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Guard Captain Blacklock

Saint Germaine's page

212 posts. Pathfinder Society character for Beckett.

Full Name

Saint Germaine


HP: 58/58 - AC: 21, FF: 21, T: 11, CMD: 16 - F: +7, R: +3, W: +8 - 30ft Move / Init +6, Perc +3 (darkvision), Fervor: 2/7,


LG Male Archon-Blooded Aasimar Warpriest 7 PFS 5,274-12, Bastard Sword: +10, 1d10+7 1d10+16, 19x2 (S, or B/P)








Common, Celestial

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 17
Charisma 12

About Saint Germaine

Saint Germaine
Male archon-blooded aasimar (lawbringers) warpriest of Ragathiel 7
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +3
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 58 (7d8+20)
Fort +7 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. hot weather), Ref +3, Will +8
Defensive Abilities sacred armor (+1, 7 minutes/day); Resist acid 5, cold 5, electricity 5
Speed 30 ft. (30 ft. in no armor)
+1 adamantine bastard sword +10 (1d10+7/19-20)
->->PA Bastard Sword: +8, 1d10+13 <-<-
Bulls Str + PA: +10, 1d10+16
mwk cold iron armor spikes +9 (1d6+3)
Special Attacks blessings 6/day, fervor 6/day (2d6), sacred weapon (+1 1d8, 7 rounds/day)
Spell-Like Abilities (CL 7th; concentration +8)
. . 1/day—continual flame
Warpriest Spells Prepared (CL 7th; concentration +10)
3rd: magic circle against evil, wrathful mantle (DC 16)
2nd: bull's strength, bull's strength, burst of radiance, burst of radiance (DC 15)
1st: bless, comprehend language, divine favor, liberating command, shield of faith
0 Level (at will): create water, detect magic, enhanced diplomacy, guidance, mending
Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 12
Base Atk +5; CMB +8; CMD 19
Feats Improved Initiative, Power Attack, Step Up, Warrior Priest[UM], Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Weapon Versatility
Traits armor expert, blessed touch
Skills Climb +5, Diplomacy +7, Handle Animal +5, Heal +7, Intimidate +7, Knowledge (engineering) +5, Knowledge (religion) +5, Ride +1, Sense Motive +9, Spellcraft +4, Survival +9; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common
SQ blessings (good: battle companion, holy strike, law: axiomatic strike, battle companion)
Combat Gear potion of cure light wounds, potion of fly, wand of comprehend languages (50 charges), wand of cure light wounds (50 charges), alkali flask (2), antiplague, antitoxin, artoku's fire (2), bottled lightning (2), holy water (2), stormstone; Other Gear +1 silver dragonhide full plate, +1 adamantine bastard sword, boots of striding and springing, pathfinder pouch, bandolier, bandolier, bedroll, belt pouch, belt pouch, blanket, candle (10), canteen, chalk (10), charcoal stick (10), cleats, climber's kit, coffee pot, cold weather outfit, crowbar, earplugs, fire-resistant boots, flint and steel (2), flotation device, grappling hook, hammer, hammock, hollowed pommel, holy symbol with compartment, holy text, hot weather outfit, ice skates, incense (10), ink, black, inkpen, journal, knife, utility (0.5 lb), masterwork backpack, masterwork crusader's cross, masterwork snorkel, mess kit, mirror, mug/tankard, periscope, purchased a half-orc slave's freedom (worth 200 gp), sack, sack, scroll box, sealing wax, signal horn, signal whistle, signet ring, silk rope (100 ft.), smoked goggles, soap, spell component pouch, tabard, tattoo holy symbol of Ragathiel, waterproof bag, weapon cord, weapon cord, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, a.) heavy war horse with basic riding gear (2 pp), z.) coninual flame components x2 (signet ring & one prepaid) (worth 100 gp), z.) vial of djezet x6 (coninual flame as 4th level spell) (worth 1,200 gp), 3,815 gp, 2 sp, 2 cp
Special Abilities
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Armor Expert -1 Armor check penalty.
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.
Cleats -50% walking penalty for slick surfaces.
Cold weather outfit +5 Fort save vs. cold weather.
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, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fire-resistant boots Fire resistance 1 against attacks directed against your feet.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Ice skates Can move on ice at normal speed with a DC 5 Acrobatics check.
Pathfinder pouch (3 @ 6 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 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.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
1.) Mists of Mwangi <Rebuild>
2.) Voice in the Void <DM no credit>
3.) The Penumbral Accords <DM>
4.) The Icebound Outpost <DM>
5.) The Veteran's Vault <DM>
6.) Black Waters <DM>
7.) Crypt of the Everflame <DM>
8.) Echoes of the Overwatched <DM>
9.) The Infernal Vault
10.) Shadow's Last Stand 1
11.) The Temple of Empyreal Enlightenment <DM>
12.) Scars of the Third Crusade <DM>
13.) The Silver Mount Collection <DM>
14.) My Enemy's Enemy <DM>
15.) GotP1: Halls of Dwarven Lore
16.) GotP2: The Price of Friendship
17.) GotP3: The Secrets Stone Keep
18.) Decline of Glory <DM>


"Reckless Rhona
Looked at her Tower
But was quite sour
For every hour
She heard every flaw"
"Time is just a door
Just step right through
In stolen cloak of blue
To the days of yore."
1st Floor has a 4 on the ground and a 6 on the ceiling
2nd Floor has a 6 on the ground and an 8 on the ceiling.
3rd Floor has a 8 on the ground and an 12 on the ceiling.
4th Floor has a 12 on the ground and an 20 on the ceiling.
5th Floor has a 20 on the ground and also contains the 4 clocks?

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