![]() About Dr. Archibald CraneDr. Crane:
Dr. Crane
Sylph Alchemist (Mindchemist) 6 N Medium Outsider (native) Hero Points 1 Init +13; Senses darkvision 60 ft.; Perception +9 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 27 (6d8-6) Fort +4, Ref +8, Will +0; +4 bonus vs. poison Resist electricity 5, poison resistance +4 -------------------- Offense -------------------- Speed 30 ft. Ranged Bomb +8 (3d6+5 Fire/x2) Special Attacks bomb 3d6+5 (11/day) (dc 18) Spell-Like Abilities Feather Fall (1/day) Alchemist (Mindchemist) Spells Prepared (CL 6): 2 (4/day) Darkvision, False Life, Levitate, Tattoo Potion 1 (6/day) Expeditious Retreat, Comprehend Languages, Enlarge Person (DC 16), Endure Elements, Adjuring Step, Ant Haul (DC 16) -------------------- Statistics -------------------- Str 7, Dex 16, Con 8, Int 20, Wis 7, Cha 16 Base Atk +4; CMB +2; CMD 15 Feats Brew Potion, Cloud Gazer, Improved Initiative, Skill Focus (Use Magic Device), Splash Weapon Mastery, Throw Anything Traits Dangerously Curious, Reactionary Skills Craft (alchemy) +14 (+20 to create alchemical items), Fly +12, Heal +7, Knowledge (arcana) +19, Knowledge (nature) +19, Perception +9, Sense Motive +0, Sleight of Hand +12, Spellcraft +14, Survival +7, Use Magic Device +16 Modifiers alchemy +6 Languages Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ +4 bonus on initiative checks, cognatogen (dc 18), deliver touch spells through familiar, discoveries (bonus feat, tumor familiar, vestigial arm), empathic link with familiar, fast poisoning (swift action), hero points, perfect recall, share spells with familiar, speak with familiar, swift alchemy Combat Gear Wand of Dimension Door, Liquid ice (200); Other Gear Bag of holding II (200 @ 400 lbs), Spring loaded wrist sheathe, 2580 GP -------------------- Special Abilities -------------------- +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 3d6+5 (11/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage. Cloud Gazer See through fog, mist, and clouds without penalty. Triple sight distance if cloud is magical. Cognatogen (DC 18) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
-------------------- Arcane Familiar
----------------------------------------------- Dr. Crane 2.1:
Dr. Archibald Crane 2.0
Elf Wizard 6 N Medium Humanoid (elf) Hero Points 1 Init +12; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 26 (6d6) Fort +2, Ref +5, Will +7; +2 vs. enchantments Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 30 ft. Wizard Spells Prepared (CL 6): 3 (3/day) Haste, Arcane Sight, Arcane Sight, Fly 2 (4/day) False Life, False Life, See Invisibility, See Invisibility, See Invisibility 1 (5/day) True Strike, Feather Fall (DC 16), Adjuring Step, Ant Haul (DC 16), Anticipate Peril (DC 16), Anticipate Peril (DC 16) 0 (at will) Resistance, Read Magic, Detect Magic, Message -------------------- Statistics -------------------- Str 9, Dex 16, Con 10, Int 20, Wis 14, Cha 7 Base Atk +3; CMB +2; CMD 15 Feats Fast Study, Improved Familiar, Improved Initiative, Scribe Scroll, Throw Anything Traits Reactionary, Warrior of Old Skills Craft (alchemy) +14, Fly +12, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (planes) +14, Perception +10, Sense Motive +8, Spellcraft +14 (+16 to determine the properties of a magic item) Languages Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ arcane bonds (air elemental, elemental, air, small), arcane familiar nearby, deliver touch spells through familiar, elven magic, empathic link with familiar, forewarned +3, hero points, opposition schools (enchantment, illusion), prescience (8/day), share spells with familiar, speak with familiar, specialized schools (foresight) Combat Gear Ring of counterspells, Scroll of Dimensional Anchor, Scroll of Teleport, Acid (250); Other Gear Bag of holding II (250 @ 250 lbs), Spring Loaded Wrist Sheathe, 2275 GP -------------------- Special Abilities -------------------- Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y Foresight Associated School: Divination Forewarned +3 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Illusion You must spend 2 slots to cast spells from the Illusion school. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Ring of counterspells Counters this spell when it's cast on you. Scroll of Dimensional Anchor Add this item to create a scroll with spells on it. Scroll of Teleport Add this item to create a scroll with spells on it. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak With Familiar (Ex) You can communicate verbally with your familiar. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. -------------------- Air elemental
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