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Tim Proctor
2012-07-12, 08:32 PM
I am looking to make a Doctor Who build for a planejumping campaign, something that mimics the Doctor Who that we all love.

Big issues that he has to be able to do:

Travel through the Planes accurately (thinking a demiplane as an intermediatary via the Planeshifter MoP pg 30. then he can port to there as if it were the TARDIS)
Find a way to reincarnate himself when he dies (does contingency/reincarnate work [how does he get a druid spell?])?
Primarily a non-combatant (that's why he has a cohort called River Song), but is able to defeat enemies by outwittting them so knowledge, wisdom and intelligence are uber important.
Must be able to be very very old without really aging so sometype of immortality would be great.


Allowed Books:
Players Handbook
Players Handbook II
Dungeon Masters Guide
Dungeon Masters Guide II
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Scoundrel
Complete Warrior
Unearthed Arcana
D20 SRD (no Psionic)
CityScape
Complete Scoundrel
Dragon Magic
Dungeonscape (no Factotum)
Miniatures Handbook
Races of Destiny
Races of Stone
Races of the Dragon
Races of the Wild
Spell Compendium
Arms and Equipment Guide
Manual of the Planes
Heroes of Horror
Heroes of Battle
Planar Handbook


Build
{table]Str 8|Dex 10|Con 10|Int 18|Wis 10|Cha 16[/table]
{table]Level|Class|BAB|Fort|Ref|Will|Feats|Special|Skills
1|Marshal|0|2|0|2|Accurate Jaunt, Force of Personality, Magic Device Attunement, Breadth of Knowledge, (Flaws: Vulnerable, Noncombatant)| Skill Focus (Diplomacy), Motivate (Intelligence)|36 Skill Points: Bluff 4, Diplomacy 4, Intimidate 4, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Planes) 4, Listen 4, Perform 4, Survival 4, Swim 4.
2|Bard|0|2|2|4||Bardic Music, Bardic Knack, Spellbreaker Song, Fascinate, Inspire Courgae +1, Spells, Detect Magic, Know Direction, Open/Close, Prestigitation| 11 Skill Points: Bluff 5, Concentration 5, Knowledge (Arcana) 5, Knowledge (Religion) 5, Knowledge (Planes) 5, Listen 5, Perform 5 (retrain 4 from Swim).
3|Bard|1|2|3|5|Insightful Reflexes |Spells Read Magic, Comprehend Languages, Charm Person, |11 Skill Points: Bluff 6, Concentration 6, Knowledge (Arcana) 6, Knowledge (Religion) 6, Knowledge (Planes) 6, Listen 6, Perform 6, Spellcraft 6 (retrain from Survival)
4|Planar Bard|2|3|3|5| |+1 Cha , Planar Inspiration, Spells Minor Disguise, Locate City|11 Skill Points: Bluff 7, Concentration 7, Diplomacy 6, Knowledge (Arcana) 7, Knowledge (Religion) 7, Knowledge (Planes) 7, Listen 7, Perform 7, Profession (Astrologer) 5 (retrain 4 from Intimidate), Spellcraft 7.
5|Bard|3|3|4|6| |Spells Ventriloquism, Deceptive Façade, Spymaster’s Coin|11 Skill Points: Bluff 8, Concentration 8, Knowledge (Arcana) 8, Knowledge (Religion) 8, Knowledge (Planes) 8, Listen 8, Perform 8, Profession (Astrologer) 8, Spellcraft 8.
6| Bard|3|3|4|6|Craft Wondrous Item, Spells: Lesser Confusion, Vertigo| |11 Skill Points: Bluff 9, Concentration 9, Knowledge (Arcana) 9, Knowledge (Religion) 9, Knowledge (Planes) 9, Listen 9, Perform 9, Profession (Astrologer) 9, Spellcraft 9, Use Magic Device 2.
7|Planar Bard|4|4|5|7| |Portal Dissonance|11 Skill Points: Bluff 10, Concentration 10, Knowledge (Arcana) 10, Knowledge (Religion) 10, Knowledge (Planes) 10, Listen 10, Perform 10, Spellcraft 10, Use Magic Device 5.
8|Bard|5|4|5|7| |+1 Cha, Spells: Undetectable Alignment, Alter Fortune, Dispel Magic|11 Skill Points: Bluff 11, Knowledge (Arcana) 11, Knowledge (Religion) 11, Knowledge (Planes) 11, Listen 11, Use Magic Device 11.
9|Bard|6|4|6|8| Leadership | Inspire Courage +2, Spells: Lesser Geas |11 Skill Points: Bluff 12, Knowledge (Arcana) 12, Knowledge (Religion) 12, Knowledge (Planes) 12, Knowledge (Nature) 3, Listen 12, Use Magic Device 12. Collector of Stories.
10|Bard|6|5|6|8| |Inspire Greatness|11 Skill Points: Bluff 13, Knowledge (Arcana) 13, Knowledge (Religion) 13, Knowledge (Planes) 13, Knowledge (Nature) 6, Listen 13, Use Magic Device 13. Listen to This.
11|Exemplar|6|5|6|10| |Skill Artistry (Use Magic Device), Skill Mastery (Bluff, Knowledge Arcana, Planes, Religion, Use Magic Device)|13 Skill Points: Bluff 14, Knowledge (Arcana) 14, Knowledge (Religion) 14, Knowledge (Planes) 14, Knowledge (Nature) 10, Use Magic Device 14. Social Recovery.
12|Sublime Chord|6|5|6|12|Craft Contingent Spell, Dimension Door, Dismissal, Legend Lore, Teleport |Bardic Lore, Bardic Music, +1 Int, 4th and 5th level Spells| 9 Skill Points: Bluff 15, Knowledge (Arcana) 15, Knowledge (Religion) 15, Knowledge (Planes) 15, Knowledge (Nature) 12, Use Magic Device 15. Group Fake-Out.
13|Planeshifter|6|7|6|12| |Planeshift 1/day|9 Skill Points: Bluff 16, Knowledge (Arcana) 16, Knowledge (Religion) 16, Knowledge (Planes) 16, Knowledge (Nature) 14, Use Magic Device 16. Spell Theurgy.
14|Planeshifter|7|8|6|12| |Analyze Portal, Spells: Mass Unseen Servant, Spell Theft|9 Skill Points: Bluff 17, Disguise 7, Use Magic Device 17. Assume Quirk.
15| Planeshifter |7|8|7|13|Improved Cohort|Planar Survival, Spells: Antimagic Field|9 Skill Points: Bluff 18, Disguise 12, Use Magic Device 18. Second Impression
16| Planeshifter |8|9|7|13| |+1 Int, Morphic Stability, Skill Mastery (Disguise), Spells: Major Creation, Seal Portal|27 Skill Points: Bluff 19, Disguise 19, Escape Artist 16, Use Magic Device 19. Timely Misdirection.
17| Planeshifter |8|9|7|13| |Grant Planar Survival|10 Skill Points: Bluff 20, Disgusie 20, Escape Artist 20, Use Magic Device 20. Escape Attack.
18| Planeshifter |9|10|8|14|Craft Staff|Control Planar Flux, Spells: Limited Wish|10 Skill Points: Bluff 21, Escape Artist 21, Use Magic Device 21, Tumble 5. Tumbling Crawl.
19| Planeshifter |9|10|8|14| |Telepathy, Spells: Chasing Perfection, Reality Maelstrom|10 Skill Points: Bluff 22, Escape Artist 22, Use Magic Device 22, Tumble 10. Easy Escape.
20| Planeshifter |10|11|8|14| |+1 Cha, Planeshift @ Will, Spells: Temporal Stasis|10 Skill Points: Bluff 23, Escape Artist 23, Use Magic Device 23, Tumble 15. Back on Your Feet . [/table]

