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Guard Captain Blacklock

Saint Germaine's page

118 posts. Pathfinder Society character for Beckett.


Full Name

Saint Germaine

Race

HP: 34/35 - AC: 22, FF: 21, T: 11, CMD: 16 - F: +7, R: +2, W: +7 - 20ft Move / Init +5, Perc +3 (darkvision)

Classes/Levels

LG Male Archon-Blooded Aasimar Warpriest 4 PFS 5,274-12, Bastard Sword: +7, 1d10+6, 19x2 (S)

Age

35

Alignment

LG

Deity

Ragathiel

Languages

Common, Celestial

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

About Saint Germaine

Saint Germaine
Male Archon-Blooded Aasimar (Lawbringers) Warpriest of Ragathiel 4
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex)
hp 35 (4d8+12)
Fort +7, Ref +2, Will +7
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee
1.) Bastard Sword: +7 (1d10+4/19-20)
2.) Silver Heavy Mace: +5 (1d8+4)

Ranged
3.) Comp. Longbow <+2 Str>: +5 (1d8+2/×3)

Special Attacks
Channel Energy: 2/day (DC 14, 1d6+1)

Spell-Like Abilities (CL 4th; concentration +6)
1/day—Continual Flame

Warpriest Spells Prepared (CL 4th; concentration +7):
0 (at will)—detect magic, enhanced diplomacy, guidance, stabilize
1st—bless, divine favor, protection from evil, shield of faith
2nd—bull's strength, resist energy

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Statistics
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Str 14, Dex 12, Con 16, Int 10, Wis 16, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats
Improved Initiative
Power Attack
Step Up
Weapon Focus: Bastard Sword

Traits
Armor Expert
Blessed Touch

Skills
Climb +2
Diplomacy +7
Handle Animal +6
Heal +7
Intimidate +8
Knowledge (engineering) +4
Knowledge (religion) +4
Sense Motive +9
Spellcraft +4
Survival +9
Swim +2
Racial Modifiers +2 Intimidate, +2 Sense Motive

Languages Celestial, Common

SQ aura, axiomatic strike, blessings, Fervor 1d6, holy strike, Sacred Weapon +2, blessings (good blessing, law blessing)

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), 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 masterwork full plate, darkwood heavy wooden shield, 1.) bastard sword, 2.) silver mace, 3.) comp. 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, 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

1,078 gp, 9 sp, 4 cp

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Special Abilities
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Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.

Blessings (5/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him.
***Axiomatic Strike (Su) Touched melee weapon deals +1d6 dam vs. chaotic foes for 1 min.
***Holy Strike (Su) Touched melee weapon deals +1d6 dam vs. evil foes for 1 min.

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/Cold/Electricity (5) You have the specified Energy Resistance against Acid/Cold/Electricity attacks.

Fervor 1d6 (4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +2 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers. axiomatic (+2), brilliant energy (+4), defending (+1), disruption (+2), ghost touch (+1), flaming (+1), frost (+1), holy (+2), keen (+1), merciful (+1), and shock (+1).
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.
Wand of comprehend languages (50 charges)
Wand of endure elements (50 charges)
Wand of obscuring mist (50 charges)

Warpriest Channel Positive Energy 1d6+1 (2/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

XP:
9/9 XP
Fame: 16
Prestige: 8

Scenarios:

Mists of Mwangi
Voice in the Void (no credit)
The Penumbral Accords <DM>
The Icebound Outpost <DM>
The Veteran's Vault <DM>
Black Waters <DM>
Crypt of the Everflame <DM>
Echoes of the Overwatched <DM>
The Infernal Vault


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