Dr. Wrath

Doctor Wrath, Supervillain at large

   A.K.A. Eric Dernulf. Level 5 Heroic Human 

   Racial Bonuses: Heroic Human. Gains +2 SP/Level (Fast Learner, Specialized in Skills, 6 CP) and +2 Bonus Feats. (18 CP total, +0 ECL).

   Level Based Bonuses: +1 Str (L4).

   Available CP: Restrictions (Cannot learn spellcasting or major psionics, +2 CP/Level), Duties (Must posture, announce his intentions, wait for heroes to show up, engage in grandiose schemes, put captured heroes into REALLY stupid death traps, protect and rescue noncombatants, and interpret everything as it might be in a comic book. Oddly enough, he functions fairly well in a heroic party, as long as they’ll put up with a serious eccentric, +2 CP/Level), +10 (Hunted by Law Enforcement, Irreverent, and Showman [-3 initiative, others get a +3 bonus on checks to see what you’re up to]), +144 (L5 Base) + 24 (Heroic Human and Level-based Bonus Feats) +2 CP/Level for Warcraft (Fast Learner) = 208 CP.

   Note that this – somewhat stripped-down – version of Doctor Wrath is build on a mere 192 points, and thus has 16 points left to spend. Of course, if the GM insists on using a normal human, he’ll have to spend 9 of them making up the difference, and he might have to buy an immunity or two to go with his Inherent Spells.

   Basic Attributes: Strength 18 (24*/+7), Dexterity 16 (20*/+5), Constitution 14 (18*/+4), Intelligence 12 (14/+2), Wisdom 11 (13/+1), and Charisma 11 (11/+0). *See “Inherent Spell(s)”, below.

   Warcraft +6 BAB (36 CP), +8 BAB with Modern Weapons Only (Specialized, 6 CP). Additional +4 with Modern Weapons due to Targeting System (see Inherent Spells, below).

Saving Throws:

  • Reflex +4 (Purchased, 12 CP) +5 (Dex) +4 (Resistance*) = +13
  • Fortitude +2 (Purchased, 6 CP) +4 (Con) +4 (Resistance*) = +10
  • Will +0 (Purchased, 0 CP) +1 (Wis) +4 (Resistance*) = +5

*See Inherent Spells.

Combar Information:

  • Hit Dice: L1 d20 (16 CP), L2-L5 d6 (8 CP) = 20 +5 +4 +6 +5 +20 (Con) +20 (Immortal Vigor I) = 80 HP
  • Move 60″
  • Initiative +2 (+5 Dex -3 Showman)
  • Armor Class: 10 (Base) + 5 (Dexterity) + 12 (Force Armor and Shield) = 27
  • Proficiencies: Light Armor (3 CP) and Modern Infantry Weapons (9 CP)
  • Languages (2): English and Spanish
  • Basic Ability Costs: 96 CP.


Usual Weapons

  • Unarmed: +10/+10/+5 (+6 BAB, +4 Str, Personal Haste), 1d4+4 Stun, Critical 20/x2.
  • Unarmed (in armor): +13/+13/+8 (+6 BAB, +7 Str, Personal Haste), 1d8+7, Critical 20/x2.
  • Machine Gun: +17/+17/+12/+7 (+12 BAB, +5 Dex, Personal Haste), Huge (20 lb), 2d8, Critical 20/x2, 100′ range (rangefinder negates -4 worth of range penalties), 100-round belt, semiautomatic and full automatic modes are both available.
  • Assault Rifle: +18/+18/+13/+8 (+12 BAB, +5 Dex, +1 Quality, Personal Haste), Large (8 lb), 2d8, Critical 20/x2, 70′ Range (rangefinder negates -4 worth of penalties), 30-shot clip, semiautomatic, burst, and full automatic modes are all available.
  • Grenade Launcher: +17/+17/+12/+7 (+12 BAB, +5 Dex, Personal Haste), Integral with Assault Rifle, 4d6 in a 15′ Radius, DC 15 Reflex save for half damage, 12 shot magazine. Fires in semi-automatic mode.
  • Mini-Missile Launcher: +17/+17/+12, +7 (+12 BAB, +5 Dex, Personal Haste), Large (8 lb), 8d6, 150′ range (rangefinder negates -4 worth of range penalties), Critical 20/x2 (main target only), 4 shots, the target gets no save and the damage ignores the first 10 points of hardness or damage reduction. Those within 10′ get a DC18 reflex save for half damage and their hardness/damage reduction is not penalized. The weapon fires in semi-automatic mode.
  • Usual Ammunition Reserve: 4x 100-round machine gun belts, 6x 30-shot assault rifle clips, 3x 12-shot grenade launcher clips (all 4d6, fragmentation, incendiary and concussion [stun damage]), and 12 mini-missiles.


