Justic Ironbriar

Dr. Archibald Crane's page

21 posts. Alias of imimrtl.


About Dr. Archibald Crane

Dr. Crane:
Dr. Crane
Sylph Alchemist (Mindchemist) 6
N Medium Outsider (native)
Hero Points 1
Init +13; Senses darkvision 60 ft.; Perception +9
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Defense
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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
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Offense
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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)
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Statistics
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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
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Special Abilities
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+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).
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Poison Resistance +4 (Ex) +4 to save vs. Poison.
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.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Wand of Dimension Door Add this item to create a wand of a chosen spell.

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Arcane Familiar
Scorpion, Greensting
N Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +2 size, +6 natural)
hp 13 (1d8)
Fort +5, Ref +8, Will +2
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +9 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +4; CMB +5; CMD 11 (19 vs. Trip)
Feats Weapon Finesse
Skills Climb +7, Fly +13, Heal +6, Perception +10, Sleight of Hand +9, Spellcraft +6, Stealth +15, Survival +6, Swim +3, Use Magic Device +2
Languages
SQ hero points, improved evasion, poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

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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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.

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Air elemental
Elemental, Air, Small
N Small Outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 20, touch 14, flat-footed 17 (+3 Dex, +1 size, +6 natural)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +5
Defensive Abilities air mastery; Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
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Offense
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Speed 0 ft., flight (100 feet, perfect)
Melee Slam (Elemental, Air, Small) +7 (1d4+1/x2)
Special Attacks whirlwind (dc 12)
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Statistics
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Str 12, Dex 17, Con 12, Int 8, Wis 11, Cha 11
Base Atk +3; CMB +3; CMD 16
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Fly +22, Knowledge (planes) +8, Linguistics +1, Perception +9, Sense Motive +9, Spellcraft +5, Stealth +11, Use Magic Device +2
Languages Auran, Common, Draconic
SQ hero points, improved evasion
Other Gear You have no money!
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Whirlwind (DC 12) (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly s