Guard Captain Blacklock

Saint Germaine's page

262 posts. Organized Play character for Beckett.

Full Name

Saint Germaine


HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) ||


Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

About Saint Germaine

Saint Germaine
Male archon-blooded aasimar (lawbringers) warpriest of Ragathiel 9 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +5
AC 23, touch 11, flat-footed 22 (+12 armor, +1 Dex; +2 deflection bonus vs. evil)
hp 82 (9d8+34)
Fort +8, Ref +4, Will +11; +2 vs. [evil]; +2 resistance vs. evil
Defensive Abilities sacred armor (+1, 9 minutes/day); Resist acid 5, cold 5, electricity 5
Speed 40 ft. (30 ft. in armor)
+1 adamantine bastard sword +9/+4 (1d10+13/17-20)

Special Attacks blessings 7/day (Good: holy strike, Law: axiomatic strike), channel positive energy 4/day (DC 19, 3d6+1), fervor 9/day (3d6), sacred weapon (1d8, +2, 9 rounds/day)
Spell-Like Abilities (CL 9th; concentration +10)
1/day—continual flame

Warpriest Spells Prepared (CL 9th; concentration +14)
3rd—dispel magic, magic circle against evil, shield of wings, shield of wings
2nd—admonishing ray, bull's strength, bull's strength, burst of radiance (DC 17), grace
1st—dancing lantern, deadeye's lore, divine favor, divine favor, liberating command (+18), remove fear, shield of faith (+3)
0 (at will)—create water, detect magic, enhanced diplomacy, guidance, mending
Str 16, Dex 12, Con 14, Int 10, Wis 20, Cha 12
Base Atk +6; CMB +7; CMD 20

Feats Angelic Blood, Improved Critical (bastard sword), Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Weapon Versatility

Traits armor expert, blessed touch

Skills Climb +4, Diplomacy +10, Handle Animal +5, Heal +10, Intimidate +7, Knowledge (engineering) +5, Knowledge (religion) +5, Ride +2, Sense Motive +11, Spellcraft +4, Survival +15 (You do not have to move at half your speed while tracking.), Swim +4; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common

Combat Gear lesser extend metamagic rod, potion of cure light wounds, scroll of lesser (x4) restoration, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease, wand of comprehend languages (50 charges), wand of cure light wounds, wand of endure elements, wayfinder, shining, antiplague[APG], antitoxin, artoku's fire, holy water (2); +3 comfort silver dragonhide full plate, +1 adamantine bastard sword, boots of striding and springing, handy haversack, headband of inspired wisdom +2, pathfinder pouch, bandolier, bedroll, belt pouch, blanket, canteen, celestial lamp, chalk (10), charcoal (10), coffee (per cup) (40), coffee pot, crowbar, flint and steel, grappling hook, hammock, hollowed pommel, holy symbol with compartment, holy text (Ragathiel), ink, inkpen, journal, masterwork backpack, masterwork snorkel, medium wagon, mess kit, mirror, mug/tankard, periscope, sack, scroll box, sealing wax, signal horn, signet ring, silk rope (100 ft.), soap, spell component pouch, tabard, tattoo holy symbol of Ragathiel, waterproof bag, weapon cord, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, z.) purchased a half-orc slave's freedom (worth 200 gp), z.) coninual flame components x2 (worth 100 gp), z.) heavy war horse with basic riding gear (2 pp), z.) retrained step up feat to vital strike <450gp, 5pp> (worth 450 gp), z.) spellcasting services (worth 380 gp), z.) vial of djezet x6 (coninual flame as 5th level spell, celestial lamp) (worth 1,200 gp)
763 gp, 5 sp, 1 cp
Tracked Resources
Antiplague - []
Antitoxin - []
Artoku's fire - []
Blessings (7/day) (Su) - [] [] [] [] [] [] []
Continual Flame (1/day) []
Extend Spell - [] [] []
Fervor (3d6+1, 9/day or Channel x2, DC 19) (Su) - [] [] [] [] [] [] [] [] []
Holy water - [] []
Potion of cure light wounds - []
Protection from Evil (1/day) - []
Sacred Armor +1 (9 minutes/day) (Su) - [] [] [] [] [] [] [] [] []
+1 = glamered or lesser fortification
Sacred Weapon +2 (9 rounds/day) (Su) - [] [] [] [] [] [] [] [] []
+1 = defending, flaming, frost, ghost touch, shock, merciful, shock
+2 = axiomatic, disruption, holy