Waker
2012-07-12, 09:16 PM
Factotum, Wizard or Bard would be good for his base class. I am more inclined towards Bard, as it has that combination of magical talent, sheer knowledge and the ability to talk himself out of any situation.
Reincarnate can be added to the spell list by taking Arcane Disciple (CDiv) and choosing the Renewal Domain (SComp).
Immortality is trickier. If you were allowing Dragon Magazine I would say take the Wedded to History feat, since they were obviously thinking of Dr. Who when they made it. Alternatively you could choose Elan (XPsi) since it is an immortal aberration that looks like a normal human.
Plane Shifting can be accomplished by a wizard without any difficulty, though a Bard with levels in Sublime Chord can manage it too. Factotum also can cast it, though not until the latest levels.
If getting a hold of reliable reincarnation is too difficult, you might consider the Changeling (Eberron) as a base race to explain his changing faces.

Madara
2012-07-12, 09:18 PM
I'd refluff the Phylactery for the immortality.

Bard Lich with the Tardis as his "Soul-Hidey Place"

Ksheep
2012-07-12, 09:23 PM
I'd agree with Bard, although UMD/social Rogue might also fit (depends on which base model of Doctor you're going after). For the long lifespan bit, you could just go Elf, although I'm sure there are other valid alternatives (I don't have many of my books ATM, so I'm just sticking with core in this thought process). As for the reincarnation, ask your DM if he will allow a magic item from Magic of Faerun, specifically the Ring of Nine Lives. Fits rather well with the Doctor (give or take a couple reincarnations), although it is a magic item, which means that he could lose this ability from theft of AMF…

Oh, and don't forget to have a Wand of Knock as your sonic screwdriver :smalltongue:

Grimsage Matt
2012-07-12, 09:23 PM
theres a 5 level PrC from dndwiki called the Immortallist.

At 5th level, Elder Evil killed ya? You'll be back. Sphere of annilation? You'll be back? A god hit you with a hammer for 50 years? You were back 49 years ago.

sure the True Rez is a 1/year, but hey, nothing can kill you permently:smallamused:

Golden Ladybug
2012-07-12, 09:24 PM
Ah, building the Doctor is always fun :smallbiggrin:

I think the first port of call is Bard; both Bardic Knack and Bardic Knowledge work well on the Doctor, but I prefer Knowledge. Inspire Awe replaces IC (as it is both thematically appropriate, for when the Doctor gives the bad guys their warning, as well as fitting better in his (technical) pacifist world view), and ranks in Diplomacy, Bluff and Sense Motive are all appropriate. Sink everything else into Knowledge Skills, to supplement your Bardic Knowledge. Keep UMD maxed out.

A bunch of Factotum would be great, for Brains over Brawn and some Inspiration Points to boost all the things.

A one level dip into Binder is necessary; bind Naberius, and never look back.

Lastly, he's obviously an Artificer. Build wise, I'd go Factotum 3/Bard 1/Binder 1/Artificer 15

To simulate Immortality, take the Wedded to History Feat (perhaps beg your DM to allow it?), which (arguably) makes you immune to death from Old Age, and gives a flavourful benefit to go with it; my favourite for this is +3 to Bluff/Intimidate/Diplomacy to people who know who you are.

For the Doctorficer, Craft Contingent Spell will solve your Regeneration needs; just make a Contingent Last Breath to go off when you die. After it triggers, spend a few days making a new one (Regeneration Sickness).

