Can a diabolist's imp also be.... a familiar?


Rules Questions


I'm reading the imp entry and the line

d20pfsrd wrote:

The Imp Companion

Imp Companion Base Statistics
Imp

Starting 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?


The RAW do no prohibit this, though it seems an oversight.


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.

Liberty's Edge

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.


Dave Justus wrote:

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

]Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).[/quote wrote:

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.


I meant rules about choosing 'Bob the Imp' not choosing an Imp.

I believe a companion imp and a familiar imp would be more powerful in any event. Action economy is everything, and more actions are far more impressive than a few extra feats.

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