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Sunlord Thalachos

Ignatious the Seeker of Flame's page

469 posts. Pathfinder Society character for Beckett.

Full Name

Ignatious <# 5274-18>


HP 59/73 , Init +2, AC: 23, T: 11, FF: 23, CMB: 20, F: +9, R: +4, W: +11 (constant Prot from Evil (+2), no Food or Water, Natuve Outsider)


Perception +8 <Darkvision 60ft>, Channel: /7 used, 5d6, (DC 20 +15 vs Undead, +5 vs Evil Outsiders) NG Male Aasimar Cleric 10.0, Sunflare: +8/+3, 1d6+7 (15/x2) S





Special Abilities

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




The Holy Flame


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

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 18
Charisma 18

About Ignatious the Seeker of Flame

Ignatious, Silver Crusader
Male aasimar cleric of Sarenrae 10
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
Aura nimbus of light (30 ft., 10 rounds/day)
AC 23, touch 11, flat-footed 22 (+8 armor, +1 Dex, +1 natural, +3 shield)
hp 73 (10d8+20)
Fort +9, Ref +4, Will +11; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5, fire 10
Speed 30 ft.
A.) Sunflare +1 keen adamantine scimitar +8/+3 (1d6+7/15-20)
B.) Diplomacy (Mwk Morningstar): +8/+3 (1d8+6)
c.) Fire Bolt +8 (Ranged Touch) 1d6+5 Fire

Special Attacks channel positive energy 7/day (DC 21, 5d6 [+15 vs. undead, +5 vs Evil Outsiders]), sun's blessing
Spell-Like Abilities (CL 10th; concentration +14)
. . 1/day daylight
Domain Spell-Like Abilities (CL 10th; concentration +14)
. . 7/dayfire bolt (1d6+5 fire)
Cleric Spells Prepared (CL 10th; concentration +14)

5th communal air walk, flame strike[D] (DC 19), righteous might

4th blessing of fervor (DC 18), blessing of fervor[APG] (DC 18), fireball[D] (DC 17), freedom of movement, summon monster IV

3rd dispel magic, fireball[D] (DC 17), invisibility purge, magic vestment <CAST>, magic vestment <CAST>

2nd bull's strength, bull's strength, burning hands[D] (DC 15), burst of radiance (DC 16), sound burst (DC 16), spiritual weapon

1st burning hands[D] (DC 15), command (DC 15), comprehend languages, divine favor, shield of faith, shield of faith

0 (at will) detect magic, enhanced diplomacy, purify food and drink (DC 14), scrivener's chant

D Domain spell; Domains Fire, Sun

Str 14, Dex 12, Con 14, Int 12, Wis 18, Cha 18 Base Atk +7; CMB +7; CMD 20

Feats Alignment Channel, Angelic Blood[ARG], Channel Smite, Improved Channel, Power Attack

Traits elemental pupil, flame of the dawnflower

Skills Bluff +5, Diplomacy +20, Fly +3, Heal +12 (+13 circumstance to treat wounds or deadly wounds, +16 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, Sense Motive +9, Spellcraft +6, Survival +6; Racial Modifiers +2 Diplomacy, +2 Perception

Languages Abyssal, Celestial, Common, Draconic, Infernal, Osiriani, Ancient, Thassilonian, Tien, Varisian

SQ aasimar cleric

Combat Gear dawnflower sash, 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 mithral agile breastplate, darkwood light quickdraw shield, +1 keen adamantine scimitar, b.) diplomacy, clear spindle ioun stone, amulet of natural armor +1, boots of the winterlands, 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 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 scarlet and blue sphere ioun stone, cracked scarlet and blue sphere ioun stone, handy haversack, headband of mental prowess +2 (Wis, Cha), ring of sustenance, ring of the sublime, bandolier, bandolier, basic maps (major landmarks only), bedroll, book lariat, chalk (10), charcoal stick (10), crowbar, earplugs, flint and steel, flint and steel, grappling hook, holy text, infernal incantation <1pp>, ink, black, inkpen, journal, knife, utility (0.5 lb), masterwork backpack, mess kit, 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), whetstone, wooden holy symbol of Sarenrae (10), wrist sheath, spring loaded, wrist sheath, spring loaded, 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), 6,227 gp, 2 sp, 2 cp

Special Abilities
+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.
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 5d6 (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. 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.
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.
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.
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, (raises the Dice Cap on a spell by 5).
Ioun stone (clear spindle) Sustains bearer without food or water.
Nimbus of Light (30 ft., 10 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 10 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.
Power Attack -2/+4 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.
Scroll of breath of life Add this item to create a scroll with spells on it.
Scroll of lesser restoration Add this item to create a scroll with spells on it.
Silver Crusader +3 to Intimidate vs evil clerica and antipaladins.
Sun's Blessing (Su) +10 to channel damage vs. undead and they don't get channel resistance.
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.

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.) The Jester's Fraud
26.) The Kortos Envoy <DM>
27.) The Sarkorian Prophecy <DM>
28.) You Only Die Twice <DM>

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