Making a Sonic Screwdriver is easy, and something I almost always try to accomplish in games, regardless of whether I'm playing the doctor or not. Get X Eternal Wands of Knock, Arcane Lock, Dispel Magic (CL10), Mending, Detect Magic, Open/Close and other useful utility wands (X being however many of each you can afford). Then, Sovereign Glue them all together.

For the Tardis, I suggest the use of the Stronghold Builder's Guide; Making a box with extradimensional properties and the ability to use the Plane Shift and Teleport Through Time (http://www.wizards.com/default.asp?x=dnd/pg/20030409b) spells can't be too hard. But, since the SBG isn't on your list of sources, I'd inquire whether you can make the Amulet of the Planes (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#amuletofthePlanes) at a discount if it is a stationary box which is bigger on the inside, rather than an amulet that you can carry with you for shenanigans.

Waker
2012-07-12, 09:25 PM
I'd refluff the Phylactery for the immortality.

Bard Lich with the Tardis as his "Soul-Hidey Place"

I like the simplicity of it Madara. Changeling Bard Lich, since the Lich template explicitly allows him to retain his disguise self racial ability. His phylactery could be the "Heart of the Tardis", an intelligent item capable of Plane Shift, since there are no rules against adding effects to the phylactery.

ShneekeyTheLost
2012-07-12, 09:43 PM
I am looking to make a Doctor Who build for a planejumping campaign, something that mimics the Doctor Who that we all love.

Big issues that he has to be able to do:

Travel through the Planes accurately (thinking a demiplane as an intermediatary via the Planeshifter MoP pg 30. then he can port to there as if it were the TARDIS)
Find a way to reincarnate himself when he dies (does contingency/reincarnate work [how does he get a druid spell?])?
Primarily a non-combatant (that's why he has a cohort called River Song Tam), but is able to defeat enemies by outwittting them so knowledge, wisdom and intelligence are uber important.
Must be able to be very very old without really aging so sometype of immortality would be great.

Just saying, this seems both appropriate and probably the greatest sci-fi crossover of all time.

As was said, immortality granted by Elan, then make him a Nomad. Astral Caravan + Astral Traveler. You can get to flippin' ANYWHERE from the Astral. Plus it has the psychadelic background which is appropriate for the TARDIS's travel through time and space. Psions also get a LOT of knowledge skills, and cast off of Int.

Simply having a Hat of Disguise is good enough to change forms periodically.

All of this from the SRD.



Oh, and don't forget to have a Wand of Knock as your sonic screwdriver :smalltongue:
You mean Rod of Wonder... you'd be surprised what various doctors have done with that thing over the years.

Madara
2012-07-12, 09:43 PM
I like the simplicity of it Madara. Changeling Bard Lich, since the Lich template explicitly allows him to retain his disguise self racial ability. His phylactery could be the "Heart of the Tardis", an intelligent item capable of Plane Shift, since there are no rules against adding effects to the phylactery.

I do, however, see the temptation to go with Artificer. But while the exact build varies, the core principle is the same.

Gavinfoxx
2012-07-12, 09:51 PM
I would suggest a Lesser Cansin Archivist with the Jack of All Trades feat.

http://www.myth-weavers.com/sheetview.php?sheetid=350664

That gives you...

1.) The exotic race with strange abilities that still looks human
2.) The innate chaotic viewpoint
3.) Massively intellectual and charisma-based abilities
4.) All the skills appropriate to leadership and strong force of personality
5.) LOTS of knowledge skills
6.) The ability to use the D&D spells that replicate the sorts of abilities he shows, and those in the Tardis, including contingency and last breath

Reluctance
2012-07-12, 09:58 PM
PC, or NPC?

If it's a PC, you're going to have to adjust to one very important fact. You don't have stats of Plot, and your co-stars will all be equally powerful and important. Being the sole protagonist is kind of The Doctor's thing, so you'll have to decide which elements of the translation are important and which aren't.

If it's an NPC, what are the stats on the Lady of Pain? Do make sure not to make the character your pet DMPC, but given how The Doctor's primary combat maneuvers are running away and getting somebody else to do the dirty work, that makes him into an easy questgiver archetype.

Just remember. PCs are protagonists. Plural. What concessions will be made to that fact of gaming?

maximus25
2012-07-12, 09:59 PM
You mean Rod of Wonder... you'd be surprised what various doctors have done with that thing over the years.

What have they done?

From what I've seen from the 2005 series The Doctor has opened doors, weakened concrete, detected alien tech, when he went to the future he made a credit card have infinite money on it, technology is his bitch, used it as a scanner for life forms and various things... that's all I can remember currently, but I'm sure there's more.

I'm just wondering what he's done that the Rod of Wonder can also do.

ShneekeyTheLost
2012-07-12, 10:09 PM
What have they done?

From what I've seen from the 2005 series The Doctor has opened doors, weakened concrete, detected alien tech, when he went to the future he made a credit card have infinite money on it, technology is his bitch, used it as a scanner for life forms and various things... that's all I can remember currently, but I'm sure there's more.

I'm just wondering what he's done that the Rod of Wonder can also do.

Go back to the '80's series. They've always been the deus ex machina which gets him out of trouble he can't otherwise get out of. Some doctors make more use of it than others. Baker's Doctor (the 3rd one) had some very creative and innovative use out of it, as well as being one of the snarkiest Doctors. Heck, one even was able to take out Daleks with it.

The reason I say Rod of Wonder is because it's got a bazillion things it does, whereas a Wand of Knock only opens doors. Alter the conditions on the list, then give him the Wildmage option to have more control over what it does, and you're getting closer.

