Advice for Imp Companion (lvl 11 magus / Diabolist)


Advice


Hi,

Currently running deep in a campaign for Way of the Wicked. (highly recommend this campaign btw for anyone who likes being bad)

Playing a lvl 11 lawful evil magus who worships asmodeus.

Thought it would be fun to take a diabolist level and have an imp companion. Not looking for a power boost just thing it would be fun to RP and have a companion in fights.

So the imp counts as a 12th lvl and so has 6 feats available to it and I also want to take a alternate form (beast shape 2) using one of it's tricks. (tiny, small or medium)

Wondering if you guys could help me choose an alternate form to take on the companion as well as feats.

[My fighting style is use stand in the back and use maximize metamagic rod to cast aoe spells at the beginning of a fight and then make my way into melee(using fly usually) and decimate high priority enemies using shocking grasp with spell combat].

Liberty's Edge

With an imp, you could max out it's UMD skill and have it throw some additional AOE or control spells at the beginning of the fight. And use rays, magic missile, and other precision spells to eliminate threats during the melee phase.

Liberty's Edge

attack from above is a good feat to have

Dark Archive

You do know that it's far more efficient to just take the Familiar arcana and burn a feat on Improved familiar and get the imp that way.
This would give you all the Imps powers at once, save you a caster level (you'll need that 20th level ability in this AP) and let you take the Valet Archetype on that Imp MASSIVELY increasing it's power and usability.


1 person marked this as FAQ candidate.

Except that the Imp gained from Diabolist is an Animal Companion as well as a familiar.

Dark Archive

no the amp is an animal companion it is not a familiar you don't get any of the familiar bonuses with it.
and since it is an animal companion Any GM is within its rights to force you to use handle animal checks to get it to do anything.

Scarab Sages

The imp has a base intelligence of 13, has languages that it can speak, as well as telepathy, so I am not certain if that has any effect on if or if not a handle animal check is required.


Nope, no handle animal checks to make it do anything. It's awesome.


A shame you aren't chaotic evil and had a quasit.

It could fling unholy poo at your enemies.

Dark Archive

Cao Phen wrote:
The imp has a base intelligence of 13, has languages that it can speak, as well as telepathy, so I am not certain if that has any effect on if or if not a handle animal check is required.

It's intelligence score has nothing to do with whether it requires handle animal checks to control it. As the last faq on this subject stated Monkey see, Monkey do

Follow that up with the latest rules from the Ultimate Campaign sourcebook here

Ultimate Campaign wrote:
Even if an animal's Intelligence increases to 3 or higher, you must still use the Handle Animal skill to direct the animal, as it is a smart animal rather than a low-intelligence person (using awaken is an exception—an awakened animal takes orders like a person). The GM should take the animal's Intelligence into account when determining its response to commands or its behavior when it doesn't have specific instructions.

Whether it's int is 3, 13 or 313 it still requires a handle animal check to get it to perform an action you want it too.

The only thing that confuses the issue is that the imp is not of the type animal which is what the rules are designed for. However, the Paladin mount is also not of type Animal (Magical Beast) with an Int score over 3 and also requires the use of handle animal to control it.

At this point you fall back to the basic rules of animal companions (which the diabolist companion is flagged as) and that requires a handle animal check to get it to use any tricks it knows per the rules.

Scarab Sages

However, when looking at the Diabolist's page in the Chronicle Booklet, it states that the imp gains other things, like telepathy/spell-like ability/alternate form, instead of a trick when the statblock of the imp increases in Hit Dice. Does this mean that you can never teach a trick to the Diabolist's imp?

Dark Archive

Cao Phen wrote:
However, when looking at the Diabolist's page in the Chronicle Booklet, it states that the imp gains other things, like telepathy/spell-like ability/alternate form, instead of a trick when the statblock of the imp increases in Hit Dice. Does this mean that you can never teach a trick to the Diabolist's imp?

Each of those abilities are declared as Bonus tricks so they will be learned just like any other Handle Animal trick.

Liberty's Edge

it is an "Imp Companion" not a AC. you just use the AC modified chart. So, no handle animal checks required. Now if you want to rule differant in your game, thats OK too.

Dark Archive

jjaamm wrote:
it is an "Imp Companion" not a AC. you just use the AC modified chart. So, no handle animal checks required. Now if you want to rule differant in your game, thats OK too.

It's a bit more then just the modified chart.

imp companion wrote:
A diabolist's imp increases in power as the diabolist gains levels according to Table: Animal Companion Base Statistics, with the following changes.
companion 2 wrote:
This is the diabolist's class level plus her highest caster level. This does not stack with class levels that grant an animal companion.
companion 3 wrote:
A diabolist forms a close bond with a particular imp, similar to a druid's bond with an animal companion.

All the mechanics, advancement, abilities and examples are pulled directly from the druids AC rules.

When in doubt go back to the source material and go from there.


My recommendation is to take the one Beast Shape 3 choice for the spider. Its the only way to get a beast shape with a poison. Take the feat Ability Focus to raise all poison DCs by 2. I also recommend that the imp max out his intimidate and take the feat Cornugan Smash. If he succeeds at intimidating someone, he lowers their save on his poison by two. Cornugan smash comes before the poison.

Flyby attack is also a cool feat to consider.

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