
Dreaming Psion |

I'm basically doing Doom himself, not a Doom-based character. But even if you're looking for a Doom-based character, hopefully some of what I suggest can be usable.
The problem with cleric is that in his view, any gods should be bowing before him, not the other way around. Plus, his powers are definitely arcane in nature.
As also said above, even as a 1st level character, Doom is well beyond a 25-point buy. Hell, his 1st level mental abilities alone should all be maxed out: 20 Int, 18 Wis, 18 Cha. And thats ignoring the fact that he's got a pretty decent Str and Con (no less than 16 each), and at minimum an average Dex (10-12ish).
If you did go cleric, I wouldn't give him the Destruction domain...that's not really Doom's thing.
Clerics need not worship a deity. They can venerate divine concepts or philosophies. Certainly a Doom-clone could "worship" draw power from the concepts of ambition, tyranny, pride, his fatherland, artifice/invention, or something else along these lines.

Bwang |

"For example, the Swift Boat Veterans destroyed John Kerry despite the fact that research showed they were lying."
Lying?
The newspapers claimed 'they' (the SBVFT) were lying because 'they' (the papers) couldn't find any evidence. I can't prove the Pacific Ocean exists from here on the East Coast for the simple reason that I don't care to go out there and 'discover the truth'. (Sorry if this offends anyone out that way.) Does that make my denial of the biggest wet spot on this planet true? No.
I'll trust the word of the Medal of Honor winner over any two bit politician who can't get half way through through a six-pack without accruing 3 purple hearts. Check the video.

winter_soldier |

*repeatedly taps fingers on table*
Oh, right, core only....
It's not happening. Doom as he is in the comics is wll into epic levels, and his stats probably started out as a 45-50 point buy. You can try and appoximate him, but there's currently nothing in PF core that can do so, and it doesn't seem like there'll be anything in the APG for that either. Without some kid of artificer or super-scientist, you've got nothing.

Ravingdork |

Ravingdork wrote:*repeatedly taps fingers on table*Oh, right, core only....
It's not happening. Doom as he is in the comics is wll into epic levels, and his stats probably started out as a 45-50 point buy. You can try and appoximate him, but there's currently nothing in PF core that can do so, and it doesn't seem like there'll be anything in the APG for that either. Without some kid of artificer or super-scientist, you've got nothing.
Well then I guess it's a good thing we aren't trying to recreate Dr. Doom then. :P
(And I was wrapping my knuckles due to my impatience with the off-topic fantastic four discussions.)

JMD031 |

Heavily armored spellcaster...
Gee, am I the only one who says "Cleric!"?
Lawful Evil - definitely, follows an ideal rather than a specific god - Artiface and perhaps Nobility (for the leadership abilities) or Destruction (just 'cause) domains.
As I understand it, you are not trying to create Dr. Doom, but rather to create a Doom-like character who will cause appropriate levels of shock and awe. Presumably you will not start him out as a 1st level character, so a little backstory could justify heightened stats, I like the artifact armor mentioned above. Max out his Use Magic Device skill so he can use anybody's gadgets.
Starting stats (if he's human) might be:
ST 13, CN 12, DX 10, IN 18, WS 15, CH 13I'd consider making him a halfbreed - for that sense of alienation and ego. I'd kick the CON up - either with a device or with levels, to make him harder to kill.
Doom worships no one! (except himself)

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Victor von Doom
Male human bard 12/Dragon Disciple (blue) 8
LE Medium humanoid (human)
Init +0; Senses Perception +25
AC 31, touch 15, flat-footed 28 (+9 armor, +2 deflection, +3 Dex, +7 natural)
184 hp (12d8+8d10+72)
Fort +14, Ref +15, Will +18
Speed 30 ft.
Armor Check Penalty 0 (mithral chain shirt)
Melee 2 claws +21 (1d6+6 plus 1d6 electricity/19-20)
Special Attacks bardic performance (29 rounds/day), countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance
Spells Known (CL 18th)
6th (3/day) – analyze dweomer, geas/quest, project image, sympathetic vibration
5th (4/day) – greater dispel magic, mass suggestion, mind fog, persistent image
4th (5/day) – detect scrying, dimension door, freedom of movement, modify memory, zone of silence
3rd (6/day) – confusion, haste, phantom steed, scrying, slow, tiny hut
2nd (6/day) – alter self, blur, detect thoughts, glitterdust, invisibility, sound burst
1st (6/day) – charm person, cure light wounds, expeditious retreat, silent image,
0 (at will) – dancing lights, detect magic, ghost sound, mending, prestidigitation, read magic
Str 22 (18), Dex 16 (12), Con 18 (14), Int 23 (19), Wis 18 (14), Cha 20 (16)
Base Atk. +15; CMB +19 (+23 to sunder); CMD 30 (32 vs. sunder)
Skills Craft (alchemy) +19, Diplomacy +26, Disguise +18, Fly +12, Intimidate +18, Knowledge (arcana) +33, Knowledge (engineering) +33, Knowledge (nobility) +16, Knowledge (planes) +16, Perception +25, Perform (act) +18, Perform (oratory) +18, Spellcraft +27, Use Magic Device +18
Feats Arcane Strike, Bleeding Critical, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Greater Sunder, Improved Critical (claws), Improved Sunder, Power Attack, Toughness
SQ bardic knowledge (+6), jack of all trades (use any skill), lore master 2/day, versatile performance (act, dance, oratory), well-versed
Languages Common, Draconic, Hallit, Infernal, Varisian
Gear +4 mithral chain, amulet of mighty fists (+4 defending), belt of physical perfection (+4), boots of flying (per broom of flying), cape of the mountebank, gloves of absorption (as per the rod; 30 charges remain), mask of mental superiority (+4), ring of protection +2, ring of regeneration
This my attempt to get back on track. Above is a 20th level version of Doom using the parameters I've established. There's still some work to do on it. I haven't put in the full dragon disciple abilities for example. And I'm still not sure as far some feats and spells are concerned.
Comments....?