Either that, or it's an epic-level Staff with half the spell list in it that doesn't burn charges.

navar100
2012-07-12, 10:09 PM
Race: Elan
Class: Psion (Telepath)/Rogue (variant - swapping out sneak attack for feats)
Alignment: Chaotic Good
Has Leadership feat, Cohort (Companion) and Followers (other Companions) often change.
Very high intelligence and wisdom. Though has high Bluff and Intimidate, is notably lacking in Diplomacy. He never does seem to be able to convince people not to do bad things when they're about to do them. However, he does have high Charisma to be able to take charge of situations. This is where Bluff helps. Maybe Diplomacy isn't that low, but it's far from max.

Telonius
2012-07-12, 10:11 PM
He'll obviously have Run as a feat. Leadership as well. Max ranks in UMD, Bluff, Diplomacy, Gather Information, Knowledge (Planes). Special racial feature should be automatic success on any Knowledge (History) checks; or at least some ridiculous bonus like +30 or something.

Int and Cha through the roof, middling Wisdom, fairly high Dexterity. Low-ish strength in his current incarnation, probably middling constitution. Knows just about everything about just about everything - Bard sounds right.

Improved Unarmed Strike should be in there somewhere. (He is proficient in Venusian Aikido).

EDIT: Forum ate my TARDIS analysis. It's obviously Major Artifact-level in power. Pocket dimension, constant Tongues effect on the Doctor and his allies, Teleport (and time shift), though not always without error. Super-Forbiddance effect (not just for alignments, it has to be opened by the isomorphic key).

I'm honestly tempted to call it an Item Familiar. Whenever he's been separated from it for any appreciable amount of time, it's almost always been near-catastrophic.

Talionis
2012-07-12, 10:18 PM
TARDIS - maybe Item Familiar? Swordsaged...

Tim Proctor
2012-07-12, 10:19 PM
If it's an NPC, what are the stats on the Lady of Pain? Do make sure not to make the character your pet DMPC, but given how The Doctor's primary combat maneuvers are running away and getting somebody else to do the dirty work, that makes him into an easy questgiver archetype?

Well it is an NPC and designed to be a guide for the group in the situation.

Since the planes are infinite that means that the variability of possible phenomena is factual, all things that are possible, are (and not just once but infinitley). This is right in line with the multiverse concept described in the Manual of the Planes. So in one area of the Material Plane there lies Eberron, in another there likes Faerun, in another Greyhawk, in another a homebrewed world, etc. These variations will have to continue on indefinitely. So there are an infinite number of verses that Vecna took over Sigil, an infinite number were Orcus ate Elminster, etc. etc. Anything that can happen, has happened, is happening, and will happen again. The probability is low but that is like saying that you have 12 billion d12s and they all come up with 12s, with infinity that happens infinitley.

So the players were in a homebrewed setting where their planet was being invaded by Githyanki and they got jolted out of their normal verse by a fluke portal breach. They now (with the help of a friendly traveler) have to find their way back home, by travelling through all these portals, etc. etc. A problem is that they device they are using to travel is an intelligent item called Ziggy that sends them all sorts of places because good deeds need to be done in the universe (yeah mash up of Doctor Who and Quantum Leap).

So I need a Doctor that they can call on when they need help with something. Like Quantum Leap he wont be in the same place as them (except for a couple situations) but can communicate with them via various spells. His background is similar to that of the Doctor where his people were advanced travelers skilled with Arcana. In his verse the Mechanus thought that they were destroying the balance in the Universe so they went to destroy them, but they were extremely fanatical and if they gained the ability to travel like they did then they would destroy countless innocent worlds. So he set all of the Portals to the Positive Energy Plane with an infinite loop and let it overload destroying the entire verse Mechanus and homeworld included. But he is a devout pacifist now and has the signature guilty conscience

For the Sonic Screwdriver I was having it be a Staff of Limited Wish that was permanently enchanted with Shrink Item so that it fits in his pocket. I used to watch the show in the 80s when I was a kid so I remember all the fun stuff it would do.

Ksheep
2012-07-12, 10:28 PM
OK, so Wand of Knock probably isn't the best thing to represent the Sonic Screwdriver. I wonder if your DM will allow the "combining effects of magic items" rule with wands? Might be able to just roll all the wands you need into one item… granted it would be prohibitively expensive, but still…

Also, Parchment of Deception should be a close match for the Psychic Paper. Only problem is you need to actively forge something on it and know what you want it to be ahead of time (as opposed to it deciding what it should be).

EDIT: Ninja'd on Sonic Screwdriver…

Piggy Knowles
2012-07-12, 10:38 PM
Half-elf Factotum 3/Bard 2/Combat Trapsmith 5/Death Delver 10

Use the Soothing Voice ACF for your bard levels.

Factotum gives you all the skills you could possibly need, as well as Brains Over Brawn. Bard gives you Soothing Voice, mostly, to give you the ability to stop people mid-combat by talking to them (Calm Emotions with the save DC based on your diplomacy check). Combat Trapsmith because, come on, when it comes to making random booby traps quickly out of improvised materials, the Doctor makes MacGuyver look like a luddite. Death Delver gives you a bunch of time lord-ish resistances, some luck-like abilities (Cheat Death, Mantle of Life, etc.), a fear aura, and most importantly, Nine Lives.

Take the Item Familiar feat for the sonic screwdriver, dumping ranks into it to boost Open Lock and UMD/UPD primarily, and give it Prestidigitation and Control Sound as abilities.

crazyhedgewizrd
2012-07-13, 02:00 AM
cool a Doctor Who build, i liked the Hartnell and Troughton Doctors.

