Ignius Al'Radim's page

125 posts. Alias of Celeador.

Full Name

Ignius Al'Radim


Male Ifirit (Native Outside) Sorcerer (Fire Bloodline) 2 AC 12(16)/12(16)/12(16) / HP 12 / F +1 R +2 W +2 / Init. +11 / Perc. +1)


Chaotic Neutral




Parrot Island


Common, Elven, Ignan (plus the phrase “don’t eat me” in Draconic)



Strength 7
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 8
Charisma 20

About Ignius Al'Radim

Ignius Al'Radim
Male Ifrit Sorcerer (Tattooed Sorcerer) 1
CN Medium Outsider (native)
Init +11; Senses darkvision; Perception +1
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +1
Speed 30 ft.
Spell-Like Abilities Burning Hands (1/day) (DC 18), Dancing Lights (3/day) (3 remaining)
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1):
1 (5/day) (6/6 remaining) Mage Armor, Ear-Piercing Scream (DC 18)
0 (at will) Ray of Frost, Mage Hand, Prestidigitation (DC 16), Read Magic, Detect Magic
*Spells in blue have been used for the day
Str 7, Dex 15, Con 12, Int 12, Wis 8, Cha 20
Base Atk +1; CMB +0; CMD 12
Feats Spell Focus (Evocation), Varisian Tattoo (Evocation)
Skills Diplomacy +9, Intimidate +9, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (planes) +5, Knowledge (religion) +6 Perception +1, Sense Motive +1, Spellcraft +6, Use Magic Device +10
Languages Common, Elven, Ignan (plus the phrase “don’t eat me” in Draconic)
SQ +4 bonus on initiative checks, bloodline tattoos, bloodlines (elemental [fire]), elemental affinity (fire), empathic link with familiar, familiar tattoo, share spells with familiar
Other Gear Hot Weather Outfit, Sorcerer's Kit, Holy Water, Spell Component Pouch, Dagger, Dusty Rose Prism (Cracked) Ioun Stone , Staff, Potion of Cure Light Wounds (3), Potion of Feather Step, Scroll of Shield, Scroll of Expeditious Retreat, Scroll of Protection from Evil, Sleeves of Many Garments, Spring-Loaded Wrist Sheath (to Wand of Shield), Spring-Loaded Wrist Sheath (to Wand of Enlarge Person), Wand of Enlarge Person (10 charges), Wand of Mage Armor (10 charges), Wand of Shield (10 charges) Alchemist Fire (2), 2sp, 5cp
Special Abilities
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Academy Graduate Diplomacy, Knowledge (history), Knowledge (religion) are class skills and gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental (Fire) You may change any energy spell to use [Fire] energy.
Elemental Affinity (fire) (Ex) Sorcerers of this race with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Spellcasters with the Fire domain use their domain powers and spells at +1 caster level. This abilit
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to ha
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Academy Graduate:

You attended one of several academies in this district, dur- ing which you were schooled in the finer arts of being an aristocrat.
Prerequisite: 1st level only. District: Noble. Benefit: Pick any three Charisma- or Intelligence-based skills. These three skills are always considered class skills for you. In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained.

Sorcerer's Kit:

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.