BenignFacist |

Blayde MacRonan, simply by choosing to stat him up as a bard gets three thumbs up from me :)
Thinking tho - I'd have thought his armour needs more attention - it's (apparently) the source of his strength and a few zapping powers..
..but thats a minor aside -- nicely done :)
*shakes three thumbs up*
Victor von Doom
Male human bard 12/Dragon Disciple (blue) 8
LE Medium humanoid (human)
Init +0; Senses Perception +25AC 31, touch 15, flat-footed 28 (+9 armor, +2 deflection, +3 Dex, +7 natural)
184 hp (12d8+8d10+72)
Fort +14, Ref +15, Will +18Speed 30 ft.
Armor Check Penalty 0 (mithral chain shirt)
Melee 2 claws +21 (1d6+6 plus 1d6 electricity/19-20)
Special Attacks bardic performance (29 rounds/day), countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance
Spells Known (CL 18th)
6th (3/day) – analyze dweomer, geas/quest, project image, sympathetic vibration
5th (4/day) – greater dispel magic, mass suggestion, mind fog, persistent image
4th (5/day) – detect scrying, dimension door, freedom of movement, modify memory, zone of silence
3rd (6/day) – confusion, haste, phantom steed, scrying, slow, tiny hut
2nd (6/day) – alter self, blur, detect thoughts, glitterdust, invisibility, sound burst
1st (6/day) – charm person, cure light wounds, expeditious retreat, silent image,
0 (at will) – dancing lights, detect magic, ghost sound, mending, prestidigitation, read magicStr 22 (18), Dex 16 (12), Con 18 (14), Int 23 (19), Wis 18 (14), Cha 20 (16)
Base Atk. +15; CMB +19 (+23 to sunder); CMD 30 (32 vs. sunder)
Skills Craft (alchemy) +19, Diplomacy +26, Disguise +18, Fly +12, Intimidate +18, Knowledge (arcana) +33, Knowledge (engineering) +33, Knowledge (nobility) +16, Knowledge (planes) +16, Perception +25, Perform (act) +18, Perform (oratory) +18, Spellcraft +27, Use Magic Device +18
Feats Arcane Strike, Bleeding Critical, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Greater Sunder, Improved Critical (claws), Improved Sunder, Power Attack, Toughness
SQ bardic knowledge (+6), jack of all trades (use any skill), lore master 2/day, versatile performance (act, dance, oratory), well-versed
Languages Common, Draconic, Hallit, Infernal, Varisian
Gear +4 mithral chain, amulet of...

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Rough draft 2
I've cleaned him up some and fixed some errors.
Victor von Doom
Male human bard 12/Dragon Disciple (blue) 8
LE Medium humanoid (human)
Init +7; Senses blindsense 30 ft.; Perception +25
AC 31, touch 20, flat-footed 28 (+7 armor, +2 deflection, +3 Dex, +4 enhancement, +1 monk, +4 natural)
hp 184 (12d8+8d10+72)
Fort +14, Ref +15, Will +18
Speed 20 ft.
Armor Check Penalty 0 (mithral ceremonial scale)
Melee unarmed strike +21/+16/+11 (1d8+6) or
2 claws +21 (1d6+6 plus 1d6 electricity/19-20) and bite +21 (1d6+9 plus 1d6 electricity)
Special Attacks bardic performance (29 rounds/day), countersong, dirge of doom, distraction, dragon bite (7 rounds/day), dragon claws (7 rounds/day), dragon form (form of the dragon I) 1/day, fascinate, inspire competence +4, inspire courage +3, inspire greatness
Spells Known (CL 18th)
6th (3/day) – analyze dweomer, geas/quest, project image, sympathetic vibration
5th (4/day) – greater dispel magic, mass suggestion, mind fog, persistent image
4th (5/day) – detect scrying, dimension door, freedom of movement, modify memory, zone of silence
3rd (6/day) – confusion, haste, phantom steed, scrying, slow, tiny hut
2nd (6/day) – alter self, blur, detect thoughts, glitterdust, invisibility, sound burst
1st (6/day) – charm person, cure light wounds, expeditious retreat, silent image,
0 (at will) – dancing lights, detect magic, ghost sound, mending, prestidigitation, read magic
Str 22 (18), Dex 16 (12), Con 18 (14), Int 23 (19), Wis 18 (14), Cha 20 (16)
Base Atk. +15; CMB +19 (+23 to sunder); CMD 31 (33 vs. sunder)
Skills Craft (alchemy) +19, Diplomacy +26, Disguise +18, Fly +12, Intimidate +18, Knowledge (arcana) +33, Knowledge (engineering) +33, Knowledge (nobility) +16, Knowledge (planes) +16, Perception +25, Perform (act) +18, Perform (oratory) +18, Spellcraft +27, Use Magic Device +18
Feats Arcane Strike, Bleeding Critical, Blind-Fight*, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Greater Sunder, Improved Critical (claws), Improved Initiative*, Improved Sunder, Medium Armor Proficiency, Power Attack, Toughness*
*bloodline feats
SQ bardic knowledge (+6), jack-of-all-trades (use any skill), lore master 2/day, versatile performance (act, oratory), well-versed
Languages Common, Draconic, Hallit, Infernal, Varisian
Gear +5 moderate fortification mithral ceremonial scale armor, amulet of mighty fists (+4 defending), belt of physical perfection (+4), boots of flying (per broom of flying), cape of the mountebank, gloves of absorption (as per the rod; 30 charges remain), mask of mental superiority (+4), monk's robe, ring of protection +2, ring of regeneration
Ceremonial armor is taken from Dungeon Magazine issue 105; the armor weighs 7 lbs. (30 – 15 [from the ceremonial aspect] – 7.5 [from the mithral]), maximum Dex bonus increased by 3 (2 from the mithral, 1 from ceremonial); armor check penalty reduced by 5 [minimum of 0]
Comments?