Special Abilities
Super human level of stamina.
damage resistance.
immunity to same forms of radiation.
radiation resistance.
electric resistance.
cold/hot weather resistance.
touch based telepathy.
survive the vacuum of space for about 6 mins.
regenerative coma.
sonic resistance.
superior low light vision.
enhanced spot and listen.
Can idenitify chemical and mineral composition of anything by taste and smell.
harder to disorient.
immunity to temperal effect and detect temperal effects at will.
perfect memory, even from possible futures.
increased resistance to mind control.

needs one hour sleep per day

Aspirin is toxic

Malimar
2012-07-13, 02:55 AM
Big issues that he has to be able to do:

Travel through the Planes accurately (thinking a demiplane as an intermediatary via the Planeshifter MoP pg 30. then he can port to there as if it were the TARDIS)


Accurately? How often does the Doctor actually land where and when he intends to? :smalltongue: Apologies for not having anything actually constructive to say.

Ashtagon
2012-07-13, 03:32 AM
Accurately? How often does the Doctor actually land where and when he intends to? :smalltongue: Apologies for not having anything actually constructive to say.

Yes, but he always end up where he needs to go :smallwink:

Acathala
2012-07-13, 03:42 AM
According to the 10th Doctor in Journey's End, the Tardis is supposed to have more than one pilot(I think 6, though I coulf be wrong) and that's why he didn't always land where he expected to.

Ashtagon
2012-07-13, 03:54 AM
Elan factotum/artificer is probably the build you are after. Given his leadership ability, a few levels of marshal might be appropriate. Insert prestige classes as relevant. I'm not sure 3e had any races that had "regeneration" as a racial feature. 4e-style aasimar seem to fit though. Note that even though he "regenerates", he is quite aware that it feels like dying, and the previous lives are remembered as being lives lived by other people, not as continuations of the same identity. In game terms, he rolled up a new character each regeneration.

The tardis, the psychic paper, and the sonic screwdriver are magic items, possibly artifact-grade magic items.

The psychic paper seems to be made to create the illusion of being whatever credentials are required for the bearer to be recognised as accredited/authorised for the current social situation. There is evidence that it isn't a power that the bearer can directly control; some bearers have expressed surprise at the specific form their accreditation/authorisation took.

Nizaris
2012-07-13, 08:19 AM
For a good regeneration technique, Wedded to History (Hand of Prophesy) and then Pawn in the Great Game. Whenever he would die from death effects or HP loss he can make a Fort save to take 2 points of Str and Con drain and left at 1 HP. Not the best fix (I find it better for Capt Jack but it works.) Elan and contingent Reincarnation work too.

I recommend psionic artificer and factotum since he has psychic abilities and all his items (TARDIS is an artifact) use psionic resonance, screwdriver excluded. The screwdriver is based on the rod whose name I'm forgetting that can hold multiple wands holding power stones instead. Psionics also allows for True Creation for inside the TARDIS so it can expand and build rooms.

Ksheep
2012-07-13, 10:28 AM
Accurately? How often does the Doctor actually land where and when he intends to? :smalltongue: Apologies for not having anything actually constructive to say.

Plenty of times. They just never have episodes there. Many a time did the doctor and his companion discuss some amazing place that they visited, but we never saw because nothing noteworthy happened there. Also, he seems surprised most of the time whenever they DON'T land where they meant to, which indicates that a fair bit of they time it does work properly…

Tim Proctor
2012-07-13, 10:40 AM
{table]Str 8|Dex 10|Con 10|Int 18|Wis 10|Cha 16[/table]
{table]Level|Class|BAB|Fort|Ref|Will|Feats|Special|Skills
1|Marshal|0|2|0|2|Accurate Jaunt, Force of Personality| Skill Focus (Diplomacy), Motivate (Intelligence)|36 Skill Points
2|Bard|0|2|2|4||Bardic Music, Bardic Knack, Spellbreaker Song, Fascinate, Inspire Courgae +1, Lvl 0 Spells| 11 Skill Points
3|Bard|1|2|3|5|Insightful Reflexes |Lvl 1 Spells|11 Skill Points
4|Planar Bard|2|3|3|5| |+1 Cha , Planar Inspiration|11 Skill Points
5|Bard|3|3|4|6| |Lvl 2 Spells|11 Skill Points
6| Bard|3|3|4|6|Craft Wondrous Item| |11 Skill Points
7|Planar Bard|4|4|5|7| |Portal Dissonance|11 Skill Points
8|Bard|5|4|5|7| |+1 Cha, Level 3 Spells|11 Skill Points
9|Bard|6|4|6|8|Magic Device Attunement| Inspire Courage +2|11 Skill Points
10|Bard|6|5|6|8| |Inspire Greatness|11 Skill Points
11|Exemplar|6|5|6|10| |Skill Artistry, Skill Mastery|13 Skill Points
12|Sublime Chord|6|5|6|12|Breadth of Knowledge |Bardic Lore, Bardic Music, +1 Int, 4th and 5th level Spells| 9 Skill Points
13|Planeshifter|6|7|6|12| |Planeshift 1/day|9 Skill Points
14|Planeshifter|7|8|6|12| |Analyze Portal, |9 Skill Points
15| Planeshifter |7|8|7|13|Leadership|Planar Survival, Level 6 Spells|9 Skill Points
16| Planeshifter |8|9|7|13| |+1 Int, Morphic Stability|27 Skill Points
17| Planeshifter |8|9|7|13| |Grant Planar Survival|10 Skill Points
18| Planeshifter |9|10|8|14|Craft Staff|Control Planar Flux, Lvl 7 Spells |10 Skill Points
19| Planeshifter |9|10|8|14| |Telepathy|10 Skill Points
20| Planeshifter |10|11|8|14| |+1 Cha, Planeshift @ Will, Level 8 Spells|10 Skill Points[/table]

This doesn't include equipment and items. Some of the skills will go to the prereqs but most of it will go with Bluff, Knowledge, Spellcraft, Use Magic Device, etc. Gonna need help with the Skill Progression. Does Bardic Knack which counts as Ranks in a Skill activate Synergy?

