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Demon Slayer

Ignatious the Seeker of Flame's page

1,019 posts. Pathfinder Society character for Beckett.


Race

HP: 106/129 , Init +3, AC: 23, T: 12, FF: 21, CMB: 26, F: +17, R: +10, W: +17 <+2 vs Evil, Evasion, no Food/ Water, Native Outsider, Imune to Fog/Mist/Smoke and Evil Possesion or Mind-Control>

Classes/Levels

Fly 30', Swim 30", Move 30', Perception +10 <Darkvision 60ft>, Channel: 7/7 DC 22 - 7d6, (DC 23 +21 vs Undead, +7 vs Evil Outsiders) NG Male Aasimar Cleric 14, Sunflare: +14/+9, 1d6+18+1d6 Acid (15/x2) S, 5,274-18

About Ignatious the Seeker of Flame

Ignatious, Seeker of the Flame, Silver Crusader, Venture Captain,
Male aasimar cleric of Sarenrae 14
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
Aura nimbus of light (30 ft., 14 rounds/day)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 21 (+9 armor, +2 Dex, +2 natural)
hp 129 (14d8+56)
Fort +17, Ref +10, Will +17; +2 vs. [evil], +4 and one size larger to resist effects of wind
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5, fire 20, negative energy 10, positive energy 10
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (average), swim 30 ft.
Melee:
Sunflare (+1 grayflame, keen, adamantine scimitar) +14/+9 (1d6+18/15-20 plus 1d6 acid)
Diplomacy (mwk morningstar) +12/+7 (1d8+10 plus 1d6 acid)

Special Attacks channel positive energy 7/day (DC 23, 7d6 [+21 vs Undead, +7 vs Evil Outsiders), sun's blessing
[X] [X] [X] [] [] [] []
Spell-Like Abilities (CL 14th; concentration +18)
1/day—daylight
[]
fire bolt (1d6+7 fire)
[] [] [] [] [] [] []
intensify metamagic rod
[X] [] []
DM Star Reroll: +4
[]

Cleric Spells Prepared (CL 14th; concentration +18)

7th: elemental body IV[D] (DC 21), heightened cold ice strike (DC 21), summon monster VII
6th: cold ice strike (DC 20), heightened flame strike[D] (DC 20), heal, summon monster VI
5th: breath of life (DC 19), fire shield[D], righteous might, wall of stone
4th: blessing of fervor (DC 18), divine power, heightened merciful fireball[D] (DC 18), holy smite (DC 18), greater magic weapon, ride the waves (DC 18)
3rd: dispel magic, fireball[D] (DC 17), magic vestment, communal resist energy, communal resist energy, speak with dead (DC 17)
2nd: admonishing ray, heightened merciful burning hands[D] (DC 16), burst of radiance (DC 16), grace, spiritual weapon, weapon of awe (DC 16)
1st: ant haul (DC 15), burning hands[D] (DC 15), comprehend languages, dancing lantern, liberating command, remove fear
0 (at will) : detect magic, mending, purify food and drink (DC 14), scrivener's chant

D Domain spell; Domains Fire, Sun

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 18, Int 14, Wis 19, Cha 18
Base Atk +10; CMB +11; CMD 26

Feats Alignment Channel, Angel Wings, Angelic Blood, Channel Smite, Heighten Spell, Improved Channel, Merciful Spell, Power Attack

Traits elemental pupil, flame of the dawnflower

Skills Bluff +5, Diplomacy +26, Fly +19, Heal +15 (+16 circumstance to treat wounds or deadly wounds, +18 to treat poison, +19 dealing with humanoid pregnancy or birth), Knowledge (arcana) +7 (+9 to understand the nature and ways of dragons), Knowledge (history) +7, Knowledge (local) +4, Knowledge (nobility) +7, Knowledge (planes) +7 (+9 while on a plane other than the Material Plane), Knowledge (religion) +7, Linguistics +12 (+14 while on a plane other than the Material Plane to communicate with outsiders or decipher outsider texts), Perception +10, Profession (sailor) +11 (+13 to navigate at sea, +15 to navigate in the area detailed by the chart), Sense Motive +10 (+12 to distinguish between true statements and exaggeration regarding esoteric topics), Spellcraft +12, Survival +7 (+9 while on a plane other than the Material Plane, +9 to navigate in the wilderness), Swim +12