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Rough draft 3
More cleaning and fixing.
Victor von Doom
Male human bard 12/Dragon Disciple (blue) 8
LE Medium humanoid (human)
Init +7; Senses arcane sight, blindsense 30 ft., darkvision 60 ft., see invisibility; Perception +25
AC 31, touch 20, flat-footed 28 (+7 armor, +2 deflection, +4 Dex, +4 enhancement, +4 natural)
hp 184 (12d8+8d10+72)
Fort +16, Ref +16, Will +19
Speed 20 ft.
Armor Check Penalty 0 (mithral ceremonial scale)
Melee unarmed strike +24/+19/+14 (1d8+9) or
2 claws +24 (1d6+9 plus 1d6 electricity/19-20) and bite +24 (1d6+13 plus 1d6 electricity)
Special Attacks bardic performance (33 rounds/day), countersong, dirge of doom, distraction, dragon bite (7 rounds/day), dragon claws (7 rounds/day), dragon form (form of the dragon I) 1/day, fascinate, inspire competence +4, inspire courage +3, inspire greatness
Spells Known (CL 18th)
6th (3/day) – analyze dweomer, geas/quest, project image, sympathetic vibration
5th (4/day) – greater dispel magic, mass suggestion, mind fog, persistent image
4th (5/day) – detect scrying, dimension door, freedom of movement, modify memory, zone of silence
3rd (6/day) – confusion, haste, phantom steed, scrying, slow, tiny hut
2nd (6/day) – alter self, blur, detect thoughts, glitterdust, invisibility, sound burst
1st (6/day) – charm person, cure light wounds, expeditious retreat, silent image,
0 (at will) – dancing lights, detect magic, ghost sound, mending, prestidigitation, read magic
Str 27 (23), Dex 19 (15), Con 22 (18), Int 26 (22), Wis 21 (17), Cha 24 (20)
Base Atk. +15; CMB +23 (+27 to sunder); CMD 37 (39 vs. sunder)
Skills Craft (alchemy) +19, Diplomacy +26, Disguise +18, Fly +12, Intimidate +18, Knowledge (arcana) +33, Knowledge (engineering) +33, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (nobility) +16, Knowledge (planes) +16, Linguistics +23, Perception +25, Perform (act) +18, Perform (oratory) +18, Sense Motive +20, Spellcraft +27, Use Magic Device +18
Feats Arcane Strike, Bleeding Critical, Blind-Fight*, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Greater Sunder, Improved Critical (claws), Improved Initiative*, Improved Sunder, Medium Armor Proficiency, Power Attack, Toughness*
*bloodline feats
SQ bardic knowledge (+6), inherent bonuses, jack-of-all-trades (use any skill), lore master 2/day, permanent spells, versatile performance (act, oratory), well-versed
Languages Common, Draconic, Hallit, Infernal, Varisian
Gear +5 moderate fortification mithral ceremonial scale armor, amulet of mighty fists (+4 defending), belt of physical perfection (+4), black robes, boots of flying (per broom of flying), cape of the mountebank, gloves of absorption (as per the rod; 30 charges remain), iron mask of mental superiority (+4), ring of protection +2, ring of regeneration
ceremonial armor is taken from Dungeon Magazine issue 105; the armor weighs 7 lbs. (30 – 15 [from the ceremonial aspect] – 7.5 [from the mithral]), maximum Dex bonus increased by 3 (2 from the mithral, 1 from ceremonial); armor check penalty reduced by 5 [minimum of 0]
Inherent Bonuses: Over the years, Doom has used various arcane rituals and alchemical formula to increase his stats. He has a +5 inherent bonus to Strength, a +4 inherent bonus to Constitution and Charisma, and a +3 inherent bonus to all of his other stats.
Permanent Spells: In addition to increasing his stats, Doom has also had the following spells made permanent on himself – arcane sight, comprehend languages, darkvision, greater magic fang, see invisibility, and tongues.
The armor issues I'm still working on but if anyone has suggestions I'm more than open to them.
Once again, any comments are appreciated.

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Don't know if anyone is still interested but as I'll be getting a copy of the APG next week, I'm holding off on doing more with Doom until I can get a look at every thing in there. I may have to change some things as a result but won't know for sure until it officially goes on sale.
Unless of course PFSRD has info up already (last time I looked they didn't).
I'll check once more....
EDIT they don't so I'm holding off as previously stated.