Need help with Spell Progression also.

For the Sonic Screwdriver it is a (Staff of Limited Wish)= 375 gp × 7 x 18 = 47,250gp + 6000xp+1,500xp=7,500xp (Permenancy: Shrink Item). So at lvl 18 he’ll be fine with that. He'll have to get a 8ft tall Staff which is 96 inches and shrunk to 1/16th the size making the Staff now 6 inches, an appropriate size.

So thoughts on this?

Grail
2012-07-13, 10:52 AM
Some doctors make more use of it than others. Baker's Doctor (the 3rd one)

Sorry to go all geek on you, but Pertwee was the 3rd, Baker was the 4th.

As to the OP's comment about the Doctor we all love... well I assume you are talking that hack Tennant. Because favourite Doctors are very subjective. :) And he would be about number 5 for me.

Tim Proctor
2012-07-13, 11:00 AM
Sorry to go all geek on you, but Pertwee was the 3rd, Baker was the 4th.

As to the OP's comment about the Doctor we all love... well I assume you are talking that hack Tennant. Because favourite Doctors are very subjective. :) And he would be about number 5 for me.

I meant Doctor Who regardless of minute differentiation in persona, but we all know that the 4th Baker was the best, pretty much any excuse to use a Scarf of Spellcatching (http://www.imarvintpa.com/dndlive/items.php?ID=3131).

Ashtagon
2012-07-13, 11:41 AM
Out of curiosity, why is anyone giving him caster or psionicist levels? I don't recall any episode of any series actually granting him personally any magical or psychic abilities. His equipment (tardis, screwdriver, psychic paper) can just as easily be items he found or even bought as items he personally created. In fact, given that he does not have a solid history of actually building stuff, I'm not even sure artificer is justified. The one recent episode in which he does build something major (a tardis console), he has significant help from the spirit of his own tardis, making it highly questionable whose knowledge was actually pivotal in the construction.

He certainly has leadership talent. That's not the same as being any kind of psion.

Tim Proctor
2012-07-13, 11:55 AM
Out of curiosity, why is anyone giving him caster or psionicist levels? I don't recall any episode of any series actually granting him personally any magical or psychic abilities. His equipment (tardis, screwdriver, psychic paper) can just as easily be items he found or even bought as items he personally created. In fact, given that he does not have a solid history of actually building stuff, I'm not even sure artificer is justified. The one recent episode in which he does build something major (a tardis console), he has significant help from the spirit of his own tardis, making it highly questionable whose knowledge was actually pivotal in the construction.

He certainly has leadership talent. That's not the same as being any kind of psion.

Because you're using Magic to simulate what he can do with technology. You're looking at the functionality of Doctor Who and trying to find a D&D way to get that done. At least that is how I am thinking about it.

Waker
2012-07-13, 11:56 AM
Out of curiosity, why is anyone giving him caster or psionicist levels? I don't recall any episode of any series actually granting him personally any magical or psychic abilities. His equipment (tardis, screwdriver, psychic paper) can just as easily be items he found or even bought as items he personally created. In fact, given that he does not have a solid history of actually building stuff, I'm not even sure artificer is justified. The one recent episode in which he does build something major (a tardis console), he has significant help from the spirit of his own tardis, making it highly questionable whose knowledge was actually pivotal in the construction.

He certainly has leadership talent. That's not the same as being any kind of psion.

Well, I imagine it has to do with the fact that non-casters are severely underequipped when it comes to participating in D&D games. Having some kind of magic is pretty much required if you want to stay relevant outside of strictly dealing damage, which is of course anathema to the Doctor.
As for the artificer, he doesn't build stuff too often though he does find himself frequently repairing things.
His leadership and ability to talk are the stuff of legend.

Toliudar
2012-07-13, 11:57 AM
I'd agree with Elan Factotum and a dash of Artificer. Try to keep casting/manifesting to a bare minimum, since they seem foreign to the way he normally operates. Int through the roof + factotum allows for bursts of being persuasive when he needs to be (because he so, so often is NOT good with people), without requiring bard/marshal dips.

The Tardis and Screwdriver have been reinterpreted so many different ways over the decades that it's practically impossible to come up with something other than Powers of Plot. The Psychic Paper is just permanencied Reflective Disguise, applied to an object instead of a person.

And the Run feat. Perhaps the Quick trait too, for good measure. Lots of Skill Tricks (Clever Improviser, Collector of Stories, Group Fake-Out, Never Outnumbered, Opening Tap and Spot the Weak Point seem especially appropriate).

Tim Proctor
2012-07-13, 12:02 PM
I'd agree with Elan Factotum and a dash of Artificer. Try to keep casting/manifesting to a bare minimum, since they seem foreign to the way he normally operates. Int through the roof + factotum allows for bursts of being persuasive when he needs to be (because he so, so often is NOT good with people), without requiring bard/marshal dips.

The Tardis and Screwdriver have been reinterpreted so many different ways over the decades that it's practically impossible to come up with something other than Powers of Plot. The Psychic Paper is just permanencied Reflective Disguise, applied to an object instead of a person.

And the Run feat. Perhaps the Quick trait too, for good measure. Lots of Skill Tricks (Clever Improviser, Collector of Stories, Group Fake-Out, Never Outnumbered, Opening Tap and Spot the Weak Point seem especially appropriate).