Other Abilities (75):

  • Adept (6 CP): May buy Disable Device, Repair, Weaponsmith, and Demolitions skills at half price.
  • Fast Learner (6 CP), specialized in Warcraft (double effect): +2 CP/Level for Warcraft
  • Innate Enchantment (8 CP, 7000 GP equivalent): Personal Haste (+30′ Move, +1 Attack at highest BAB with full attack, 2000), +2 Intelligence (1400), +2 Wisdom (1400), Immortal Vigor I (+12 + 2 x Con Mod HP, 1400), and Void Sheathe (May store items of up to 20 pounds in private dimensional pockets, 700).
  • Relic/FR17 Power Armor (4 CP). All powers Corrupted: Extremely conspicuous in operation, manifest as massive suit of power armor). Provides: Anime Master (can use oversize weapons and wrestle large creatures, 4 CP), Occult Sense (radar/sonar provides information on nearby objects, 4 CP), Damage Reduction (12 CP worth, corrupted to increase effect, 8/- versus everything), Martial Arts (1d6 Base Damage in Melee, counts as being armed), and a +4 bonus on saves versus chemical attacks (Resist, 4 CP). The armor would normally also provide a +4 Armor Bonus (with no penalties), DR 4/-, and Energy Resistance 4/-, but these are superseded by Dr. Wrath’s personal powers. It does provide a loudspeaker, an integral canteen and ration-cube dispenser, and three external hardpoints for mounting weapons, but these have no actual game effects, and thus have no cost.
  • Privilege (3 CP): Has access to military weapons, training, and information. Most importantly, he’s got the selection of weapons noted above and a Military Electronics Package, including basic computer functions, scrambled radio communications, a heads-up display system, sound dampening and flash protection (+4 on relevant saves), light-amplification (low-light vision), magnification (x50), and range-finding (ignore first -4 for range) installed in his armor.
  • Enhanced Strike (12 CP): Crushing (applies all damage from an attack sequence as a single attack) and Hammer (gives an attack +5 To Hit and lets it do maximum damage). Both can be used once per minute OR by spending a point of Mana.
  • 2d6 (9) Mana (12 CP): Resilience natural magic option allows him to spend it to buy off attribute drains, level drains, and mind controlling effects.
  • Reflex Training (6 CP): May take an extra standard action up to once per round three times per day.
  • Inherent Spell(s) (30 CP): Greater Invocation/Technological Abilities at L3 (produces a L1 effect) 1/Day (6 CP), Advanced I, II, III, IV, and V (producing L2, L3, L4, L5, and L6 effects 1/Day each, +42 CP) Internal (effects are considered Extraordinary, +6 CP), Bonus Uses (x6, for 5 uses of each level, +36 CP). All specialized: requires a particular gadget as a focus and can only produce effects appropriate to that gadget (x1/2 cost) and Corrupted: no single effect can be used more than twice per day (x2/3’rds cost).

   For power armor the L6 effects normally go to five 24-hour duration L3 effects: Exoskeletal Augmentation (Enhance Attribute/+6 Strength), Magnetically-Reinforced Armor (+12 AC, a combined Force Armor/Shield spell), a Targeting System (Modern Weapon Mastery, +4 competence bonus to BAB with modern weapons), Metabolic Enhancement (Enhance Attribute/+4 Dex and Con), and a Biocontrol System (Greater Warding Rune, +4+CL/6 resistance bonus to saves).


(Five abilities of each level 1-5 may be used each day, but never more than 2/day each).

Common Armor Functions:

L1: Spotlight (Light), Hologram Projection (Silent Image), Energy Discharge (Shocking Grasp), Flare (Color Spray), Hunter/Seekers (Magic Missile), and Circuit Disruption (a variation on Shocking Grasp),

L2: Fire Extinguisher (Pyrotechnics), ECM (Obscure Object), Tangler Netgun (Web), Energy Blasts (Scorching Ray), Holographic Duplication (Mirror Image), Scaling Systems (Spider Climb), Taser (Hold Person), Smoke Grenade (Darknes, 20′ R), and Recoilless Shell (Force Bolt, 1d6/level to single target, ranged touch attack, no save).