Riku Riekkinen |

1: Fighter; Feats: Power Attack, Weapon Focus 2h-Sword
2: Diviner; (wizard); Arcane Bond: Ring (I wish there were Armor on the list... Animals are just too whimpy for Dr Doom)
3: Diviner; Feat: Still Spell (That costs 1 spell level later, but takes care of the Armor check penalty)
4: Diviner; +1 Int
5: Diviner; Craft Wonderous Item
6: Diviner; Craft Magic Arms and Armor
7: Eldritch Knight; Craft Construct (Well this is obvious for Dr Doom), Improved Initiative
8: Eldritch Knight; +1 Int
9: Eldritch Knight; Quicken Spell
10: Eldritch Knight
11: Eldritch Knight; Improved Critical 2h-Sword, Weapon Specialization 2h-Sword
12: Eldritch Knight; +1 Int
13: Eldritch Knight; Critical Focus
14: Eldritch Knight
15: Eldritch Knight; Greater Weapon Focus 2h-Sword, Sickening Critical
16: Eldritch Knight; +1 Int
17: Diviner; Skill Focus (Knowledge Arcana)
18: Lore Master
19: Lore Master
20: Lore Master; +1 Int
Dr Doom
Str:16, Dex:12, Con:12, Int:19, Wis 7, Cha 12
For me Int is what defines Dr Doom, Wis is his obvious dump stat, Str is up for character to be playable.
Skills: Intimidate, Use Magic Device, Spellcraft, Fly, Linguistics (Latveria) and rest to Knowledge skills
Spells: Spells that don't have Somatic Component (=no Armor failure) like True Strike, Dimension Door;
Non Combat Spells like Identify, Knock ; Spells that have long duration like Overland Flight, Greter Magic Weapon;
Some selected combat spells to be thrown with Still Spell (no Armor Failure) like Shield, Enlarge Person, Lightning (obviously for Dr Doom ;)), Iron Body (Also obvious for Dr Doom)
Maybe use of wands could also be included, but I just don't see Dr Doom waving whimpy sticks.
The Specialiazation is Diviner, because Dr wants knowledge... opposite schools would be Necromancy (not Doom type things, minions are made with Create Construck anyway) and Enchantment (Doom wants power spells, not jedi mind tricks)

Riku Riekkinen |

Well, obviously he would look more like Dr Doom, if instead of 2h-sword the weapon of his choice would be Gauntlet. It could be enchanced with Shocking later.
Now attacking with Gauntlet is considered Unarmed Strike, so you would need Improved Unarmed Strike not to provoke attacks of opportunity. The good news is you can deliver touch spells with Unarmed Strike (that is an upside vs Spiked Gauntlet + in the picture char is not having Spikes). So don't dump Necromacy and you can use Chill Touch ;)

Varthanna |
Dr. Doom awesomeness aside...is anyone else thinking that pic must be what Razmir looks like. I.e. Razmiran
He would be just about the perfect person to fill the Dr. Doom armor in Golarion. And besides, that picture is perfect for him. Not only that, but Razmir has started his own religion and convinced the people of his nation that he is a living god. I seem to recall Doom doing something like that at one point. Coincidence?
By the way, yes yes yes. Totally had the same thought.