For this build I can't use Elan because it is Pscionic and banned in this campaign. I can't use Factotum because it is banned in this campaign. I can't use Artificer because it is from Eberon and not in an allowable book.

Reluctance
2012-07-13, 01:05 PM
For this build I can't use Elan because it is Pscionic and banned in this campaign. I can't use Factotum because it is banned in this campaign. I can't use Artificer because it is from Eberon and not in an allowable book.


Well it is an NPC and designed to be a guide for the group in the situation.

Again. If he's supposed to be primarily an NPC questgiver, why bother with stats? The Doctor's toys all seem to run on plot convenience anyways.

And if you're the DM, what's wrong with taking something from a different book and refluffing? This is 3.5's stat fetish being taken to ridiculous levels.

Oscredwin
2012-07-13, 01:33 PM
For this build I can't use Elan because it is Pscionic and banned in this campaign. I can't use Factotum because it is banned in this campaign. I can't use Artificer because it is from Eberon and not in an allowable book.

Tangent: Why is Factotum banned?

Tim Proctor
2012-07-13, 01:40 PM
Again. If he's supposed to be primarily an NPC questgiver, why bother with stats? The Doctor's toys all seem to run on plot convenience anyways.

And if you're the DM, what's wrong with taking something from a different book and refluffing? This is 3.5's stat fetish being taken to ridiculous levels.

It is a Rotating DM game, and everything any DM does has to be allowable by the rules (at least in this game). I didn't even make the NPC concept another DM did but I need to flesh him out so that the other DMs can use him and know the exact scope of his powers and where he can help, where he cannot, etc. The characters are getting at the level now that the Rogue could turn on him, or they could find themselves in combat with him at their side, etc. But the point being is that I have to use the books given and have to make a character sheet for him.


Tangent: Why is Factotum banned

There are 6 of us and when we started we each got to ban something that we didn't want to deal with as DMs, one persons was Factotum. Psionics got banned the same way, same with the Tomes, non-PHB races, and the other was Gestalt classes.

CarpeGuitarrem
2012-07-13, 01:45 PM
I'm with the "runs on plot" crowd. At its core, Doctor Who is ultimately about encountering weird and wondrous things in a big universe (well, and about the capabilities of humanity), so really...a system like FATE is best-suited to handle his capabilities.

However, I will readily suggest things such as using a high INT to justify him knowing weird and unorthodox hand-wavey uses for regular magic stuff. Like... "If you hold off the sorcerer, I can reverse the polarity on this wand of cure light wounds and make it into a teleport device!"

Make sure that he's the one giving directions, not the one doing things. That lets the players be the heroes and the doers. He gives them the exploits, and they use the exploits.

Toliudar
2012-07-13, 02:28 PM
Agreed. If this is a plot-device character, he gets used when and if the individual DM's want to use him. In some ways, this is actually MORE appropriate for the character than any given set of stats would be, since so many writers have approached the character so differently over the years.

Redshirt Army
2012-07-13, 06:02 PM
I've been involved in several previous discussions of this. So I don't repeat myself, links:

http://www.giantitp.com/forums/showthread.php?t=198481
http://www.giantitp.com/forums/showthread.php?t=218214
http://www.giantitp.com/forums/showthread.php?t=224839

Grail
2012-07-13, 06:03 PM
Don't forget that many versions of the doctor were not moronic pacifist. The 5th and 4th doctor have used guns, and the 3rd was a master of the martial arts, and even eccelstens doctor bears arms against the dalek and uses physical force to break out of holding with Jack on the Game Station. Dumping his physical stats really should only be if you are going 1st or 2nd or 10th or the latest abomination

navar100
2012-07-13, 06:41 PM
Out of curiosity, why is anyone giving him caster or psionicist levels? I don't recall any episode of any series actually granting him personally any magical or psychic abilities. His equipment (tardis, screwdriver, psychic paper) can just as easily be items he found or even bought as items he personally created. In fact, given that he does not have a solid history of actually building stuff, I'm not even sure artificer is justified. The one recent episode in which he does build something major (a tardis console), he has significant help from the spirit of his own tardis, making it highly questionable whose knowledge was actually pivotal in the construction.

He certainly has leadership talent. That's not the same as being any kind of psion.

His psionic ability is more pronounced in the David Tennant years. Hypnotism, Hypnotic Suggestion, Psychic Chiurgery, even rejuvenating himself by having every human on Earth think about him. I distinctly remember John Pertwee's Doctor doing Hypnotism in an episode. I think Tom Baker and Sylvester McCoy have done similar as well.

Tim Proctor
2012-07-13, 07:38 PM
So I updated the 1st post with the build as it is, can I get review on thoughts about it?

