc he was overcome by a compulsion to take Duggad's heart and consume it. As he did, he felt the orc's power fill him until he was overcome by it. Driven temporarily into madness by the experience, he began seeking anything to slay. When all was said and done, the orc horde had been slaughtered down to the last orc.

Introduction:

A small red-skinned horned creature flutters up alongside the ship. It spends a few moments zipping around the hull, inspecting it top and bottom. Finally satisfied, it finishes and flies up to the deck. "Hello! Tar'jub introduce himself!" it calls out in a raspy, high-pitched voice. "Or he already introduce himself maybe?" he adds quizzically, pausing to think about it for a moment.

"Tar'jub hearing that you have nice ship and maybe fly around causing mayhem and plundering things. Tar'jub thinks that is a good plan, and will be happy to join you!" Tar'jub says enthusiastically, bouncing erratically through the air as he speaks. "Tar'jub knows what you are thinking: Why we need little imp? Imps cause problems and are maybe not so helpful on ship. Plus imps always are wanting contracts and souls," he says, rolling his eyes as if he finds such concepts absurd.

"But Tar'jub no ordinary imp. He fights like small army, maybe do heavy lifting or smash things that need smashing. Good at scaring things like crew and mages... One time he scare mage so bad that the mage soil his robes. Very effective strategy for keeping Tar'jub from eating mage, very unexpected! Tar'jub had to settle for just beating mage to death instead." Tar'jub furrows his brow, clearly frustrated, as he recalls the incident.

After a second he shakes his head and continues, "But Tar'jub digresses. He promises not to eat crew or beat them to death, and even maybe even not to sting them... Although if maybe you want him to sting crew sometimes, he is ok with that! Tar'jub just wants fair share of plunder, maybe a slave or two... and maybe not count things he eats against his share. And maybe to smash some mages, although not crew member mages, unless you want them smashed. No contracts, no souls, and if you tire of Tar'jub he go find someone else to plunder with!"

"If you ask why imp needs plunder, Tar'jub answer simply: He has no interest in returning to hell, and needs lots and lots of gold to retire for eternity. Lots of adventuring to do before then, and airship sounds like exciting way to do it! Maybe get small castle filled with interesting things..." His voice trails off as he hoists his tiny sledge over his shoulder and begins to daydream.

Sitting atop a small throne, the imp looks down on a gigantic chamber filled with treasure and slaves. Vast tables fill the spaces between the mountains of gold, arrayed with an assortment of exotic foods. Men and women in robes hang from runed shackles along the walls, crying out for mercy. He looks to his right to see a giant demon, a Balor, kneeling at his side. The fiendish being looks down and calls out to him: "Tar'jub, what is best in life?"

The imp ponders the question for a moment and responds: "To smash mages, to see them driven before me, and to hear the lamentations of their familiars!"

Statistics:

Male Imp Consular Barbarian (Titan Mauler) 12
NE Tiny Outsider (devil, lawful, evil, extraplanar)

Init +8; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +25

Defense
AC 33 (33), Touch 22 (20), Flat-footed 28 (28) [6 armor + 4 dex + 2 size + 2 (4) nat. armor + 3 nat. armor enh. + 3 deflect + 2 luck + 1 dodge + 0 (-2) rage]
HP 201/201 (276/276); fast healing 2
Fort +18 (+23, +28 Spell/SLA/su), Ref +15 (+15, +19 Spell/SLA/su), Will +11 (+14, +19 Spell/SLA/Su) (+5 vs Spell/SLA/Su Ability to all)
DR 5/good or silver, 2/-; Immune fear, fire, poison Resist acid 10, cold 10, electricity 6;

Offense
Speed 20 ft., fly 50 ft. (perfect)

Melee Tar'jub's Kneecapper +30/+21/+16 (1d8 + 28, 20/x3)
Melee Sting +18 (1d4 + 21 plus poison)

Melee (Rage) Tar'jub's Kneecapper +36/+27/+22 (1d8 + 36, 20/x3)
Melee (Rage) Sting +22 (1d4 + 25 plus poison)

Special Attacks Pounce
Space 2-1/2 ft; Reach 0 ft.