L3: Plasma Blast (Fireball), Nightsight (24-hour Darkvision), Absorption Systems (Protection from energy, 12/CL), Tear Gas (Stinking Cloud), Neural Disruptor (Hold Person), Dimensional Rotation (Blink), Jet Pack (Fly), Life Support (need not breathe, etc), and Medkit (Neutralize Poison, Remove Disease).

L4: D-Field Static (Dimensional Anchor), D-Jump (Dimension Door), Cloaking Field (Invisibility, Greater), Biodisruption (Enervation), Sonic Blast (Shout), Bioenergy Scanner (Locate Creature), and EMP (wide-area “explosion” versus electrical and electronic devices only).

L5: Gas Shell (Cloudkill), Dismissal, Teleport, Comlink (like Telepathic Bond, but limited range, targets must be given a communicator focus to wear, lasts for 24 hours), Heavy Taser (Hold Monster), Energy Cone (Cone of Cold), Wall of Force, Overland Flight, Magnetic Control (Telekinesis), Foamcrete Dispensor (Wall of Stone), and the infamous Dimensional Vortex Generator (Plane Shift, requires Shadow Walking skill check but can be used to play various special tricks).

L6 (Not available in normal power armor mode): Mustard Gas (Acid Fog) and Disintegration Beam (Disintegrate).



Skill Points: 9 CP + 16 (Intelligence) + 16 (Human) = 41

Major Skills: SP Base Att. Net
Computer Use (Int) 1 1 2 +4
Craft (Int)        
Weaponsmith 4* 8 2 +10
Electronic 1 1 2 +3
Mechanical 1 1 2 +3
Demolitions (Int)# 4* 8 2 +10
Disable Device (Int)# 4* 8 2 +10
Knowledge (Int)#        
History 1 1 2 +3
Streetwise 1 1 2 +3
Tactics 4 4 2 +6
Technology 8 8 2 +10
Repair (Int)# 4* 8 2 +10
Spot (Wis) 4 4 1 +5
Treat Injury (Wis) 1 1 1 +2

* Half price due to Adept

  • Speak Language (native language and [Int Mod] others are free, additional languages cost 1 SP Each): English and Spanish.
  • Read/Write (native language is free, others cost 1 SP Each). English (0 CP)
  • +3 Specialities (x3, 1 SP Each): Knowledge/History/US Military History, Repair/Military Equipment, and Craft/Weapon-smith/Firearms.

Design Notes:

Using “Inherent Spell” with a “Greater Invocation” spell is a bit cheesy. Ignoring the character-level restrictions to give a low-level character access to eighth level Greater Invocations is very cheesy, and requires special permission from the game master. Applying the “Internal” modifier to the entire sequence is also questionable. Still, the character does still have some CP left to buy an immunity to the level requirement, and/or to Dispel/Antimagic if necessary.


   Not much: Eric usually has a few things in his pockets – his wallet, a couple of granola bars, his keys, a mechanical pencil and a notepad, his good-luck medallion, hs cell phone, and a few pocket tools (penlight, swiss army knife, multi-tool, and a pocket screwdriver/nutdriver with a selection of tips in the handle). Plus, of course, one heavily-armed suit of powered military battle armor.


Personal History:

   Eric had always had a knack for getting things to work – even for getting them to work in ways their designers had never thought of. As a kid he got into quite a bit of trouble with it. As a teenager, rigging a harvester to eject a stream of corn cobs at several hundred miles per hour – and accidently blowing up a neighbor’s tractor with them – was the last straw.

   Judge Lewis suggested that – if he was so good at field repairs and at blowing things up – that he sign up with the army.

   Given his talents for getting – and keeping – things running, pushing machinery past its limits, and getting more information out of sensors than was rationally possible, the army was glad to have him. Erik was eventually assigned to Weapons Development and Testing, where he proved invaluable. Of course, his “value” took a sharp downturn when his powers came into full operation and drove him more than a little crazy. He ran off with an experimental suit of FR-17 power armor and started his “villainous” career.



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