Bertha
Female aasimar bloatmage 4/sorcerer 4 (Pathfinder Campaign Setting: City of Strangers 61, Pathfinder RPG Bestiary 7)
N Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 12, flat-footed 17 (+4 armor, +1 deflection, +1 Dex, +2 natural)
hp 44 (8d6+10)
Fort +4, Ref +5, Will +11
Defensive Abilities corpulence; DR 5/lethal; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee sickle +4 (1d6)
Ranged sling +5 (1d4) or
stingchuck +5 (1d4)
Spell-Like Abilities (CL 8th; concentration +13)
1/day—daylight
Bloodline Spell-Like Abilities (CL 8th; concentration +13)
8/day—grave touch (2 rounds)
Sorcerer Spells Known (CL 8th; concentration +13)
4th (4/day)—summon monster IV
3rd (6/day)—halt undead (DC 19), summon monster III
2nd (7/day)—boneshaker (DC 18), command undead (DC 18), false life
1st (8/day)—chill touch (DC 17), grease, mage armor, ray of enfeeblement (DC 17), shield, vanish[APG] (DC 16)
0 (at will)—acid splash, daze (DC 15), detect magic, disrupt undead, prestidigitation, ray of frost, read magic, touch of fatigue (DC 16)
Bloodline Undead
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Statistics
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Str 10, Dex 12, Con 10, Int 14, Wis 16, Cha 21
Base Atk +4; CMB +4; CMD 16
Feats Bloatmage Initiate, Eschew Materials, Potion Glutton, Skeleton Summoner[UM], Spell Focus (necromancy)
Traits deathspeaker, master of pentacles
Skills Acrobatics -2 (-6 to jump), Bluff +12, Diplomacy +14 (+16 when dealing with the undead), Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (religion) +9, Linguistics +3, Perception +6, Spellcraft +9, Swim +5, Use Magic Device +18; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Kelish, Necril, Shadowtongue
SQ bloat, blood pool, bloodline arcana (corporeal undead affected by humanoid-affecting spells), hemophilia
Combat Gear lesser extend metamagic rod, potion of cure light wounds (3), potion of invisibility, robe of bones, scroll of speak local language (x4), wand of ill omen (50 charges), wand of lucky number (50 charges), wand of remove fear (50 charges); Other Gear sickle, sling, stingchuck, amulet of natural armor +1, cloak of resistance +2, gloves of bony power, headband of alluring charisma +2, ring of protection +1, ring of summoning affinity (psychopomp)[ACG], spell lattice (defending bone)[ACG], spell lattice (defoliate)[ACG], backpack, bandolier[UE], jewelry[UE], masterwork tool, royal outfit, wrist sheath, spring loaded, 3,012 gp, 5 sp
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Special Abilities
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Bloat (1d8 Blood Points, 2/day) As a free action, add 1d8 Blood Points.
Bloatmage Initiate (Necromancy) +1 caster level with a specific school of spells. Always considered to have a medium load.
Blood Pool (Reset to: 4, Sickened > 4, Rage > 8) At 1st level, a bloatmage gains a pool of blood points, representing an overload of her system with excess blood to extend her arcane abilities beyond their normal level. A bloatmage's normal pool of blood points is equal to her bloatmage level. Bloo
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Corpulence (+1) (Ex) Your natural armor bonus increases by +1
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grave Touch (2 rds, 8/day) (Sp) Melee touch attack leaves target shaken for 2 rounds or frightened for 1 round.
Hemophilia You bleed more than the rest.
Potion Glutton Drinking a potion, elixir, etc. is a swift action that does not provoke an AoO.
Skeleton Summoner (1/day) Summon skeletons instead of living creatures with summon monster
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Swim (30 feet) You have a Swim speed.