Spell-Like Abilities (CL 18):
Constant--detect good, detect magic, enduring armor
At will--invisibility (self only)
1/day--augury, suggestion (DC 15)
1/week--commune (CL 12, 6 questions)

Statistics
Str 27 (36), Dex 18 (18), Con 20 (31), Int 18 (18), Wis 10 (10), Cha 14 (14)
Base Atk +15; CMB +21; CMD 36

Feats Skill Focus: Survival, Intimidating Prowess, Power Attack, Furious Focus, Cornugon Smash, Mythic Eldtich Heritage, Toughness, Raging Vitality, Dual Path

(Trickster)
Traits Fate's Favored, Bully
Skills Acrobatics +24, Bluff +22, Disguise +18 (+28 Beast Shape), Escape Artist +6, Fly +22, Intimidate +31, Knowledge (Planes) +12, Knowledge (Arcana) +12, Perception +25, Sleight of Hand +24, Stealth +32, Survival +26; Racial Modifiers +8 Fly Size Modifiers Fly +4, Stealth +8
Languages Common, Undercommon, Infernal; telepathy 50 ft.
SQ flight, change shape (beast shape II), pounce
Limited Use Rage 31, MP 9, LP 2

Combat Gear Tar'jub's Kneecapper (+4 Legendary Furious Courageous Impervious Adamantine Earthbreaker (Tiny), 56 hardness, 120 HP), belt of physical might +4 (str/con), +3 ring of protection, +4 cloak of resistance, +3 amulet of natural armor/+1 amulet of mighty fists, Jingasa of the Fortunate Soldier, Stone of Good Luck, Boots of Speed, Robe of Arcane Heritage, Eyes of the Eagle, Ioun Stone - Pale Orange Rhomboid (Flawed), Headband of Havoc/Intelligence +2 (Sleight of Hand)
Other Gear Bag of Holding (Type I)
Treasure 1460 gp

Special Abilities
Poison (Ex): Sting -- Injury; save Fort DC 24 (10 + 7 lvl + 5 con + 2 racial); frequency 1/rnd for 6 rnds.; effect 1d2 dex; cure 1 save
Big Game Hunter (Ex): +1 attack and +1 dodge AC vs creatures larger than Tiny.
Jotungrip (Ex): Wield 2H weapon as 1h with -2 penalty.
Massive Weapons (Ex): Reduce attack roll penalty for oversized weapons by 1+1 per 3 levels above 3.
Evade Reach (Ex): (swift act.) Choose one target's reach as if it were 10 ft. shorter.
Damage Reduction (Ex): 1/- at 7 and increases by 1 every 3 levels above 7.
Greater Rage (Ex): +9 Str (6 base + 3 courageous), +11 Con (6 base + 2 raging vital. + 3 courageous), +3 wis, -2 AC, +4 Nat Armor (Beast Totem)

Rage Powers
Beast Totem, Lesser (Su): Gain two claw attacks while raging (1d3 dmg + str)
Superstitious: (+5 morale vs Sp/Su/SLA) Gain +2 morale vs spells, spell-like abilities and supernatural abilities, +1 for every four levels.
Beast Totem (Su): (+4 nat. arm.) +1 Natural armor, +1 for every four levels
Energy Resistance (Ex): (resist lightning 6) Gain lvl/2 resistance to one energy.
Beast Totem, Greater (Su): Claw damage increases to 1d4, crit at 20/x3, gain pounce special ability while raging.
Eater of Magic (Su): Once per Rage when save failed vs spell/su/SLA, reroll save. If success, gain temp hp equal to CL or CR for 1 min.

Eldritch Heritage: Orc
Touch of Rage (Sp): (std action, 7 [3+cha]/day) Grant +8 morale hit/damage/will for one round.
Fearless (Ex): Immunity to Fear, +2 Natural Armor.
Strength of the Beast (Ex): +4 inherent bonus to strength
Power of Giants (Sp): (std action, 14 min/day) Large size, +6 str, -2 dex, +4 con, +4 Nat. Armor. (Net: +3 hit/dam, +30 HP, +2 Fort, -1 Ref)

Gear Abilities
Pale Orange Rhomboid (Sp): Absorbs soul prior to death. May return to life from stone once within 12 hours of absorption. Returning to body leaves you unconscious at -(Con-1) HP. If not stabilized or healed after 1 round, you die again (Not an issue due to fast healing).
Headband of Havoic (Sp): (1/day, 2 rnds rage, immed. act.) Enter rage when forced to make saving through against hostile effect. (free act.) One rage power acts as if it were 4 levels higher. (Beast Totem: +1 nat. arm., Energy Resist: +2 resist lightning, Eater of Magic: +4 tmp HP, Superstition: +1 save vs Su/Sp/SLA)
Jingasa of the Fortunate Soldier (Sp): (1/day) Turn critical hit into normal hit.
Boots of Speed (Sp): (free act., 10/day) Gain haste for 1 round.

