Demon Slayer

Ignatious the Seeker of Flame's page

1,171 posts. Organized Play character for Beckett.


Fly 30', Swim 30", Move 30', Perception +10 <Darkvision 60ft>, <Read/Understand all Languages, Ant Haul, Trail of Roses, Ride the Waves>, NG Male Aasimar Cleric 15,


Sunflare: +15/+10/+5, 1d6+18+1d6 Acid (15/x2) S, 5,274-18, Roakar


HP: 14/138 , Init +3, AC: 23, T: 12, FF: 21, CMD: 29, F: +18, R: +12, W: +18 <+2 vs Evil, Evasion, no Food/ Water, Native Outsider, Imune to Fog/Mist/Smoke and Evil Possesion or Mind-Control>

About Ignatious the Seeker of Flame

Ignatious, Silver Crusader, Venture-Captain, Seeker
Male aasimar cleric of Sarenrae 15
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
Aura nimbus of light (30 ft., 15 rounds/day)
AC 23, touch 12, flat-footed 21 (+9 armor, +2 Dex, +2 natural)
hp 138 (15d8+60)
Fort +18, Ref +12, Will +18; +2 vs. [evil], +4 and one size larger to resist effects of wind

Defensive Abilities evasion; DR 5/bludgeoning; Resist acid 5, cold 5, electricity 5, fire 20, negative energy 10, positive energy 10

Speed 30 ft., fly 30 ft. (average), swim 30 ft.

1.) sunflare (+1 grayflame, keen, adamantine scimitar)
+15/+10/+5 (1d6+18/15-20 plus 1d6 acid) or
2.) diplomacy (mwk morningstar) +13/+8/+3 (1d8+10 plus 1d6 acid)

Special Attacks channel positive energy 7/day (DC 23, 8d6 [+15 vs. undead])2/7 left
sun's blessing

Spell-Like Abilities (CL 15th; concentration +19)
7/day—fire bolt (1d6+7 fire)

Cleric Spells Prepared (CL 15th; concentration +19)
8th: heightened fireball[D] (DC 22), stormbolts (DC 22)
7th: heightened cold ice strike (DC 21), summon monster VII, sunbeam[D] (DC 21)
6th: heightened flame strike[D] (DC 20), harm (DC 20), heal, summon monster VI
5th: breath of life (DC 19), life bubble (DC 19), righteous might, heightened wall of fire[D], wall of stone
4th: blessing of fervor (DC 18), heightened merciful fireball[D] (DC 18), greater magic weapon, restoration, ride the waves (DC 18), tongues
3rd: dispel magic, fireball[D] (DC 17), invisibility purge, magic vestment, communal resist energy, speak with dead (DC 17)
2nd: admonishing ray, admonishing ray, heightened merciful burning hands[D] (DC 16), defending bone, grace, trail of the rose
1st: ant haul, burning hands[D] (DC 15), dancing lantern, deadeye's lore, liberating command, moment of greatness
0 (at will): detect magic, guidance, mending, purify food and drink (DC 14)
D Domain spell; Domains Fire, Sun


Str 18, Dex 14, Con 18, Int 14, Wis 19, Cha 18
Base Atk +11; CMB +12; CMD 27

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

Traits elemental pupil, flame of the dawnflower

Skills Bluff +5, Diplomacy +27, Fly +20, 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 (+9 while on a plane other than the Material Plane), Knowledge (religion) +9, 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 +11 (+13 while on a plane other than the Material Plane, +13 to navigate in the wilderness, You do not have to move at half your speed while tracking.), 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), scroll of break enchantment, scroll of breath of life, scroll of life bubble, scroll of neutralize poison, scroll of remove disease, scroll of remove paralysis, scroll of remove paralysis, wand of obscuring mist (48 charges), wayfinder, shining, antitoxin, permanent flame ink tattoo (3), healer's kit, holy water (3); Other Gear +1 burdenless mithral deathless agile breastplate , (+1 grayflame, keen, adamantine scimitar), (mwk morningstar), clear spindle ioun stone, deep red sphere ioun stone, eastern star ioun stone, scarlet and blue sphere ioun stone, amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +5, deathwatch eyes, goz mask, handy haversack, headband of mental prowess +2 (Wis, Cha), healer's gloves[UE], ring of evasion, ring of sustenance, robe of components, vest of surgery, antidote kit, astrolabe, bandolier, basic maps, bedroll, blotter, book lariat, book of letters, box of fishing tackle, 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, 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, sponge, surgeon's tools, tabard, the inward-facing circle (worth 100 gp), thermometer, tooth powder, 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), silver & platinum circlet crown (worth 100 gp), silver rings (x2) (worth 100 gp)

28,527 gp, 8 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.
Blessed Striker You attack's are treated as whatever alignment components you and your deity share.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 8d6 (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/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
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 and Negative energy (10) You have the specified Energy Resistance against Positive and 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.
Fly (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., 15 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 15 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) +15 to channel damage vs. undead and they don't get channel resistance.
Swim (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.) Price of Immortality 1
41.) Price of Immortality 2
42.) Price of Immortality 3

+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.
* Pathfinder Lodge -> Coastal Island - "Haven" plus Ship - "Candle in the Darkness"
*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
Hands: Deliquescent Gloves & Healers Gloves
Head: Goz Mask
Headband: Headband of Mental Prowess +2 (Wis and Cha)
Neck: Amulet of Natural Armor +2
Ring: Ring of Sustenance & Ring of Evasion
Shoulders: Cloak of Resistence +5