Contract Devil

Torenz's page

28 posts. Alias of CampinCarl9127.

Full Name





Familiar 7












Common, Infernal, Celestial, Abyssal, Orc, Giant, Gnoll, Goblin, Giant, Dwarven

Strength 10
Dexterity 17
Constitution 10
Intelligence 13
Wisdom 12
Charisma 14

About Torenz

Male Imp Familiar 7
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses Perception +12; darkvision 60 ft., detect good, detect magic, see in darkness
AC 21, touch 16, flat-footed 17 (+3 dex, +1 dodge, +5 natural, +2 size)
hp 31
Fort +2, Ref +6, Will +7
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)

Melee Sting +9 (1d4 plus poison)

Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +4; CMB +2; CMD 16
Feats Dodge, Weapon Finesse
Skills (As Masters)
ACP -0
(*) Acrobatics* +9
(8) Bluff +13
(8) Diplomacy +13
(8) Escape Artist* +11
(*) Fly* +21
(8) Intimidate +13
(8) Knowledge (Arcana) +12
(6) Knowledge (Dungeoneering) +7
(8) Knowledge (Nature) +9
(6) Knowledge (Nobility) +7
(8) Knowledge (Planar) +12
(8) Knowledge (Religion) +9
(8) Linguistics +9
(8) Perception +12
(8) Perform (Sing) +10
(8) Sense Motive +9
(8) Spellcraft +12
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Infernal, Celestial, Abyssal, Orc, Giant, Gnoll, Goblin, Giant, Dwarven

SQ change shape (boar, giant spider, rat, or raven, beast shape 1)

Special Abilities:

PoisonSting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Alertness While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Carrying Capacity
Light 0-16 lb. Medium 17-33 lb. Heavy 34-50 lb.
Current Load Carried 0.5 lb.

Money 0 GP 0 SP 0 CP
Pouch (1gp) (0.5 lb.)


The nameless crow hatched on a tree in the mountains, near the city of Kenabres. He matured to adulthood as any other crow did, surviving off of it's baser instincts. However it's natural path of life was interrupted one day by the sounds of a fight, near the path that mankind often used. The crow saw a band of orcs closing in on an elf who was using magic to keep them at bay. One of the orcs began closing in behind the elf, then a mysterious compulsion came over the crow. He dived towards the fight against his instincts and began pecking away at the orc, alerting the elf to the attacker. The orc raged and grabbed at the crow, breaking a wing and sending him to the ground. Several flashes of magic later the orcs fled, leaving the elf and the crow.

The elf took a knee next to the crow who was frantically trying to escape. He gathered it, making unintelligible words with his mouth. Then he wrapped a cloth around the crow and took him into the city.

Inside one of the buildings the crow was set inside a cage and the elf spoke more unintelligible words. But a few seconds in the words began to make sense...and the crow had a much greater understanding of what had occurred! "...want to thank you again for what you did back there. For that I have gifted you with higher intelligence and the ability to speak." So it was that Torenz the crow was reborn as the familiar of Malthazir.

Appearance and Personality:

Torenz is a large crow with hints of dark red in his black feathers. He has intelligent eyes and a slightly curved beak, and his left wing has a few feathers that grow sideways.

Torenz is a snarky bird who enjoys jabbing away at two-legs. While resting on Malthazir's shoulder he likes to stay rock still, waiting for a good moment to surprise somebody looking at him. He also likes to peck at people's heads and hands until they feed him something.