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Sunlord Thalachos

Ignatious the Seeker of Flame's page

361 posts. Pathfinder Society character for Beckett.


Full Name

Ignatious <# 5274-18>

Race

HP 59/59 , Init +2, AC: 21, T: 11, FF: 20, CMB: 19, F: +8, R: +3, W: +10 (constant Prot from Evil (+2), no Food or Water, Natuve Outsider)

Classes/Levels

Perception +8 <Darkvision 60ft>, Channel: 4/6 used, 4d6, (DC 20 +12 vs Undead, +4 vs Evil Outsiders) NG Male Aasimar Cleric 8.2, Sunflare: +9/+4, 1d6+3 (18/x2) S

Size

Medium

Age

74

Special Abilities

Divine Spells, Channel Positive Energy, Fire and Sun Domains, Daylight 1/day

Alignment

NG

Deity

The Holy Flame

Languages

Abyssal, Ancient Osirion, Celestial, Common, Draconic, Infernal, Thassilonian, Tian, and Varisian

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 16
Charisma 16

About Ignatious the Seeker of Flame

Appearance:

Ignatious appears mostly human, with pointed ears, but not overly large common to Elves. He has a silvery sheen to his skin, hair, and eyes, but at a distance he seems more pale than abnormal. In the height of his divine castings, at times, he will emite feint light or even burst into a soft green flame at the eyes and hair.

Background:

Ignatious is a child of Sarenrae. He wasn't born as much as simply came into existance, some 30 years ago as an adult. He carries both the spark of divinity and also the coil of mortality, but believes one day the shall rise as a tue immortal, and join the hosts of heaven, much like his mother and some few of his ancestors. Until then, once he has earned it, he simply travels the world, learning and experiencing all that existence has to offer, aiding his mother and her followers and trying to make the world a better place.

Ignatious, Silver Crusader, Seeker of the Holy Flame
Male Aasimar Cleric of Sarenrae 8
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +3 shield, +1 Dex)
hp 59 (8d8+16)
Fort +8, Ref +3, Will +10; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5, fire 10
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Offense
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Speed 30 ft.
Melee
a.) Sunflare +9/+4 (1d6+3/18-20) +1 Scimitar
b.) Diplomacy +9/+4 (1d8+2) Masterwork Morningstar
c.) Fire Bolt +7, 1d6+4 Fire 7/Day

Special Attacks channel positive energy 7/day (DC 20, 4d6)
Domain Spell-Like Abilities (CL 8th; concentration +12)
. . 7/day—fire bolt (1d6+4 fire)
Aasimar Spell-Like Abilities (CL 8th; concentration +12)
1/day—daylight
Detect Evil at Will Wayfinder

SPELLS:
Cleric Spells Prepared (CL 8th; concentration +12):
0 (at will)—detect magic, enhanced diplomacy, guidance, purify food and drink (DC 14)
1st—bless, command (DC 15), divine favor, shield of faith, shield of faith, burning hands [D] (DC 15)
2nd—bull's strength, bull's strength, burst of radiance (DC 16), spiritual weapon, heat metal [D] (DC 16)
3rd—communal resist energy, dispel magic, invisibility purge, prayer, fireball [D] (DC 17)
4th—blessing of fervor, divine power, summon monster 4, wall of fire [D]