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Well I took some time to look through my purchased APG hardcover. And while I think there may be more that I can do as far as feat selection goes, I like what I have here. As always, comments are greatly appreciated.
The large hulking figure wearing black robes and an iron mask stands over your beaten and battered form, his ceremonial mithral scale armor clearly outlined beneath the dark garments. He speaks, his words bearing a clipped Varisian accent. “Before this day is ended, all will grovel helplessly at my feet. For fate has obviously ordained that Doom shall be master of Golarion.”
Doom (6'7” in armor, 207 lbs. in armor)
Male human bard 12/Dragon Disciple (blue) 8
LE Medium humanoid (human)
Init +7; Senses arcane sight, blindsense 30 ft., darkvision 60 ft., see invisibility; Perception +25
AC 31, touch 20, flat-footed 28 (+7 armor, +2 deflection, +4 Dex, +4 enhancement, +4 natural)
hp 184 (12d8+8d10+72)
Fort +16, Ref +16, Will +19
Speed 20 ft.
Armor Check Penalty 0 (mithral ceremonial scale)
Melee unarmed strike +24/+19/+14 (1d8+9) or
2 claws +24 (1d6+9 plus 1d6 electricity/19-20) and bite +24 (1d6+13 plus 1d6 electricity)
Ranged arcane blast +19 ranged touch (2d6 plus 1d6/level of spell slot used)
Special Attacks bardic performance (33 rounds/day), countersong, dirge of doom, distraction, dragon bite (7 rounds/day), dragon claws (7 rounds/day), dragon form (form of the dragon I) 1/day, fascinate, inspire competence +4, inspire courage +3, inspire greatness
Spells Known (CL 18th)
6th (3/day) – analyze dweomer, geas/quest, project image, sympathetic vibration
5th (4/day) – greater dispel magic, mass suggestion, mind fog, persistent image
4th (5/day) – detect scrying, dimension door, freedom of movement, modify memory, zone of silence
3rd (6/day) – confusion, haste, phantom steed, scrying, slow, tiny hut
2nd (6/day) – alter self, blur, detect thoughts, glitterdust, invisibility, sound burst
1st (6/day) – charm person, cure light wounds, expeditious retreat, silent image,
0 (at will) – dancing lights, detect magic, ghost sound, mending, prestidigitation, read magic
Str 27 (23), Dex 19 (15), Con 22 (18), Int 26 (22), Wis 21 (17), Cha 24 (20)
Base Atk. +15; CMB +23 (+27 to sunder); CMD 37 (39 vs. sunder)
Skills Craft (alchemy) +19, Diplomacy +26, Disguise +18, Fly +12, Intimidate +18, Knowledge (arcana) +33, Knowledge (engineering) +33, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (nobility) +16, Knowledge (planes) +16, Linguistics +23, Perception +25, Perform (act) +18, Perform (oratory) +18, Sense Motive +20, Spellcraft +27, Use Magic Device +18
Feats Arcane Blast, Arcane Shield, Arcane Strike, Bleeding Critical, Blind-Fight*, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Improved Critical (claws), Improved Initiative*, Medium Armor Proficiency, Power Attack, Toughness*
*bloodline feats
Italicized feats are from the APG.
SQ bardic knowledge (+6), inherent bonuses, jack-of-all-trades (use any skill), lore master 2/day, permanent spells, versatile performance (act, oratory), well-versed
Languages Abyssal, Azlanti, Celestial, Draconic, Hallit, Infernal, Taldan (Common), Varisian
Gear +5 moderate fortification mithral ceremonial scale armor, amulet of mighty fists (+4 defending), belt of physical perfection (+4), black robes, boots of flying (per broom of flying), cape of the mountebank, gloves of absorption (as per the rod; 30 charges remain), iron mask of mental superiority (+4), ring of protection +2, ring of regeneration
ceremonial armor is taken from Dungeon Magazine issue 105; the armor weighs 7 lbs. (30 – 15 [from the ceremonial aspect] – 7.5 [from the mithral]), maximum Dex bonus increased by 3 (2 from the mithral, 1 from ceremonial); armor check penalty reduced by 5 [minimum of 0]
Inherent Bonuses: Over the years, Doom has used various arcane rituals and alchemical formula to increase his stats. He has a +5 inherent bonus to Strength, a +4 inherent bonus to Constitution and Charisma, and a +3 inherent bonus to all of his other stats.
Permanent Spells: In addition to increasing his stats, Doom has also had the following spells made permanent on himself – arcane sight, comprehend languages, darkvision, greater magic fang, see invisibility, and tongues.
Arcane Blast (Pathfinder RPG Advanced Players Guide pg. 150)
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
Arcane Shield (Pathfinder RPG Advanced Players Guide pg. 150)
You can convert any spell into a defense.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As an immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.
I chose arcane blast and arcane shield because I felt that they could capture the look and feel of Marvel-style spell casting that didn't involve the use of incantations (though a wily man would probably mutter some nonsense as appropriate to the situation to throw of those using Spellcraft to counter any castings he may be doing).

Charisma |

Well I took some time to look through my purchased APG hardcover. And while I think there may be more that I can do as far as feat selection goes, I like what I have here. As always, comments are greatly appreciated.
** spoiler omitted **...
I'm new to the boards and I've been trolling around awhile gaining mass amounts of knowledge from everyone. I've finally got the courage to DM a game for some friends of mine and I love this version of Doom you created. Would you mind if I used him as the BBEG for my campaign?

Ravingdork |

Well I took some time to look through my purchased APG hardcover. And while I think there may be more that I can do as far as feat selection goes, I like what I have here. As always, comments are greatly appreciated.
** spoiler omitted **...
I am REALLY impressed.

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Blayde MacRonan wrote:I'm new to the boards and I've been trolling around awhile gaining mass amounts of knowledge from everyone. I've finally got the courage to DM a game for some friends of mine and I love this version of Doom you created. Would you mind if I used him as the BBEG for my campaign?Well I took some time to look through my purchased APG hardcover. And while I think there may be more that I can do as far as feat selection goes, I like what I have here. As always, comments are greatly appreciated.
** spoiler omitted **...
Thank you for your comments. No, I have no problem with your use of him for your campaign.
I still think I could still do a little more to improve him, but if you all think that he's good enough as is, then I won't make any further adjustments to him.
Ravingdork |

I still think I could still do a little more to improve him, but if you all think that he's good enough as is, then I won't make any further adjustments to him.
By all means, have another go at him!
He is absolutely amazing conceptually, but he strikes me as a little weak for his level, mechanically speaking. Is there anything you can do about that, or is it just the nature of being a bard and there is nothing to be done?

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Blayde MacRonan wrote:I still think I could still do a little more to improve him, but if you all think that he's good enough as is, then I won't make any further adjustments to him.
By all means, have another go at him!
He is absolutely amazing conceptually, but he strikes me as a little weak for his level, mechanically speaking. Is there anything you can do about that, or is it just the nature of being a bard and there is nothing to be done?
Well when I began initially I was looking at making him bard 10/dragon disciple 8 with the other two levels put into another class but nothing else looked like it would work. However, in the APG there is a class that I think may work but I have to go over it and everything else to be sure. I should have it done and posted here by sometime next week (I'm doing this in between prep time for my epic level [which should be wrapping up this weekend] and "Legacy of Darkness" games [which will pick back up next week]) If I'm right it should boost him up some what mechanically.

