The Doctor

Kivan Lark

Level 7 True Neutral Human Biologist

•Irreverent, Outcast, Compulsive

Some madmen dabble
In God’s domain, others can
Go Professional

The Doctor is a complete monomaniac, with but one desire: to understand how life functions. He certainly can use magic to alter existing creatures, but his tastes run as much in recording and analyzing creatures as forming insane mutations. Ultimately, he plans to create a complete mathematical table allowing the develop of entirely new and more efficient forms of life. He will know exactly how to merge body shape, musculature, growth patterns, bone structure and even internal organ arrangement. Kivan will then have something even the Gods do not – the power of scientific analysis.

This is a quick mini-table of what he gained at each level-up.

Level Gain
0 24 CP +6CP +10DV +9SP (Int)
1 24 CP +3SP (Int)
2 24 CP +3SP (Int)
3 24 CP +6CP +3SP (Int)
4 24 CP +1SD +4SP (Int)
5 24 CP +4SP (Int)
6 24 CP +6CP +4SP (Int)
7 24 CP +4SP (Int)

Attributes

•Strength 10 +0
•Dexterity 17 +3
•Constitution 15 +2
•Intelligence 18 +4
•Wisdom  13 +1
•Charisma 14 +2

Basic Abilities

•Hit Dice: 1d8 +6d4 HP (Purchased, 4 CP) +2d6 (Immortal Vigor) +1d10+7 (False Life) +18 (9 x 2) = 61 HP
Skill Points: 14 (Purchased, 14 CP) +34 (Int Mod) = 48 SP
BAB: +4 (24 CP)
Fortitude: +3 (9 CP) +2 (Con) = +5
Reflex: +3 (9 CP) +3 (Dex) = +6
Will: +7 (21 CP) +1 (Wis) = +8
Initiative: +3 (Dex)
Move: 30′
Armor Class: 10 (Base) +3 (Dex) +4 (Armor) +4 (Shield) = 21

Proficiencies: None!
•Special Abilities: 139 CP

Special Abilities (139 CP)

Spellcasting: (49 CP) 7 Wizard, Spec’d: Necro, Trans, Encha, Divin
Leadership: (9 CP) +Beast-Lord, Spec’d: Follower only
Companion: (30 CP) +Template X3 +Might
Blessing: (3 CP) Spec’d: Martial Arts only
Reflex Action: (6 CP) spec’d: Can use CounterMagic when targeted or included within a spell
Luck: (6 CP) Spec’d: First round of combat
Immunity: (6 CP) Companion/Template Permanency
Journeyman: (24 CP) Leadership level cap
Innate Enchantment (6 CP):
Immortal Vigor I
Mage Armor
Shield
Healing Belt

Skills

Healing (Wis)  8 +1 = 9
Knowledge: Arcane 10 +4 = 14
Knowledge: Biology 10 +4 = 14
Wind Dance (Dex) 10 +3 = 13
Adamantine Fist (Str) 10 +0 = 10

Kivan usually prefers to keep to himself, in a large and isolated family mansion filled with experiments, notes, and spare body parts. The area around likely has a number of twisted creations, former test subjects, and odd discarded “samples” purchased from off-plane. This makes getting to him a rather dangerous proposition. Violent monsters roam the area, searching for fresh prey, while an overhanging miasma of blood and embalming fluids pervades the rank air.

Of course, that begs the question of why the characters might want to see him. There are several options. First, if the characters include a rare species or race, Kivan would potentially pay well to analyze his physical and magical abilities. He’s not inherently a villain, after all – his devotion is to scientific knowledge beyond morality. If he can get what he wants without force, he will. On the other hand, it may be that the Doctor has something they want, or perhaps one of his dangerous critters got loose and terrorized the countryside. Finally, he could easily go over the edge into sheer madness, requiring the PC’s to stop him before he does something truly abominable.

If the characters do come for blood, they’d better watch out. He’s capable of having a couple personal 7th-level  magical beasts at his side, while whichever one he’s favoring comes equipped with Companion Bonuses (usually the Paladin Steed bonuses), a whopping 6-level template, and further enhanced with one of the custom martial arts he knows (normally Adamantine Fist). And if The Doctor has a moment, he has all kinds of enhancement spell and a few useful protections to throw on as well. One of these is easily enough to challenge an entire party of similarly-leveled characters, or even a party with a level or two up provided the beast uses intelligent tactics. And it should – it’s being guided by a twisted but canny mind with a penchant for maximizing the effectiveness of his minions.

Sample Companion~

“Blasphemy” the Manticore/Half Fiend
Large LE Native Outsider

Hit Dice: 8d10+40 (94 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 50 ft. (Average)
Armor Class: 24 (-1 size, +4 Dex, +11 natural), touch 13, flat-footed 20
Base Attack/Grapple: +8/+19
Attack: Claw +14 melee (2d12+7) or 6 spikes +12 ranged (1d12+4/19-20)
Full Attack: 2 claws +14 melee (2d12+7) and bite +12 melee (1d12+4); or 6 spikes +12 ranged (1d12+4/19-20)

Space/Reach: 10 ft./5 ft.
Special Attacks: Spikes
Special Qualities: Darkvision 60 ft., low-light vision, scent, acid/cold/electricity/fire resist 10, DR 5/magic,  Spell Resistance 18, Empathic link, improved evasion, share spells, share saving throws,
Spell-Like Abilities: Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day
Saves: Fort +11, Ref +10, Will +3
Abilities: Str 25, Dex 19, Con 21, Int 11, Wis 12, Cha 11
Skills: Listen +12, Spot +12, Survival +12, Hide +5, Move Silently +5
Feats: Flyby Attack, Multiattack, Track, Weapon Focus (spikes)

Assume Blasphemy has a selection of Lore skills at +5 and has Adamantine Fist at +17 counting Str Bonus.

Adamantine Fist

Strike, Power (2), Toughness, Mighty Blow, Master Technique: Sunder, Inner Strength, Ki Focus (Str), Focused Blow

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