| Dustyboy |
I'm reading the imp entry and the line
The Imp Companion
Imp Companion Base Statistics
ImpStarting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison) Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save; Con-based DC); Languages Celestial, Draconic, Infernal; Special Qualities spell-like abilities (CL 6th), constant-- detect good, detect magic, 1/day -- suggestion.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will-- invisibility (self only), 1/day-- suggestion; spell-like ability (CL 12th), 1/week-- commune.
A diabolist's imp increases in power as the diabolist gains levels according to Table: Animal Companion Base Statistics, with the following changes.
An imp is specifically not an animal companion. Whilst RAI i get that this was unintentional, is the RAW legal for a character to have improved familiar and to bond with this specific imp?
| Dave Justus |
I believe you could have two imps, one a familiar, the other the imp companion, but I don't think they can be the same one.
If the imp is a familiar, he gets certain abilities (1/2 your hit points, special abilities etc.) while if the imp is a companion he gets other abilities, similar to how an animal companion works.
Trying to add both to a single creature would be confusing and sometimes contradictory.
As far as I know, their isn't anything that talks about choosing a specific creature when you take a familiar.
Shar Tahl
|
They are two different features with two totally separate mechanics. This situation can open up when Core mechanics interact with new sources. As a GM, that would require two separate imps and would not make a single super imp. This is especially relevant because the companion actually levels up with the caster, and the familiar just gains hit points, but stays as the stat block. I don't see this being addressed as a FAQ, as this is hardly something frequently asked. First I have seen it asked.
| Dustyboy |
I believe you could have two imps, one a familiar, the other the imp companion, but I don't think they can be the same one.
If the imp is a familiar, he gets certain abilities (1/2 your hit points, special abilities etc.) while if the imp is a companion he gets other abilities, similar to how an animal companion works.
Trying to add both to a single creature would be confusing and sometimes contradictory.
As far as I know, their isn't anything that talks about choosing a specific creature when you take a familiar.
You chose a familiar to bond to as per wizard, witch, and shaman rules
also improved familiar states
irrelivant:
Look i'm trying to cram as many things into a familiar or animal companion as possible... and by as many, I mean exactly that. So far i'm at a familiar with 11 feats for 8 character levels.Think i'm gonna get rawtarded because my dm just opened up a campaign entitled "The stupidest pathfinder campaign ever" the rules are "Anything on the d20pfsrd website is allowed"
So i'm starting with core stuff only to prove a point, that the 3pp isn't nearly as busted as the first party, I beg of you to help me in this quest.