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I actually managed to get this up sooner than expected. There were some computations that I didn't get quite right in the previous attempts and I'm pretty sure that there still may be some errors (# of skill ranks being one I'm sure I don't have quite right) but here he is:
Doom (6'7” in armor, 207 lbs. in armor)
Male human bard 10/Dragon Disciple (blue) 8/Stalwart Defender 2 (Pathfinder RPG Advanced Players Guide pg. 277}
LE Medium humanoid (human)
Init +8; Senses arcane sight, blindsense 30 ft., darkvision 60 ft., see invisibility; Perception +31
AC 35, touch 24, flat-footed 27 (+7 armor, +2 deflection, +4 dodge, +4 Dex, +4 enhancement, +4 natural)
hp 299 (10d8+10d12+180)
Fort +16, Ref +15, Will +19
Defensive Abilities defensive stance (10 rds/day), defensive power – roused defense
Speed 20 ft.; fly 30 ft. (good)
Armor Check Penalty 0 (mithral ceremonial scale)
Melee 2 claws +26 (1d6+11 plus 1d6 electricity/19-20) and bite +26 (1d6+16 plus 1d6 electricity)
Ranged arcane blast +19 ranged touch (2d6 plus 1d6/level of spell slot used)
Special Attacks bardic performance (29 rounds/day), countersong, dirge of doom, distraction, dragon bite (7 rounds/day), dragon claws (7 rounds/day), dragon form (form of the dragon I) 1/day, fascinate, inspire competence +3, inspire courage +2, inspire greatness
Spells Known (CL 16th)
6th (2/day) – analyze dweomer, project image
5th (4/day) – greater dispel magic, mass suggestion, mind fog, persistent image
4th (5/day) – detect scrying, dimension door, freedom of movement, modify memory, zone of silence
3rd (7/day) – confusion, haste, phantom steed, scrying, slow, tiny hut
2nd (7/day) – alter self, blur, detect thoughts, glitterdust, invisibility, sound burst
1st (7/day) – charm person, cure light wounds, expeditious retreat, silent image,
0 (at will) – dancing lights, detect magic, ghost sound, mending, prestidigitation, read magic
BASE STATISTICS
AC 33, touch 22, flat-footed 27 (+7 armor, +2 deflection, +2 dodge, +4 Dex, +4 enhancement, +4 natural)
hp 259 (10d8+10d12+140)
Fort +14, Will +17
Melee 2 claws +24 (1d6+9 plus 1d6 electricity/19-20) and bite +24 (1d6+13 plus 1d6 electricity)
Str 27 (23), Con 22 (18)
CMB +24; CMD 38
Str 31 (23), Dex 19 (15), Con 26 (18), Int 26 (22), Wis 21 (17), Cha 24 (20)
Base Atk. +15; CMB +26; CMD 40
Skills Acrobatics +9, Bluff +20, Craft (alchemy) +17, Diplomacy +20, Disguise +20, Fly +12, Intimidate +20, Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (nobility) +17, Knowledge (planes) +17, Linguistics +21, Perception +31, Perform (act) +20, Perform (oratory) +20, Sense Motive +20, Spellcraft +25, Use Magic Device +18
Feats Arcane Blast, Arcane Shield, Arcane Strike, Dodge, Blind-Fight*, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Endurance, Improved Critical (claws), Improved Initiative*, Medium Armor Proficiency, Power Attack, Toughness*
*bloodline feats
Italicized feats are from the APG.
SQ bardic knowledge (+5), inherent bonuses, jack-of-all-trades (use any skill), lore master 1/day, permanent spells, versatile performance (act, oratory), well-versed
Languages Abyssal, Azlanti, Celestial, Draconic, Hallit, Infernal, Taldan (Common), Varisian
Gear +5 moderate fortification mithral ceremonial scale armor, amulet of mighty fists (+4 defending), belt of physical perfection (+4), black robes, boots of flying (per broom of flying), cape of the mountebank, gloves of absorption (as per the rod; 30 charges remain), iron mask of mental superiority (+4), ring of protection +2, ring of regeneration
ceremonial armor is taken from Dungeon Magazine issue 105; the armor weighs 7 lbs. (30 – 15 [from the ceremonial aspect] – 7.5 [from the mithral]), maximum Dex bonus increased by 3 (2 from the mithral, 1 from ceremonial); armor check penalty reduced by 5 [minimum of 0]
Inherent Bonuses: Over the years, Doom has used various arcane rituals and alchemical formula to increase his stats. He has a +5 inherent bonus to Strength, a +4 inherent bonus to Constitution and Charisma, and a +3 inherent bonus to all of his other stats.
Permanent Spells: In addition to increasing his stats, Doom has also had the following spells made permanent on himself – arcane sight, comprehend languages, darkvision, greater magic fang, see invisibility, and tongues.
Arcane Blast (Pathfinder RPG Advanced Players Guide pg. 150)
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
Arcane Shield (Pathfinder RPG Advanced Players Guide pg. 150)
You can convert any spell into a defense.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As an immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.
AC Bonus (Ex): Doom receives a +1 dodge bonus to AC due to the training he gained as a stalwart defender.
Defensive Stance (Ex): Doom can enter a defensive stance, a portion of readiness and trancelike determination. While in this stance, Doom gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, and a +2 morale bonus on Will saves. He also cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allow allies to carry him). If Doom enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If Doom moves under his own power as a result of an enemy's successful use of the Bluff skill or an enchantment spell, his stance ends.
Doom can end his defensive stance as a free action; he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. He cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If Doom should fall unconscious while in a defensive stance, the stance immediately ends, placing him possibly in peril of death.
Roused Defense (Ex): Doom may enter a defensive stance even if fatigued. While maintaining the stance, he is immune to the fatigued condition. Once this stance ends, he is exhausted for 10 minutes per round spent in a defensive stance.
This version makes Doom able to "tank" as needed, which can be a nasty surprise to those not expecting it. It also serves to highlight his incredible willpower.
As always your comments are welcome.

