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Demon Slayer

Ignatious the Seeker of Flame's page

589 posts. Pathfinder Society character for Beckett.


Full Name

Ignatious <# 5274-18>

Race

HP: 53/80 , Init +2, AC: 23, T: 11, FF: 22, CMB: 20, F: +9, R: +4, W: +11 (constant Prot from Evil (+2), no Food or Water, Natuve Outsider, Sleep 2 Hours, Imune to Fear)

Classes/Levels

Fly 30', Swim 30", Move 30', Perception +10 <Darkvision 60ft>, Channel: 1/7 used, 6d6, (DC 20 +15 vs Undead, +5 vs Evil Outsiders) NG Male Aasimar Cleric 11.1, Sunflare: +8/+3, 1d6+9 (15/x2) S, 5,274-18

About Ignatious the Seeker of Flame

Ignatious, Silver Crusader
Male aasimar cleric of Sarenrae 11
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
Aura nimbus of light (30 ft., 11 rounds/day)
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Defense
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AC 23, touch 11, flat-footed 22 (+7 armor, +1 Dex, +2 natural, +3 shield)
hp 80 (11d8+22)
Fort +9, Ref +4, Will +11; +2 vs. [evil], +4 and one size larger to resist effects of wind
Resist acid 5, cold 5, electricity 5, fire 10, negative energy 10, positive energy 10
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Offense
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Speed 30 ft., fly 30 ft. (average), swim 30 ft.
Melee
"Sun Flare" +1 keen adamantine scimitar
+8/+3 (1d6+9/15-20 plus 1d6 acid)
"Diplomacy" Mwk Morningstar +8/+3 (1d8+8 plus 1d6 acid)
Ranged
Fire Bolt 1d6+5, 7/Day 30ft
Special Attacks channel positive energy 7/day (DC 21, 6d6 [+11 vs. undead]), sun's blessing
Spell-Like Abilities (CL 11th; concentration +15)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 11th; concentration +15)
. . 7/day—fire bolt (1d6+5 fire)
Cleric Spells Prepared (CL 11th; concentration +15)
6th— heightened flame strike[D] (DC 20), forbiddance
5th— break enchantment, breath of life (DC 19), flame strike[D] (DC 19)
4th—blessing of fervor[APG] (DC 18), imbue with spell-like ability, imbue with spell-like ability, ride the waves, wall of fire[D]
3rd— dispel magic, fireball[D] (DC 17), invisibility purge, magic circle against evil, magic vestment, remove curse
2nd— admonishing ray, heightened burning hands[D] (DC 16), burst of radiance (DC 16), inheritor's smite, communal protection from evil, suppress charms and compulsions
1st— burning hands[D] (DC 15), comprehend languages, protection from evil, protection from evil, protection from evil, protection from evil, protection from evil
0 (at will)— detect magic, enhanced diplomacy, purify food and drink (DC 14), scrivener's chant

. . D Domain spell; Domains Fire, Sun
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 18, Cha 18
Base Atk +8; CMB +7; CMD 21 (22 vs Grapple)
Feats Alignment Channel, Angel Wings, Angelic Blood, Channel Smite, Heighten Spell, Improved Channel, Power Attack
Traits elemental pupil, flame of the dawnflower

Skills Bluff +5, Diplomacy +21, Fly +7, Heal +13 (+14 circumstance to treat wounds or deadly wounds, +17 dealing with humanoid pregnancy or birth), Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +3, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +10, Perception +10, Profession (sailor) +11, Sense Motive +9, Spellcraft +6, Survival +7, Swim +10; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Infernal, Osiriani, Ancient, Thassilonian, Tien, Varisian
SQ aasimar cleric

