“People assume that time is a strict progression of cause to effect, but actually, from a non-linear non-subjective viewpoint, it’s more like a big bowl of wibbly wobbly timey wimey… stuff.”
For a while now I have wanted to include The Doctor in a DnD game, either as a cameo character or as part of an ongoing adventure. To that end, I have plotted out a set of stats for him for use in your world. This post will become a lot more fleshed out as I plot the stats for the Doctor’s items, foes, and for the TARDIS over the next week or two, so stay tuned for that. As an introduction however, here is the good Doctor himself:
Medium natural humanoid (timelord)
Level 14 Controller XP 1.000
Initiative +9 Perception +13
HP 124; Bloodied 62
AC 28; Fortitude 27, Reflex 25, Will 26
Immune: disease, poison
Screwdriver Zap (standard; at-will) • Thunder • Sonic
Ranged 10; +19 vs. Fortitude; 1d4 + 6 sonic damage, and the target is stunned (save ends) and blinded (save ends)
The Doctor levels his sonic screwdriver and stuns you momentarily with a flash of light!
Secret Plan (minor; at-will) • Sonic • Psychic
Close burst 12; +15 vs. Will; the target is dazed, slowed, and weakened until the start of the Doctor’s next turn. After failing three saves against this affect, enemies can no longer attack the Doctor.
Talking fast, the Doctor casts doubt in your mind, pointing out a fatal flaw in your plans.
Shove (standard; at-will)
+15 vs. AC; 1d10+6 damage, and the target is pushed 4 squares and knocked prone. The Doctor can move 4 squares.
The Doctor roughly pushes you to one side, slipping past and making a break for the door.
Psychic paper (standard; recharge 5+) • Psychic
Close burst 5 (requires sight); +18 vs. Will; The target believes what is written on the paper.
The Doctor whips out identification papers, an important letter, or signed warrant.
Alignment Chaotic good Languages: All
Str 14 (+9) Dex 20 (+12) Wis 23 (+13)
Con 19 (+11) Int 23 (+13) Cha 19 (+11)
Equipment: Sonic screwdriver, Psychic paper, The Doctor’s suit
The Doctor is a pacifist, and will avoid combat wherever possible. He will never fight to kill, only to secure his escape, or to utterly disable his opponent. The only exception to this is in the defense of an innocent, where the Doctor will do almost anything in his power to help. If things start to look dicey, he will use “Psychic paper” in order to justify his position and authority. Within combat, he will attempt to flee while using his “Screwdriver Zap” and “By the way…” to disable his opponents as much as possible.
Special Rules (optional)
The Doctor has 2 hearts, and as such is immune to effects that would kill him outright (he still takes damage from such attacks as normal).
If killed, the Doctor will regenerate after 2d10 rounds, with a new appearance and personality, but the same memories.
If you liked this, check out the rest of the series:
Crossing the Line: Dungeons and Doctors (part 2)
Crossing the Line: Dungeons and Doctors (part 3)