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Doctor Doom is not exactly someone you can create using a d20 based system, they aren't designed to let you. Doctor Doom is basically Batman wearing powered armor with a firm grip on advanced magics and technology.
The only reason he ever loses is because his enemies tend to be really good at improvising, typically akin to reaching really really far up there and then pulling something out of their buttocks. Most of the people who can beat Doom know how to get into his head and make him mess up, usually playing off of his ego or getting him to go into a monologue right when they need it to happen. The rest of the time it takes a rogue element, like the Fantastic 4 picking up Spiderman because he needed a new shirt.
Then again, Thor can just beat him up, but it's Thor what do you want?

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Doctor Doom is not exactly someone you can create using a d20 based system, they aren't designed to let you. Doctor Doom is basically Batman wearing powered armor with a firm grip on advanced magics and technology.
The only reason he ever loses is because his enemies tend to be really good at improvising, typically akin to reaching really really far up there and then pulling something out of their buttocks. Most of the people who can beat Doom know how to get into his head and make him mess up, usually playing off of his ego or getting him to go into a monologue right when they need it to happen. The rest of the time it takes a rogue element, like the Fantastic 4 picking up Spiderman because he needed a new shirt.
Then again, Thor can just beat him up, but it's Thor what do you want?
I'll say this before Ravingdork gets a chance to (not that I'm his official spokesman or anything; I just happened to be up to see this):
The goal wasn't to create Doctor Doom as he is from the comics but rather to create a Pathfinder character based on him. Two completely different things.
That's what I've done. I'm just waiting for him to comment on this version that I've done.

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Fair enough, but you are still going to get something hideously dangerous. Most players can't handle dealing with that, neither can most GMs. One of the most important aspects of Doctor Doom is his usage of tools, this means proxies in the form of Doom Bots (magical constructs with the ability to fly, shoot energy bolts, and be a jerk), magical artifacts that fuel what ever plan within a plan he's running today, people who are either loyal to him or are forced to work for him, so on and so forth. A lot goes into Doom.
Frankly, he's almost impossible to run as a player character. I'd have at least a few levels in artificer in him, since he is a mad scientist. Not just angry, because he would be angry without his science as well, but genuinely dipping into the sciences that defy the known laws of physics. A few levels of Summoner, with his Eidolon representing his Doombots, which is given specific pieces of equipment to do what he needs it to do. Sorcerer, fighter, eldritch knight, maybe some monk, and probably some antipaladin. Naturally he's higher than level 20, he fought Thor and didn't instantly lose, admittedly he was wearing the Destroyer at the time, but that doesn't change much really.
Personally I don't see him using anything a Bard would give him except maybe the performance abilities, but I don't think Perform: Oratory is what he has, his speeches usually only screw him over. That and it has unfortunate implications if you mispronounce it.
Dragon Shaman is an interesting idea to go with, but it rings false to me.

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Fair enough, but you are still going to get something hideously dangerous. Most players can't handle dealing with that, neither can most GMs. One of the most important aspects of Doctor Doom is his usage of tools, this means proxies in the form of Doom Bots (magical constructs with the ability to fly, shoot energy bolts, and be a jerk), magical artifacts that fuel what ever plan within a plan he's running today, people who are either loyal to him or are forced to work for him, so on and so forth. A lot goes into Doom.
Frankly, he's almost impossible to run as a player character. I'd have at least a few levels in artificer in him, since he is a mad scientist. Not just angry, because he would be angry without his science as well, but genuinely dipping into the sciences that defy the known laws of physics. A few levels of Summoner, with his Eidolon representing his Doombots, which is given specific pieces of equipment to do what he needs it to do. Sorcerer, fighter, eldritch knight, maybe some monk, and probably some antipaladin. Naturally he's higher than level 20, he fought Thor and didn't instantly lose, admittedly he was wearing the Destroyer at the time, but that doesn't change much really.
Personally I don't see him using anything a Bard would give him except maybe the performance abilities, but I don't think Perform: Oratory is what he has, his speeches usually only screw him over. That and it has unfortunate implications if you mispronounce it.
Dragon Shaman is an interesting idea to go with, but it rings false to me.
I followed the guidelines as set forth by Ravingdork. If you go back to the beginning of the thread and read through it, you'll see exactly what I'm talking about. Otherwise, I would have used artificer and been done with it.
I chose bard to simulate the fact that Doom is a polymath; of all the classes, bard best represents this. Having gone with that, I chose dragon disciple to follow Treantmonk's advice on doing up a melee bard, which meant stopping at level 8 in that class. Finally, I personally chose to add the two levels of stalwart defender to both give him the ability to "tank" as well as demonstrate the awesome will of the character.
He's not meant to be used as a player character, but as an NPC.