Racial Modifiers +2 Diplomacy, +2 Perception

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

SQ aasimar cleric

Combat Gear deliquescent gloves, intensified metamagic rod (lesser), potion of cure light wounds, scroll of break enchantment, scroll of breath of life, scroll of lesser restoration, scroll of life bubble, scroll of neutralize poison, remove disease, remove paralysis (x2), wand of cure moderate wounds (4 charges), wand of endure elements (49 charges), wand of obscuring mist (48 charges), shining wayfinder, anointing oil (6), antiplague, antitoxin, flame ink, permanent, flame ink, permanent, flame ink, permanent, healer's kit, holy water (5), smokestick (2), stillgut (2), twitch tonic (2)

Other Gear +1 burdenless mithral deathless agile breastplate , 1.) sunflare (+1 grayflame, keen, adamantine scimitar), 2.) diplomacy (mwk morningstar), clear spindle ioun stone, deep red sphere ioun stone, amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +4, 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, deathwatch eyes, feather step slippers, goz mask, handy haversack, headband of mental superiority +2, healer's gloves, ring of evasion, ring of sustenance, robe of components, vest of surgery, antidote kit, astrolabe, bandolier, basic maps (major landmarks only), bedroll, blotter (0.2 lb), book lariat, book of letters, box of fishing tackle (2 lb), candle (10), celestial lamp, chalk (10), charcoal stick (10), earplugs, exorcism kit, fishing pole, simple (1 lb), flint and steel, ghost hunter's kit, grappling hook, holy text, infernal incantation <1pp>, ink, inkpen, journal, knife for cutting quills into pens (0.5 lb), leeching kit, masterwork backpack, masterwork crusader's cross, mess kit, midwife's kit, mirror, nautical chart, oar (4), pathfinder chronicles, volume 11, planar traveler's kit, rowboat, royal outfit, scroll box, signal horn, signet ring, silk rope (50 ft.), silver holy symbol of Sarenrae, soap, spell component pouch, sponge, surgeon's tools, tabard, the inward-facing circle (worth 100 gp), thermometer, tooth powder (0.1 lb), vial, waterproof bag, waterproof bag, waterskin, weapon cord (2), 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)

785 gp, 3 sp, 4 cp

--------------------
Special Abilities
--------------------
+7 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 7d6 (7/day, DC 23) (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 only).
Energy Resistance, Acid/Cold/Electricity (5) You have the specified Energy Resistance against Acid/Cold/Electricity attacks.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Positive/Negative Energy (10) You have the specified Energy Resistance against Positive or Negative Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fire Bolt 1d6+7 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Flight (30 feet, Average) You can fly!
Heighten Spell Increases spell level to effective level desired.
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Nimbus of Light (30 ft., 14 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 14 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.
Sun's Blessing (Su) +14 to channel damage vs. undead and they don't get channel resistance.
Swimming (30 feet) You have a Swim speed.

--------------------
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>
34.) Encounter at the Drowning Stones
35.) Eyes of the Ten part 1
36.) Eyes of the Ten part 2
37.) Eyes of the Ten part 3
38.) Eyes of the Ten part 4
39.) Academy of Secrets <Wand Endure Elements 2PP>
40.)

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
*Ship - Candle in the Darkness
*Coastal Island - Haven
+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
*Soldier of Peace: You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
*Anointed: You gain a +2 sacred bonus on Charisma-based checks made against good creatures and on saving throws against spells and effects with the evil descriptor. Once per adventure as a swift action, you may grant a weapon you wield the benefits of bless weapon for one round.
*Venture-Captain
* Pathfinder Lodge -> Coastal Island - "Haven"
*Tenure: You may opt to take a position on the Academae’s staff, perhaps even as one of the school’s administrators, operating your Pathfinder affairs out of this new headquarters. You gain a +5 bonus on all Knowledge and Spellcraft checks when you have access to the Academae’s resources.

Ignatious, the inferno angel, the seeker of the flame is, or at least claims to be the created child of Sarenrae and Ragathiel. It is unclear if these claims are true or not, though "the angel" does bear some striking physical resemblances to both far beyond even his planetouched heritage normally allows, and in the recent years, these traits have only grown in setting him apart from humanity. Traits he claims are his no-longer mortal body shedding aspects of his former self as he ascends to his true form, a test of sorts to teach him the rigors and trials all mortals must face, just as his father needed face scorn and mistrust before rising from the pit to join the armies of heaven.