Mythic (Tier 3 Guardian/Trickster)

Hard to Kill (Ex): Stabilize automatically below 0 hp. Don't die until hp equal to negative 2 * con.
Mythic Power (Su): 3 + 2 * tier Mythic Points (9)
Ability Score Adj: +2 Con
Surge (Su): (imm. act., 1 mp) Add 1d6 to any d20 roll you just made, possibly changing the outcome.
Amazing Initiative (Ex): (passive) Bonus to init equal to tier (free act., 1 mp) Gain an additional standard action.
Recouperation (Ex): Restored to full HP after 8 hours of rest (1 mp) Rest 1 hour to gain half hp and regain daily-limited class features.

Path Dabbling, Enduring Armor (Su): (swift act.) 3+tier armor bonus, clvl = tier, no duration.
Titan's Bane (Ex): No AoO for entering foe's space if 2 size larger (Medium) than you, gain cover (+4 AC, +2 Ref) while in square.
Legendary Item (Weapon): Returning, Unyielding, Upgradable

Ability Score Calcs:

Str: 27 (36) = 16 point buy + 4 inherent + 3 ability increase (non-mythic) + 4 enhancement (+ 9 Rage)
Dex: 18 = 12 point buy + 6 racial
Con: 20 (31) = 14 point buy + 2 ability increase (mythic) + 4 enhancement (+ 11 Rage)
Int: 16 = 14 point buy + 2 racial + 2 enhancement
Wis: 10 = 8 point buy + 2 racial
Cha: 14 = 10 point buy + 4 racial

Attack Calcs:

Melee Kneecapper [+30/+21/+16 (+15 BAB + 8 str + 2 size + 1 BGH + 4 enh - 4 PA on atks after first); 1d8 + 28 (8 str * 1.5 + 8 PA * 1.5 + 4 enh), 20/x3]
Melee (Secondary) Sting [+18 (+15 BAB + 8 str + 2 size + 1 BGH + 1 enh - 4 PA - 5 sec); 1d4 + 17 (8 str + 8 PA + 1 enh) plus poison, 20/x2]

Melee (Rage) Kneecapper [+36/+27/+22 (+15 BAB + 12 str + 2 size + 1 BGH + 3 enh - 4 PA on atks after first); 1d8 + 22 (10 str + 9 PA + 3 enh), 20/x3]
Melee (Rage) Claw/Claw [+27 (+15 BAB + 12 str + 2 size + 1 BGH + 1 enh - 4 PA); 1d3 + 21 (12 str + 8 PA + 1 enh), 20/x2]
Melee (Rage) Sting [+26 (+15 BAB + 12 str + 2 size + 1 BGH + 1 enh - 4 PA); 1d4 + 21 (12 str + 8 PA + 1 enh) plus poison, 20/x2]

Melee (Rage, Secondary) Sting [+22 (15 BAB + 12 str + 2 size + 1 BGH + 1 enh - 4 PA - 5 sec); 1d4 + 20 (12 str + 8 PA + 1 enh) plus poison, 20/x2]

Gold Calcs:

Starting: 185 kgp
Spent: 184.54 kgp
Remaining: 0.46 kgp
Weapon: +1 Adamantine Earthbreaker (5.04 kgp = 2 enh + 3 adamantine + 0.04 base weapon)
Weapon (via Upgradable): add +3, Furious, Impervious, Courageous (36.5 kgp = 35 enh diff + 1.5 impervious)
Belt: Belt of Phys Might (Str/Con) +4 (40 kgp)
Body: Robe of Arcane Heritage (16 kgp)
Eyes: Eyes of the Eagle (2.5 kgp)
Feet: Boots of Speed (12kgp)
Head: Jingasa of the Fortunate Soldier (5 kgp)
Neck: Amulet of Nat. Armor +3 (18 kgp)
Shoulders: Cloak of Resist +3 (9 kgp)
Ring 1: Ring of Prot +3 (18 kgp)
Misc: Stone of Good Luck (20 kgp)
Misc: Bag of Holding (Type I) (2.5 kgp)

Extra Gold: 40 kgp
Spent: 39 kgp
Remaining: 1 kgp
Neck: +1 Amulet of Mighty Fists (on Amulet of Natural Armor) [6 kgp]
Shoulders: Cloak of Resistance +4 (upgrade) [7 kgp]
Head: Headband of Havoc/Headband of Intelligence +2 [14 kgp]
Misc: Ioun Stone - Pale Orange Rhomboid (Flawed) [12kgp]