Rohkar Cindren

Tyler Crane's page

185 posts. Alias of DBH.


Full Name

Tyler Crane

Race

Human

Classes/Levels

Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Gender

M

Strength 13
Dexterity 15
Constitution 13
Intelligence 17
Wisdom 10
Charisma 12

About Tyler Crane

Tyler Crane.

Male Human (Taldan) alchemist 3 / universalist 1

Init +2; Senses Perception +7,

Languages Ancient Osiriani, Common, Draconic, Dwarven, Osiriani

AC 12, touch 12, flat-footed 14, hp 31, Fort +4, Ref +5, Will +3, +2 vs. poison

Ranged crossbow, light +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Ranged acid (flask) +5 (1d6+4), within 30 ft. +6 (1d6+4)
Ranged alchemist's fire (flask) +5 (1d6+4), within 30 ft. +6 (1d6+4)
Ranged alkali (flask) +5 (1d6+4), within 30 ft. +6 (1d6+4)
Melee morningstar +3 (1d8+1)
Ranged bomb +5 (1d8+4), within 30 ft. +6 (1d8+4)

Abilities Str 13, Dex 15, Con 13, Int 17, Wis 10, Cha 12
Base Atk +2; CMB +3; CMD 15

Special Actions Alkahest Bombs, Hand of the Apprentice, Precise Bombs, Throw Anything,

Prepared Spells Prepared Spell List
Alchemist (CL 3rd):
1st - adhesive spittle (DC 14) , cure light wounds (2) (DC 14) , keen senses (DC 14)
Wizard (CL 1st):
1st - grease (DC 14) , shield (DC )
0th - dancing lights , detect magic , disrupt undead

Special Qualities Alchemy, Arcane Bond, Arcane School, Bonded Object, Bonus Feat, Cantrips, Crypt Breaker's Draught, Formulae, Poison Resistance, Poison Use, Skilled, Swift Alchemy, Trapfinding, Universal School,

Feats Fast Learner, Point-Blank Shot, Scribe Scroll, Splash Weapon Mastery, Throw Anything

Skills Acrobatics +2, Appraise +7, Artistry +3, Bluff +1, Climb +1, Craft (Alchemy) +8, Craft (Alchemy) (Create item) +11, Craft (Untrained) +3, Diplomacy +1, Disable Device +11, Disguise +1, Escape Artist +2, Fly +2, Heal +5, Intimidate +1, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +9, Linguistics(Draconic) +7, Perception +7, Perception (Trapfinding) +8, Perform (Untrained) +1, Ride +3, Sleight of Hand +7, Spellcraft +9, Stealth +2, Survival +5, Swim +1, Use Magic Device +6,
Possessions outfit (traveler's); thieves' tools (masterwork); formula book; morningstar; bomb; spellbook (wizard's/blank); Crossbow, Light ; Handy Haversack [ Acid (Flask) (x2); Alchemical Cement (x2); Alchemical Glue (x2); Alchemical Solvent (x2); Alchemist's Fire (Flask) (x4); Alchemy Crafting Kit; Alkali (Flask) (x2); Antiplague (Vial) (x4); Antitoxin (x4); Healer's Kit; Impact Foam (x2); ];

Formula Book,
Spellbook (Wizard's/Blank)

Alchemical Adept You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Alkahest Bombs (Su) A crypt breaker's bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn't work as well against other targets. You can use 6 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. Against constructs and corporeal undead, on a direct hit, your bomb inflicts 1d8+3 points of acid damage plus an additional 1d8 points of acid damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Against all other other creatures, alkahest bombs deal 1d4+3 plus 1d4 points of acid damage. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker's draught, the alchemist also gains light blindness.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Hand of the Apprentice (Su) You can 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 6 times per day.
Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.

Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Scholar of Ruins (Knowledge (Geography)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Trapfinding A crypt breaker adds 1 on Perception checks made to locate traps and to Disable Device checks. A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

Universal School You have chosen not to specialize in a single school of spells.