Ignatious is well on his way to becoming a Pathfinder Venture-Captain, an oddity in that he actually predates the organization and never actually formally joined. Rather, he had simply been around for so long, everyone within simply assumed he was, and he himself never quit understood the distinction mortals use to differentiate. Had he not aided them time and again? Had he not personally been honored with a special Wayfinder from the faction leader within the Pathfinder Society, Ollystra Zadrain herself? Or been knighted within that same organization?

Armor: +1 Burdenless Mithral Deathless Agile Breastplate
Belt: Belt of Physical Might +4 (Str & Con)
Body: Robe of Components
Chest: Vest of Surgery
Eyes: Deathwatch Eyes
Feet: Feather Step Slippers
Hands: Deliquescent Gloves & Healers Gloves (Day Job only)
Head: Goz Mask
Headband: Headband of Mental Superiority +2
Neck: Amulet of Natural Armor +2
Ring: Ring of Sustenance & Ring of Evasion
Shoulders: Cloak of Resistance +4
Wrists:

Slotless: Handy Haversack, Shining Wayfinder, Clear Spindle Ioun Stone
(slotted in Wayfinder),Deep Red Sphere Ioun Stone (implanted)

Elemental Body 4 Huge Fire Elemental:

Ignatious, Silver Crusader
Male aasimar cleric of Sarenrae 14 (Pathfinder RPG Bestiary 7)
NG Huge outsider (native)
Init +6; Senses Perception +10
Aura nimbus of light (30 ft., 14 rounds/day)
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 14 (+5 Dex, +6 natural, -2 size)
hp 157 (14d8+84)
Fort +19, Ref +13, Will +17; +2 vs. [evil], +4 and one size larger to resist effects of wind
Defensive Abilities evasion; DR 5/—; Immune bleed, critical hits, precision damage, fire; Resist acid 5, cold 5, electricity 5
Weaknesses vulnerable to cold
--------------------
Offense
--------------------
Speed 50 ft., fly 30 ft. (average), swim 30 ft.
Melee slam +9 (2d6+15 plus 1d6 acid plus 2d6 burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d6 fire, DC 21)
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 22, Int 14, Wis 19, Cha 18
Base Atk +10; CMB +13; CMD 31
Skills Acrobatics +5 (+13 to jump), Bluff +5, Diplomacy +26, Fly +19, Heal +15, Knowledge (arcana) +7 (+9 to understand the nature and ways of dragons), Knowledge (history) +7, Knowledge (local) +4, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +12 , Perception +10, Profession (sailor) +11, Sense Motive +10, Spellcraft +12, Survival +7, Swim +13; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Infernal, Sylvan, Thassilonian, Tien, Varisian
--------------------
Special Abilities
--------------------
+7 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.
Burn (2d6 fire, Slam, DC 21) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 7d6 (7/day, DC 23) (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.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
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 (20) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fire Bolt 1d6+7 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Flight (30 feet, Average) You can fly!
Heighten Spell Increases spell level to effective level desired.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Nimbus of Light (30 ft., 14 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 14 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.
Sun's Blessing (Su) +14 to channel damage vs. undead and they don't get channel resistance.
Swimming (30 feet) You have a Swim speed.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.

Lillend Azata (SM6):

Lillend azata
Male lillend azata (Pathfinder RPG Bestiary 26)
CG Large outsider (azata, chaotic, extraplanar, good)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
--------------------
Offense
--------------------
Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19-20) or
. . tail slap +6 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+5)
Spell-Like Abilities (CL 7th; concentration +11)
. . 3/day—darkness, hallucinatory terrain (DC 18), knock, light
. . 1/day—charm person (DC 15), speak with animals, speak with plants
Bard Spells Known (CL 7th; concentration +11)
. . 3rd (2/day)—charm monster (DC 17), cure serious wounds
. . 2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
. . 1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
Base Atk +7; CMB +13 (+17 grapple); CMD 26 (can't be tripped)
Feats Combat Casting, Hover, Iron Will, Lightning Reflexes
Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, Perception +13, Perform (string instruments) +16, Sense Motive +13, Survival +14; Racial Modifiers +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ bardic performance, bardic performance: inspire competence, countersong, fascinate, inspire courage, suggestion
Other Gear +1 longsword, masterwork Harp
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Ecology
--------------------
Environment any (elysium)
Organization solitary, pair, or choir (3-6)
Treasure standard (+1 longsword, masterwork harp)
--------------------
Special Abilities
--------------------
Bardic Performance (move action, 20 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Fascinate (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 17) (Sp) Make a Suggestion to one Fascinated creature.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (70 feet, Average) You can fly!
Grab: Tail slap (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Truespeech (Su) Speak with any creature that has a language.

Huge Fire Elemental (SM6):

Elemental (Huge) Fire
Male fire, huge elemental (Pathfinder RPG Bestiary 124)
N Huge outsider (elemental, extraplanar, fire)
Init +11; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, -2 size)
hp 85 (10d10+30)
Fort +10, Ref +14, Will +5
DR 5/—; Immune bleed, critical hits, fire, flanking, paralysis, poison, precision damage, sleep, stunning
Weaknesses vulnerable to cold
--------------------
Offense
--------------------
Speed 60 ft.
Melee 2 slams +15 (2d6+4 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d6 fire, DC 18)
--------------------
Statistics
--------------------
Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +16; CMD 34
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse[B]
[b]Skills
Acrobatics +16 (+28 to jump), Climb +13, Escape Artist +16, Intimidate +9, Knowledge (planes) +7, Perception +13
Languages Ignan
--------------------
Ecology
--------------------
Environment any (plane of fire)
Organization solitary, pair, or gang (3-8)
Treasure none
--------------------
Special Abilities
--------------------
Burn (2d6 fire, Slam, DC 18) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Fire You are immune to fire damage.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.

Celestial T-Rex (SM7):

Tyrannosaurus (dinosaur)
Male celestial tyrannosaurus dinosaur
N Gargantuan animal
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +37
--------------------
Defense
--------------------
AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, -4 size)
hp 153 (18d8+72)
Fort +15, Ref +12, Will +10
DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 15
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +20 (4d6+22/19-20 plus grab) (Smite: +20 (4d6+40/19-20 plus grab)
[b]Space 20 ft.; Reach 20 ft.[/b]
Special Attacks smite evil, swallow whole (2d8+11 damage, AC 17, 15 hp)
--------------------
Statistics
--------------------
Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +28 (+32 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +37; Racial Modifiers +8 Perception
--------------------
Ecology
--------------------
Environment warm forest and plains
Organization solitary, pair, or pack (3-6)
Treasure none
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Grab: Bite (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +18 to damage when used.
Spell Resistance (15) You have Spell Resistance.
Swallow Whole (2d8+11 damage, AC 17, 15 HP) (Ex) You can swallow smaller targets whole.

Movanic Deva (SM7):

Movanic deva (angel) (Sarenrae)
Male movanic deva angel (Pathfinder RPG Bestiary 2 28)
NG Medium outsider (angel, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +26
Aura protective aura
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural; +4 deflection vs. evil)
hp 126 (12d10+60)
Fort +12, Ref +11, Will +9; +4 resistance vs. evil, +4 vs. poison
Defensive Abilities nature's pacifism, protected life force; DR 10/evil; Immune acid, cold, death effects, electricity, energy drain, fire, petrification; SR 21
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good)
Melee +1 flaming greatsword +17/+12/+7 (2d6+7/19-20 plus 1d6 fire)
Spell-Like Abilities (CL 8th; concentration +12)
. . Constant—detect evil
. . At will—aid, discern lies (DC 17), dispel evil, dispel magic, holy smite (DC 18), invisibility (self only), plane shift (DC 21), remove curse, remove disease, remove fear
. . 7/day—cure serious wounds
. . 1/day—antimagic field, awaken (DC 19), holy aura
--------------------
Statistics
--------------------
Str 19, Dex 17, Con 18, Int 17, Wis 17, Cha 19
Base Atk +12; CMB +16; CMD 29
Feats Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Vital Strike
Skills Acrobatics +3 (+7 to jump), Diplomacy +19, Fly +22, Intimidate +19, Knowledge (planes) +18, Knowledge (religion) +18, Perception +26, Sense Motive +22, Stealth +18, Survival +18; Racial Modifiers +8 Perception, +4 Sense Motive
Languages Celestial, Draconic, Infernal; truespeech
Other Gear +1 flaming greatsword
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Ecology
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Environment any good-aligned plane
Organization solitary, pair, or squad (3-6)
Treasure double (+1 flaming greatsword, other treasure)
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (60 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Fire You are immune to fire damage.
Immunity to Petrification You are immune to Petrification.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature's Pacifism (Ex) Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a plant or animal, its protection against that creature ends.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Protected Life Force (Ex) Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Spell Resistance (21) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.
Vital Strike Standard action: x2 weapon damage dice.


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