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Guard Captain Blacklock

Saint Germaine's page

119 posts. Pathfinder Society character for Beckett.

Full Name

Saint Germaine


HP: 51/51 - AC: 22, FF: 21, T: 11, CMD: 16 - F: +8, R: +2, W: +7 - 20ft Move / Init +5, Perc +2 (darkvision)


LG Male Archon-Blooded Aasimar Warpriest 6 PFS 5,274-12, Bastard Sword: +7, 1d10+6, 19x2 (S)








Common, Celestial

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 14
Charisma 10

About Saint Germaine

Saint Germaine
Male archon-blooded aasimar (lawbringers) warpriest of Ragathiel 6 (Pathfinder RPG Advanced Class Guide 60; Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +2
AC 22, touch 11, flat-footed 21 (+11 armor, +1 dexterity)
hp 51 (6d8+18)
Fort +8, Ref +3, Will +7
Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
Melee a.) +1 adamantine bastard sword +7 (1d10+13/19-20)
Ranged mwk composite longbow +6 (1d8+3/×3)
Special Attacks channel positive energy 2/day (DC 15, 2d6+1)
Spell-Like Abilities (CL 6th; concentration +6)
. . 1/day—continual flame
Warpriest Spells Prepared (CL 6th; concentration +8)
. . 2nd—bull's strength, bull's strength, burst of radiance (DC 14), spiritual weapon
. . 1st—divine favor, divine favor, murderous command{super}UM{/super} (DC 13), shield of faith, weapons against evil
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, read magic, stabilize
Str 16, Dex 12, Con 16, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Cleave, Cleaving Finish[UC], Improved Initiative, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits armor expert, blessed touch
Skills Climb +3, Diplomacy +9, Handle Animal +4, Heal +6, Intimidate +6, Knowledge (engineering) +5, Knowledge (religion) +8, Sense Motive +10, Spellcraft +8, Survival +8, Swim +3; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Celestial, Common
SQ axiomatic strike, blessing (good blessing, law blessing), blessings, fervor 2d6, holy strike, sacred weapon +1
Combat Gear wand of comprehend languages (50 charges), wand of cure light wounds, wand of endure elements (50 charges), wand of obscuring mist (50 charges), wayfinder, shining, acid (2), alchemist's fire (2), alkali flask (2), bottled lightning (2), burst jar (2), holy water (2), liquid ice (2), tanglefoot bag (2), thunderstone (2); Other Gear +2 full plate, a.) +1 adamantine bastard sword, mwk composite longbow, backpack, masterwork, bandolier, bandolier, bedroll, belt pouch, blanket, chalk (10), crowbar, earplugs, flint and steel, grappling hook, grooming kit, tattoo holy symbol (Ragathiel), ink, black, inkpen, journal, mirror, parchment (10), sack, scroll box, sealing wax, shaving kit, shovel, signal whistle, signet ring, silk rope (50 ft.), smoked goggles, soap, spell component pouch, survival kit, masterwork, tabard, waterproof bag, weapon cord, weapon cord, weapon cord, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, a.) heightened (4th) continual flame on holy symbol tattoo <silver mount collection> (worth 650 gp), a.) vial of djezet <silver mount collection> (worth 600 gp) (3), 2,779 gp, 9 sp, 4 cp
Special Abilities
Armor Expert -1 Armor check penalty.
Axiomatic Strike (Su) Touched weapon deals +1d6 dam vs. chaotic foes for 1 min.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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.
Fervor 2d6 (5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Wand of comprehend languages (50 charges) Add this item to create a wand of a chosen spell.
Wand of endure elements (50 charges) Add this item to create a wand of a chosen spell.
Wand of obscuring mist (50 charges) Add this item to create a wand of a chosen spell.
Warpriest Channel Positive Energy 2d6+1 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.

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