Temple (1/session) - []
Wand of comprehend languages (50 charges) - 3/50
Wand of cure light wounds (50 charges) - 19/50
Wand of endure elements (50 charges) - 1/50

Special Abilities
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
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.
Fervor (3d6, 9/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (9 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 +2 (9 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 3d6+1 (4/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).


01.) Mists of Mwangi <Rebuild>
02.) Voice in the Void <DM no credit>
03.) The Penumbral Accords <DM>
04.) The Icebound Outpost <DM>
05.) The Veteran's Vault <DM>
06.) Black Waters <DM>
07.) Crypt of the Everflame <DM>
08.) Echoes of the Overwatched <DM>
09.) 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, Wand of Endure Elements>
19.) To Scale the Dragon
20.) Sixty Seconds to Midnight
21.) Ancient's Anguish
22.) The Sky Key Solution <DM>
23.) Hrethnar's Throne


Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it of the Chronicle.
Light of Redemption (Silver Crusade faction): You have helped to redeem a wayward priest, and in doing so you have affirmed your own beliefs and convictions. Whenever you would receive more than one Will save to overcome an enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save against that efect. You can cross this boon of your Chronicle sheet to reduce the Prestige Point cost of an atonement spell by 2.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Friend of the Family: You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom.
vial of djezet: (200 gp each; limit 6; Pathinder Campaign Setting: Technology Guide 56; when used as an additional material component, a dose of djezet increases the effective spell level by 1, which stacks with a heightened spell. To function as an additional component, the spellcaster must use a number of doses equal to the spell’s original level—
additional doses have no effect). <Character bought x6 doses of Vial of Djezet. Player character cast Continual Flame on Bastard Sword using x3 vials of Djezet to create an Everburing Torch as a 4th Spell Level.>
Legend of Urglin: In a short period of time you claimed your place in the oral history of Urglin, and orcs carry somewhat inconsistent but nonetheless positive stories of your exploits to other settlements in the region. You gain a +2 bonus on Charisma-based skill checks with orcs in Varisia and any country that directly borders it.
Hero of the Hold: Once you have Chronicle sheets for all three parts of the Glories of the Past campaign arc, you become one of the Pathfinder Society’s experts on Sky Citadels. You gain a +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. You also gain a +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.
Unexpected Discovery: Now that your name features prominently in a volume of the Pathfinder Chronicles, other Pathfinders are quick to recognize you. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower. If you already have a circumstance bonus on such a check, the bonus instead increases by 2.
Embeth Hound: The Embeth Travelers git you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon of your Chronicle sheet.
Henbane’s Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted lower from a henbane plant allows its wearer to step outside of the low of time. As a purely mental move action action, you can destroy the lower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you let (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon of your Chronicle sheet.
Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it of your Chronicle sheet.
Sacred Scorpion Tattoo: You have earned the trust and respect of Anahita and Ardashir. The girtablilu siblings offer to tattoo a scorpion on your arm, shoulder, or neck using cactus flower ink and a scorpion’s stinger. Whenever the tattoo is visible, you gain scorpion empathy (as wild empathy using your character level as your effective druid level, save that it works only on scorpions) and a +2 bonus on Diplomacy checks to influence girtablilus. However, you suffer a permanent –2 penalty on Fortitude saves against girtablilu and scorpion venom.
Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon of your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.
Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacriiced herself to save the Pathinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.