[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 +6; CMB +8; CMD 19
Feats Alignment Channel, Angelic Blood, Channel Smite, Improved Channel
Traits elemental pupil, flame of the dawnflower
Skills Bluff +5, Diplomacy +18, Fly +1, Heal +12 (+13 circumstance to treat wounds or deadly wounds, +16 dealing with humanoid pregnancy or birth), Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (local) +2, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +9, Perception +8, Sense Motive +9, Spellcraft +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Infernal, Ancient Osiriani, Thassilonian, Tien, Varisian
SQ aasimar cleric, aura, domains (fire, sun), nimbus of light (8 rounds/day)
Combat Gear potion of cure light wounds, scroll of breath of life, scroll of restoration, lesser, wand of air bubble (50 charges), wand of cure moderate wounds (6 charges), wand of magic weapon (50 charges), Shining Wayfinder, healer's kit, oil (14); Other Gear +1 mithral agile breastplate, +2 darkwood light wooden quickdraw shield, a.) sunflare, b.) diplomacy, boots of the winterlands, handy haversack, headband of mental prowess +2 (Wis, Cha), clear spindle ioun stone, 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 mulberry pentacle ioun stone, cracked scarlet and blue sphere ioun stone, backpack, masterwork, bedroll, chalk (10), charcoal stick (10), flint and steel, grappling hook, silver holy symbol (Sarenrae), wooden holy symbol (Sarenrae) (10), infernal incantation <1pp>, ink, black, inkpen, journal, midwife's kit, mirror, oar (4), rowboat, royal outfit, silk rope (50 ft.), soap, spell component pouch, spell component pouch, surgeon's tools, the inward-facing circle (worth 100 gp), weapon cord (4), whetstone, wrist sheath, spring loaded (2), charity, donations, and bribes (worth 640 gp), platinum rings (x6) (worth 150 gp), silver & platinum circlet crown (worth 100 gp), silver rings (x2) (worth 100 gp), 458 gp, 2 sp, 5 cp
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Special Abilities
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+4 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.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Boots of the winterlands Travel across snow at full speed, across ice without slipping
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 4d6 (7/day, DC 20) (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).
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Energy Resistance, Acid/Cold/Electricity (5) You have the specified Energy Resistance against Acid/Cold/Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fire Bolt 1d6+4 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.
Ioun stone (clear spindle) Sustains bearer without food or water.
Nimbus of Light (8 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 8 dam to undead each rd and dispels [Darkness] spells.
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Scroll of breath of life Add this item to create a scroll with spells on it.
Scroll of restoration, lesser Add this item to create a scroll with spells on it.
Silver Crusader +3 to Intimidate vs evil clerics and antipaladins.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Wand of air bubble (50 charges) Add this item to create a wand of a chosen spell.
Wand of cure moderate wounds (6 charges) Add this item to create a wand of a chosen spell.
Wand of magic weapon (50 charges) Add this item to create a wand of a chosen spell.
Weapon cord Attached weapon can be recovered as a swift action.
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1.) Master of the Fallen Fortress
2.) The God's Market Gamble
3.) Silent Tide <GM>
4.) Temple of Empyreal Enlightenment
5.) Frozen Fingers of Midnight
6.) The Edge of Heaven
7.) On Hostile Waters
8.) Among the Living
9.) 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.)

Lantern Archons (SM4 = 1d3):

LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp: 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will— Aid, Detect Evil
Statistics
Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –4; CMD 6
Skills: Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages: Celestial, Draconic, Infernal; Truespeech
SQ gestalt
Special Abilities:
Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Friendly and curious beings, lantern archons eagerly converse with and assist other creatures. Their bodies, however, are merely globes of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to help with most physical tasks. Their evasive natures make them exceptional at scouting—at least in areas where strange lights aren't unusual—relaying messages, and overwhelming enemies with surprise and group tactics. Although they appear fragile, their forms guard them against all but the most profane attacks.
A lantern archon always glows, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping. Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses. As a swift action, a lantern archon can dampen its light to that of a candle for 1 round. Only death can extinguish this light. As lantern archons never sleep or eat, they make excellent watchers and guardians. Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination, serving as disguised sentinels always watchful for approaching evil.
Small but fast and zealous, lantern archons make excellent support troops in celestial armies, swarming over weak opponents or teleporting en masse to flanking positions to cut off reinforcements or escape routes. These miniature archons work well together and know that there is great strength in numbers, uniting in times of need and desperation to form gestalts with greater control over their surroundings. Especially brave lantern archons might eventually be promoted into a more powerful kind of archon, but most are content with their status.


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