Ravingdork |

I was going to say you should drop arcane strike for Craft Construct, but then I realized you already had Craft Construct on there (I missed it o my first reading somehow). That means the only thing I would change is give him a white cloak rather than a black one (as per the picture).
Thank you so much for your dedication in the creation of this concept.
Also, his "doombots" could be represented quite easily by simulacrums created via scrolls. Lol. Anyone care to stat out the 10th-level doombot version of him?

nighttree |

This is how I have gone about creating a "Doc Doom" type character....
Ironborn (Centurion)armor is Mythral (and can be enchanted with other armor abilities...I'm thinking at least invulnerable and possible spell resistance).
I haven't decided if I'm going to go Warlock (probable) or some other class (maybe artificer).

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I was going to say you should drop arcane strike for Craft Construct, but then I realized you already had Craft Construct on there (I missed it o my first reading somehow). That means the only thing I would change is give him a white cloak rather than a black one (as per the picture).
Thank you so much for your dedication in the creation of this concept.
Also, his "doombots" could be represented quite easily by simulacrums created via scrolls. Lol. Anyone care to stat out the 10th-level doombot version of him?
Thank you for the opportunity to do this creative exercise. I suppose I could've swapped out Arcane Strike with Eldritch Claws from the APG (which not only treats his claws as magical, but also as silver) or just gone for something a little more fluff based, but I'll leave that to whomever wants use him. I've got my own game that I need to get back and prep for. I'll keep an eye on this thread though to see what other progress has been made.

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If you're doing a 10th-level version of Doom (based on the use of a simulacrum scroll), then it would be something like this:
5th-level bard, 5th-level dragon disciple (blue)
(at 10th level, the base attack bonus isn't met to accommodate any levels of stalwart defender)
The Doombot would have "only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)" By that wording, the stats wouldn't be the same as the original's, so that would go from
Str* 27 (23), Dex 19 (15), Con* 22 (18), Int 26 (22), Wis 21 (17), Cha 24 (20)
to
Str 27 (23), Dex 19 (15), Con 20 (16), Int 24 (20), Wis 20 (16), Cha 22 (18)
* these are the base stats before adjusting for the use of defensive stance, which is important to know since the simulacrum wouldn't have this ability.
Skills and Feats can be worked out as needed, so long as you exclude the Acrobatics skill (comes from stalwart defender) and the feats Arcane Blast, Arcane Shield, and Blind-Fight.
You can keep the gear used by Doom the same since it is made as part of the ice sculpture. And since it is illusory and partially real once the simulacrum is defeated, it all would melt with the Doombot (and though I would like to think that any simulacrum of Doom would have enough common sense to try and retreat when it sensed that the end was nigh, but since they all believe that they are the true Doom then they would also have his pride as well).

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Do simulacrums really get gear? I thought you had to reequip them.
I'd leave that up to the DM's discretion but I don't recall reading anything in the actual spell description that says whether or not they do. Me personally I'd be inclined to allow it given that if the ice sculture is done with them wearing "gear" then the illusion should allow them to function as if they possessed it. That's the great thing about simulacrum...it is a shadow illusion. If the group in question facing it doesn't realize that they are facing one, then don't worry about. If they've faced Doom before, they'll expect him to perform a certain way. Either way, as far as the players are concerned, it doesn't really matter. They won't know unless they somehow figure it out, in which case you just use the stats within the parenthesis. Everything relevant drops by two points (hp per level, skills, damage, saves, attack rolls, etc.) is a good enough reward for good deductive reasoning on the players parts.

Yebng |

I'm actually in the process of building a superhero campaign for pathfinder, my doom is a little unusual as he's not a caster as everyone else is suggesting. Also I'm only building him out at 15th level. Now I've only roughly sketched him out but Half-Orc Fighter 1/ Monk 9/ Armor Bonded 5. I'm probably gonna hook him up with the Master Craftsman Feat along with Craft Construct so he can build his doombots. Also he's an NPC and King of a country much larger than his marvel universe nation so I'm taking liberties with his access to magics and he'll be bringing in technologies that PC's won't have access to and most of whom won't understand how they work anyways

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I'm actually in the process of building a superhero campaign for pathfinder, my doom is a little unusual as he's not a caster as everyone else is suggesting. Also I'm only building him out at 15th level. Now I've only roughly sketched him out but Half-Orc Fighter 1/ Monk 9/ Armor Bonded 5. I'm probably gonna hook him up with the Master Craftsman Feat along with Craft Construct so he can build his doombots. Also he's an NPC and King of a country much larger than his marvel universe nation so I'm taking liberties with his access to magics and he'll be bringing in technologies that PC's won't have access to and most of whom won't understand how they work anyways
Wait, what? Doctor Doom, in the comics at least, is explicitly a magic-user. There was even a story in which he used magic and technology to save Sue Richards, her child, and subsequently Johnny Storm. Having Doctor Doom not be a spell caster isn't staying true to the concept.

Yebng |

I have Bruce Banner/ Hulk as a alchemist/master chymist, captain america is a battle herald, doom is really all about his armor and his tech, yeah he had access to some mysticism in the comics but when compared to the likes of baron mordo or doctor strange, or compared to reed richards, I'm more inclined to say doom was a scientist first in the thread of reed richards and a mystic second, plus what magic abilities he actually had can be reproduced with magic items.

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Doctor Doom isn't completely a caster like Doctor Strange is, but neither is Thor, they still have a great deal of knowledge about spells, how to cast them, and how to change them or just make them up on the spot. Taking the magic out of Doctor Doom is like taking the science out of Spiderman, it isn't the way the character should be portrayed.