Movement 30' (boots+10)
Necklace of Adaptation
Initiative+5 (+3 Dex, +2 Trait)
AC= 26 (10+3Dex,++3 Nat +4 Mage armor, +4 Shield+2 Deflect ring)
Arcane Blast 30' 2d6+1d6/spell level sacrificed. SR No
Caster level 12
Conjuration +1 Caster level (bloatmmage) +1 DC Spell focus
0;4/d, 1;6/d, 2; 6/d, 3;7/d
0; Detect Magic, Mage Hand, Prestidigitation, Detect poison
1DC22 (11+10Int+1 Spell level) +1 Conjuration
-Mage Armor **
- Endure Elements **
2 DC23 (11+10Int+2 Spell level)+1 Conjuration
- Rope Trick
3 DC24 (11+10Int+3 Spell level)+1 Conjuration
- Aqueas Orb (SR NO)**
Bound ring As +4 Int circlet(Stealth, Fly), and Ring of Protection +2.
Spellbook - Blessed Book
Pathfinder poutch - Stores Blessed book in the "off Function"
Lesser metamagic rod Extend
Boots of Striding and Springing
Necklace of Adaptation
Cloak of Resistance+2
Explosive Runes Notes X3
Acrobatics+11 (5 Ranks+3Class+3Dex)
Climb+9 (5 Ranks+3Class+1 Str)
Escape artist+11 (5 Ranks+3Class+3Dex)
Fly+20 (1Ranks+3Class+3Dex+14 Item)
Heal + 7(1 Rank+3 Class+3 Wis)
Intimidate+11 (5 Ranks+3Class+3Cha)
Know Arcana+18 (5 Ranks+3Class+10Int)
Know Dungeon+18 (5 Ranks+3Class+10Int)
Know ENgineer+18 (5 Ranks+3Class+10Int)
Know Geography+18 (5 Ranks+3Class+10Int)
Know History+18 (5 Ranks+3Class+10Int)
Know Local+18 (5 Ranks+3Class+10Int)
Know Nature+18 (5 Ranks+3Class+10Int)
Know Nobility+18 (5 Ranks+3Class+10Int)
Know Planes+18 (5 Ranks+3Class+10Int)
Know Religion+21 (5 Ranks+3Class+10Int+3 Feat)
Linguistics+16 (5 Ranks+3 Class+8Int)
Perception+20 (14 Ranks+3Class+3wis)
Spellcraft+ 16 (5 Ranks+3Class+8 Int)
Stealth +20 (1 Ranks+3Class+3Dex+14 Int ITem)
Swim+11 (5 Ranks+3Class+3Dex)
UMD+11 (5 Ranks+3Class+3CHA)
Feats and abilities:
Scribe Scroll, Bonded Item (ring)
-Practiced Caster +4 CL
- Skill Focus Religion
- Eltrich Heritage (sanguine)
1- Spell Focus (conjur)
3- Bloatmage Initiate
5- Craft Wondrous
5- Arcane Blast
Trait1-Magical Knack +2 CL
Arcane BlastYou can convert any spell into an attack.
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength ). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Benefit: You learn the basics of the ancient art of hemotheurgy. Pick one school of magic (Conjuration) in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).
In addition, the bloatmage may push herself via her bloat ability in order to gain a number of extra blood points, but such exertion is a dangerous gamble. If the bloatmage’s current number of blood points is greater than her class level but less than or equal to twice her class level, she gains the sickened condition. If her exertions push her beyond twice her normal blood point level, she immediately flies into a homicidal rage, striking out randomly with her most damaging attacks and abilities at friends and foes alike for 1d6 rounds or until her blood pool is reduced to 0 (whichever comes first). At the end of the rage, her blood points drop to 0, her hit points drop to –1, and she begins dying.
Each day, when the bloatmage rests to regain spells, she regains blood points up to her class level but not beyond (so if her bloatmage level is 5 but she currently has 8 points, she remains at 8 until she spends the extra points).
Some bloatmages conduct constant rituals involving leeches or exsanguination in an attempt to regulate their systems. These rituals, which must be undertaken daily during spell preparation, give the bloatmage the option of subtracting 1 point from any bloating rolls (see below) after the results are known, but at the price of a non-cumulative –2 penalty to Constitution. This penalty cannot be removed, save by the bloatmage abandoning the rituals for a day (also during spell preparation), which removes it immediately.
Hemophilia;Bloatmages are particularly susceptible to bleed effects, and the DC of any Heal check made to stop a bleed effect is 5 higher than normal. In addition, anytime a bleeding wound is inflicted on a bloatmage, she loses 1 blood point. This loss of blood points is cumulative for multiple bleed attacks, but not each time she takes damage from the same attack.
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
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.
Requirements Craft Wondrous Item, magic aura, secret chest, creator must be 12th level; Cost 1,000 gp