Combat Gear cloak of the hedge wizard (abjuration), dawnflower sash, deliquescent gloves, intensified metamagic rod (lesser), potion of cure light wounds, scroll of breath of life, scroll of lesser restoration, wand of air bubble (50 charges), wand of cure moderate wounds (6 charges), wand of magic weapon (50 charges), wayfinder, shining, healer's kit, oil (14); Other Gear +1 burdenless mithral deathless agile breastplate , darkwood light quickdraw shield, +1 keen adamantine scimitar, b.) diplomacy, clear spindle ioun stone, amulet of natural armor +2, cracked dark blue rhomboid ioun stone, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, cracked incandescent blue sphere ioun stone, cracked incandescent blue sphere ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mulberry pentacle ioun stone, cracked pale blue rhomboid ioun stone, cracked scarlet and blue sphere ioun stone, cracked scarlet and blue sphere ioun stone, feather step slippers, goz mask, handy haversack, headband of mental prowess +2 (Wis, Cha), healer's gloves, muleback cords, ring of sustenance, ring of the sublime, vest of surgery, bandolier, bandolier, basic maps (major landmarks only), bedroll, book lariat, chalk (10), charcoal stick (10), crowbar, earplugs, flint and steel, grappling hook, holy text, infernal incantation <1pp>, ink, black, inkpen, journal, knife, utility (0.5 lb), masterwork backpack, mess kit, midwife's kit, mirror, oar (4), rowboat, royal outfit, silk rope (50 ft.), silver holy symbol of Sarenrae, soap, spell component pouch, spell component pouch, surgeon's tools, the inward-facing circle (worth 100 gp), waterskin (2), weapon cord (4), wooden holy symbol of Sarenrae (10), wrist sheath, spring loaded, wrist sheath, spring loaded, charity, donations, and bribes (worth 640 gp), platinum rings (x6) (foci for shield other) (worth 150 gp), silver & platinum circlet crown (worth 100 gp), silver rings (x2) (worth 100 gp), 768 gp, 4 sp, 3 cp
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Special Abilities
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+5 to channel energy damage vs undead/evil outsiders +1/2 to damage when using positive energy vs. undead or using Alignment Channel vs. evil outsiders.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 6d6 (7/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dawnflower sash This long strip of red Qadiran fabric is wrapped around the wearer's waist or head several times and held in place by an ankh-shaped clasp of red gold. The wearer is protected as if by endure elements, but only in warm environments. If the wearer unwraps the sash to its full length and holds the clasp in her hand, she can use feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch that lasts for 1 round.
If Sarenrae is the wearer's patron, the wearer can use the sash to cast cure light wounds once per day on command. The wearer can trigger this ability as an immediate action if reduced to -1 hit points or fewer, though thereafter the sash must be recharged by placing it in strong sunlight for 8 continuous hours. As a swift action, the wearer can cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is bright enough to make sun-fearing creatures slightly uncomfortable but not so bright as to cause them harm.
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fire Bolt 1d6+5 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Flight (30 feet, Average) You can fly!
Heighten Spell Increases spell level to effective level desired.
Intensified metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat. (1st-3rd, raises the max damage dice by 5)
Ioun stone (clear spindle) Sustains bearer without food or water.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Nimbus of Light (30 ft., 11 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 11 dam to undead each rd and dispels [Darkness] spells.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Ring of the sublime When worn, the ring of the sublime protects its wearer from fear effects as if constantly under the effects of remove fear.
Silver Crusader +3 to Intimidate vs evil clerics and antipaladins.
Sun's Blessing (Su) +11 to channel damage vs. undead and they don't get channel resistance.
Swimming (30 feet) You have a Swim speed.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Vest of surgery (1/day) Make DC 20 heal check to cure 1d4 points of ability damage.
Weapon cord Attached weapon can be recovered as a swift action.

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01.) Master of the Fallen Fortress
02.) The God's Market Gamble
03.) Silent Tide <GM>
04.) Temple of Empyreal Enlightenment
05.) Frozen Fingers of Midnight
06.) The Edge of Heaven
07.) On Hostile Waters
08.) Among the Living
09.) The Dalsine Affair
10.) The Disappeared <FAILED>
11.) Among the Dead
12.) Black Waters
13.) The Frostfur Captives <GM>
14.) Rise of the Goblin Guild <GM>
15.) The Penumbral Accords
16.) The Devil We Know part 1
17.) The Sanos Abduction
18.) Song of the Sea Witch
19.) My Enemy's Enemy
20.) The Fabric of Reality
21.) Fortress of the Nail
22.) The Ghenett Manor Gauntlet
23.) Lost at Bitter End <DM>
24.) The Green Market
25.) The Jester's Fraud
26.) The Kortos Envoy <DM>
27.) The Sarkorian Prophecy <DM>
28.) You Only Die Twice <DM>
29.) The Sundered Path
30.) Pagoda of the Rat
31.) The Refuge of Time <DM>
32.) Return to the Sky
33.) Wrath of the Accursed <DM>

SPECIAL NOTES:
+2 Circumstance Diplomacy vs Absalom Guards/Officials
+2 Circumstance Diplomacy vs Irrisen (mention Yagevna)
May travel freely between Absalom and Mendev (Coastal Island in the Lake of Mists and Viels), and Boons for each count for both
+1 Circumstance on all Cha checks vs Gebbites
+2 on all Day Job checks (Heal)
+2 Circumstance Diplomacy vs Centaurs
+1 Dodge vs Spear-like Weapons
+1 Dodge to CMD vs Grapple
Free Augury spell (60%)
Free Remove Curse (CL 12th)
+2 Moral to Attack and AC when no conscious ally in 30ft and you are at 1/2 HP or less
+2 Diplomacy & Intimidate vs Lycanthropes
+1 Know Planes vs Demons


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