Diabolist Imp Feats


Advice


Making a diabolist for an upcoming campaign. Level 10 wizard, level 2 diabolist, so the imp will be a level 12 animal companion. So I get a fairly powerful imp animal companion, what feats should I get for him? How can I use him most effectively?


I've made a magus/diabolist build that has an imp companion that attacks with Weapon Finesse/Two-Weapon Fighting (etc), and then uses Improved Critical (Kukri) and Butterfly's Sting to pass on crits to the magus, who spellstrikes with a scythe.

Perhaps you could do something similar, but have your imp team up with the party's fighter or something. Just a possibility.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

I can't speak as to the most "optimal" choices, but my PFS Diabolist's imp serves primarily as a wand platform, potion dispenser, and advance scout, so I went with two Skill Focus feats (Perception and Use Magic Device) and other, complementary feats that are slipping my mind at the moment.

But then, my character is the group's primary healer-type (built as an Oracle), so I like having the imp on hand to rummage through my haversack and take a potion or wand to where its needed while I can focus on something else.

One particularly nasty combo we used to great effect on one occasion was Deeper Darkness and Silence cast on a pebble, which my imp then dropped into the middle of an enemy group, relaying their positions via telepathy while we hit them with multiple consecutive fireballs at range for four or five rounds.


If you're a Wiz 10 / Diabolist 2, you can use Planar Binding to call up all sorts of nasties to fight for you. And, really, you should be doing that. (Subject to your DM agreeing, of course.) If you have an Osyluth or a pack of Nessian Hell Hounds working for you, then you don't really need the imp to enter combat. Give it UMD and use it as a wand platform.

-- The Nessian Hell Hound has no SR, a lowish Will save, and a laughable 6 Cha. So if you're looking for some straightforward combat muscle, call up a couple of these puppies. They can't fly or teleport, and they don't have any SLAs -- all they do is bite, trip, and breathe fire. But they're great bodyguards and, unlike more intelligent outsiders, are unlikely to plot horrible revenge against you. You can call up more powerful creatures, but try a couple of these guys first and see how it works out.

Have you read DMDM's Guide to the Diabolist?

Doug M.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

If you don't mind rolling dice, I think they make wonderful archers. They have full BAB and a high dexterity, so their attack bonus will be fairly good. They have a scaling strength, so the bow damage won't be terrible. With a +1 adaptive longbow at level 12 with deadly aim, rapid shot, and point blank shot it would have a base of of +12/+12/+7 to hit and do 1d4+10 damage. This would avoid it having to enter opponents squares to attack or spending every other action on invisibility. It also has one bajillion skill ranks and can literally be good at almost everything.


Fly by attack or hover can be good. Don't forget bestiary feats.


It seems like you should be able to do something more than just sit in the back with a wand. And unfortunately, the BAB of animal companions never allows iterative attacks.


Actually, it does, just like normal for attacks with weapons. The quotes you're thinking of say

"Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus."
and
"Imps do not gain additional attacks using their natural weapons for a high base attack bonus."

I definitely agree that your imp companion should do more than just cast spells from a wand. That's what familiars are for.

Your summoned/bound creatures will be very powerful, but your imp has the advantage that you can design it to be great at doing whatever it is you specifically want it to do. Hence the Butterfly's Sting for my kensai's imp.


My friend used the imp with bodyguard and in harm's way and used it to soak hits. If it dies, oh well, they are free to replace!


...im kinda still new to pathfinder.
do familiers get feats and hd improvment here like animal companians?
i thought they just get 1/2 hp of master and improve the bond with him, but do not get more feats\skills.


no, familiars do not get feats or skills or anything, only animal companions do


CWheezy wrote:
My friend used the imp with bodyguard and in harm's way and used it to soak hits. If it dies, oh well, they are free to replace!

This. Unlike a familiar, the imp is free to replace! So don't be shy about putting it in harm's way. (And don't feel guilty, either. It's evil, and very likely so are you.)

Doug M.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
zza ni wrote:

...im kinda still new to pathfinder.

do familiers get feats and hd improvment here like animal companians?
i thought they just get 1/2 hp of master and improve the bond with him, but do not get more feats\skills.

You're correct, the imp companion for the diabolist class advances using the animal companion chart. It's not a familiar.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Douglas Muir 406 wrote:
CWheezy wrote:
My friend used the imp with bodyguard and in harm's way and used it to soak hits. If it dies, oh well, they are free to replace!

This. Unlike a familiar, the imp is free to replace! So don't be shy about putting it in harm's way. (And don't feel guilty, either. It's evil, and very likely so are you.)

Doug M.

But it also has a mind of it's own. Why would it do that for you?


Some Other Guy wrote:


But it also has a mind of it's own. Why would it do that for you?

Dude, it's lawful evil, emphasis lawful. You're its master. It's been assigned to you by a greater evil power. It's bound to obedience. And it comes from Hell! So it knows, all too well, that there are things worse than death.

Doug M.

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