Here it is also, so you don't have to scroll through a bunch of pages.
{table]Str 8|Dex 10|Con 10|Int 18|Wis 10|Cha 16[/table]
{table]Level|Class|BAB|Fort|Ref|Will|Feats|Special|Skills
1|Marshal|0|2|0|2|Accurate Jaunt, Force of Personality, Magic Device Attunement, Breadth of Knowledge, (Flaws: Vulnerable, Noncombatant)| Skill Focus (Diplomacy), Motivate (Intelligence)|36 Skill Points: Bluff 4, Diplomacy 4, Intimidate 4, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Planes) 4, Listen 4, Perform 4, Survival 4, Swim 4.
2|Bard|0|2|2|4||Bardic Music, Bardic Knack, Spellbreaker Song, Fascinate, Inspire Courgae +1, Spells, Detect Magic, Know Direction, Open/Close, Prestigitation| 11 Skill Points: Bluff 5, Concentration 5, Knowledge (Arcana) 5, Knowledge (Religion) 5, Knowledge (Planes) 5, Listen 5, Perform 5 (retrain 4 from Swim).
3|Bard|1|2|3|5|Insightful Reflexes |Spells Read Magic, Comprehend Languages, Charm Person, |11 Skill Points: Bluff 6, Concentration 6, Knowledge (Arcana) 6, Knowledge (Religion) 6, Knowledge (Planes) 6, Listen 6, Perform 6, Spellcraft 6 (retrain from Survival)
4|Planar Bard|2|3|3|5| |+1 Cha , Planar Inspiration, Spells Minor Disguise, Locate City|11 Skill Points: Bluff 7, Concentration 7, Diplomacy 6, Knowledge (Arcana) 7, Knowledge (Religion) 7, Knowledge (Planes) 7, Listen 7, Perform 7, Profession (Astrologer) 5 (retrain 4 from Intimidate), Spellcraft 7.
5|Bard|3|3|4|6| |Spells Ventriloquism, Deceptive Façade, Spymaster’s Coin|11 Skill Points: Bluff 8, Concentration 8, Knowledge (Arcana) 8, Knowledge (Religion) 8, Knowledge (Planes) 8, Listen 8, Perform 8, Profession (Astrologer) 8, Spellcraft 8.
6| Bard|3|3|4|6|Craft Wondrous Item, Spells: Lesser Confusion, Vertigo| |11 Skill Points: Bluff 9, Concentration 9, Knowledge (Arcana) 9, Knowledge (Religion) 9, Knowledge (Planes) 9, Listen 9, Perform 9, Profession (Astrologer) 9, Spellcraft 9, Use Magic Device 2.
7|Planar Bard|4|4|5|7| |Portal Dissonance|11 Skill Points: Bluff 10, Concentration 10, Knowledge (Arcana) 10, Knowledge (Religion) 10, Knowledge (Planes) 10, Listen 10, Perform 10, Spellcraft 10, Use Magic Device 5.
8|Bard|5|4|5|7| |+1 Cha, Spells: Undetectable Alignment, Alter Fortune, Dispel Magic|11 Skill Points: Bluff 11, Knowledge (Arcana) 11, Knowledge (Religion) 11, Knowledge (Planes) 11, Listen 11, Use Magic Device 11.
9|Bard|6|4|6|8| Leadership | Inspire Courage +2, Spells: Lesser Geas |11 Skill Points: Bluff 12, Knowledge (Arcana) 12, Knowledge (Religion) 12, Knowledge (Planes) 12, Knowledge (Nature) 3, Listen 12, Use Magic Device 12. Collector of Stories.
10|Bard|6|5|6|8| |Inspire Greatness|11 Skill Points: Bluff 13, Knowledge (Arcana) 13, Knowledge (Religion) 13, Knowledge (Planes) 13, Knowledge (Nature) 6, Listen 13, Use Magic Device 13. Listen to This.
11|Exemplar|6|5|6|10| |Skill Artistry (Use Magic Device), Skill Mastery (Bluff, Knowledge Arcana, Planes, Religion, Use Magic Device)|13 Skill Points: Bluff 14, Knowledge (Arcana) 14, Knowledge (Religion) 14, Knowledge (Planes) 14, Knowledge (Nature) 10, Use Magic Device 14. Social Recovery.
12|Sublime Chord|6|5|6|12|Craft Contingent Spell, Dimension Door, Dismissal, Legend Lore, Teleport |Bardic Lore, Bardic Music, +1 Int, 4th and 5th level Spells| 9 Skill Points: Bluff 15, Knowledge (Arcana) 15, Knowledge (Religion) 15, Knowledge (Planes) 15, Knowledge (Nature) 12, Use Magic Device 15. Group Fake-Out.
13|Planeshifter|6|7|6|12| |Planeshift 1/day|9 Skill Points: Bluff 16, Knowledge (Arcana) 16, Knowledge (Religion) 16, Knowledge (Planes) 16, Knowledge (Nature) 14, Use Magic Device 16. Spell Theurgy.
14|Planeshifter|7|8|6|12| |Analyze Portal, Spells: Mass Unseen Servant, Spell Theft|9 Skill Points: Bluff 17, Disguise 7, Use Magic Device 17. Assume Quirk.
15| Planeshifter |7|8|7|13|Improved Cohort|Planar Survival, Spells: Antimagic Field|9 Skill Points: Bluff 18, Disguise 12, Use Magic Device 18. Second Impression
16| Planeshifter |8|9|7|13| |+1 Int, Morphic Stability, Skill Mastery (Disguise), Spells: Major Creation, Seal Portal|27 Skill Points: Bluff 19, Disguise 19, Escape Artist 16, Use Magic Device 19. Timely Misdirection.
17| Planeshifter |8|9|7|13| |Grant Planar Survival|10 Skill Points: Bluff 20, Disgusie 20, Escape Artist 20, Use Magic Device 20. Escape Attack.
18| Planeshifter |9|10|8|14|Craft Staff|Control Planar Flux, Spells: Limited Wish|10 Skill Points: Bluff 21, Escape Artist 21, Use Magic Device 21, Tumble 5. Tumbling Crawl.
19| Planeshifter |9|10|8|14| |Telepathy, Spells: Chasing Perfection, Reality Maelstrom|10 Skill Points: Bluff 22, Escape Artist 22, Use Magic Device 22, Tumble 10. Easy Escape.
20| Planeshifter |10|11|8|14| |+1 Cha, Planeshift @ Will, Spells: Temporal Stasis|10 Skill Points: Bluff 23, Escape Artist 23, Use Magic Device 23, Tumble 15. Back on Your Feet . [/table]