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Mind the capitalization Kirth. We're talking about 'The Doctor', not 'the doctor'.

Kirth Gersen |

Mind the capitalization Kirth. We're talking about 'The Doctor', not 'the doctor'.
(Shudder). Every man has his limits. Star Trek is too dorky for me... which makes Dr. Who totally off-the-charts. I'll turn in any remaining shreds of my geek cred at the door as I step out...

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TOZ wrote:Mind the capitalization Kirth. We're talking about 'The Doctor', not 'the doctor'.(Shudder). Every man has his limits. Star Trek is too dorky for me... which makes Dr. Who totally off-the-charts. I'll turn in any remaining shreds of my geek cred at the door as I step out...
Limits, there is no such thing as limits man
plus
Amy Pond!!

seekerofshadowlight |

Crimson Jester wrote:To torture Kirth??Trunaround is fair play. He's still angry about my house rule that any PC quoting Monte Python instantly loses 10,000 XP.
Why don't you take all the fun out of roleplaying....I mean No MP quotes? That just seems wrong, like not being allowed to say " I attack the darkness"

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From the Advanced Race Guide, with significant tweaking:
Time Lord Racial Traits (40 RP):
Humanoid (subtype Galifreyan)
Medium
Normal Speed
Ability Scores: Time Lords gain +4 Con, +4 Int, +2 Wis, and +2 Cha. They have two hearts and amazing brains.
Languages: Linguist Array (Begin play speaking Galifreyan and English, and choose any bonus languages. They only gain truespeech if they have a TARDIS.)
Ancient Foe: Time Lords gain a +2 dodge bonus and grapple bonus against constructs (read: the outer shells of Daleks).
Fearless: Time Lords gain +2 on saves vs. fear.
Fortunate: Time Lords gain +2 on all saving throws.
Reincarnation: A Time Lord who is killed may reincarnate. He may not use this more than once per day.
Hatred: Time Lords gain +1 on attack rolls against constructs and aberrations.
Bonus Feat: Time Lords gain an extra bonus feat at 1st level.
Master Tinker: Time Lords gain a +2 bonus on disable device, knowledge (engineering), and use magic device. They are considered proficient with any weapon they have personally created.
Skilled: Time Lords gain an additional skill point at each level.
I think I covered most of his special abilities... Now just give him some levels of expert and make a sonic-screwdriver item, and you're good to go.

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From the Advanced Race Guide, with significant tweaking:
Time Lord Racial Traits (40 RP):
Humanoid (subtype Galifreyan)
Medium
Normal Speed
Ability Scores: Time Lords gain +4 Con, +4 Int, +2 Wis, and +2 Cha. They have two hearts and amazing brains.
Languages: Linguist Array (Begin play speaking Galifreyan and English, and choose any bonus languages. They only gain truespeech if they have a TARDIS.)Ancient Foe: Time Lords gain a +2 dodge bonus and grapple bonus against constructs (read: the outer shells of Daleks).
Fearless: Time Lords gain +2 on saves vs. fear.
Fortunate: Time Lords gain +2 on all saving throws.
Reincarnation: A Time Lord who is killed may reincarnate. He may not use this more than once per day.
Hatred: Time Lords gain +1 on attack rolls against constructs and aberrations.
Bonus Feat: Time Lords gain an extra bonus feat at 1st level.
Master Tinker: Time Lords gain a +2 bonus on disable device, knowledge (engineering), and use magic device. They are considered proficient with any weapon they have personally created.
Skilled: Time Lords gain an additional skill point at each level.I think I covered most of his special abilities... Now just give him some levels of expert and make a sonic-screwdriver item, and you're good to go.
I agree with this post. The Doctor's powers stem from his race more than his class.

Jeff de luna |

malebranche wrote:I agree with this post. The Doctor's powers stem from his race more than his class.From the Advanced Race Guide, with significant tweaking:
Time Lord Racial Traits (40 RP):
Humanoid (subtype Galifreyan)
Medium
Normal Speed
Ability Scores: Time Lords gain +4 Con, +4 Int, +2 Wis, and +2 Cha. They have two hearts and amazing brains.
Languages: Linguist Array (Begin play speaking Galifreyan and English, and choose any bonus languages. They only gain truespeech if they have a TARDIS.)Ancient Foe: Time Lords gain a +2 dodge bonus and grapple bonus against constructs (read: the outer shells of Daleks).
Fearless: Time Lords gain +2 on saves vs. fear.
Fortunate: Time Lords gain +2 on all saving throws.
Reincarnation: A Time Lord who is killed may reincarnate. He may not use this more than once per day.
Hatred: Time Lords gain +1 on attack rolls against constructs and aberrations.
Bonus Feat: Time Lords gain an extra bonus feat at 1st level.
Master Tinker: Time Lords gain a +2 bonus on disable device, knowledge (engineering), and use magic device. They are considered proficient with any weapon they have personally created.
Skilled: Time Lords gain an additional skill point at each level.I think I covered most of his special abilities... Now just give him some levels of expert and make a sonic-screwdriver item, and you're good to go.
Actually, nearly all the non-renegade Gallifreyans are pretty much milquetoasts. The Doctor and even occasionally the Master are the only things standing between them and destruction on multiple occasions in the classic series. Certainly the implication is that the Doctor stepped away when he could have saved them during the Time War (Rassilon seems more like his equal rather than more skilled than him).
The Doctor is definitely an exceptional Gallifreyan. He seems quite adept at jury-rigging, random knowledge, and social interaction with quite foreign cultures. I'd build a Rogue archetype (sans sneak attack) for him with a fair bit of the old SW Tech Specialist class built in.

Fredrik |

The NPC wrote:Archaeologist Bard, with a wand for every occasion, and an artifact for time travel.His time traveling artifact can generate a seperate artifact that acts as a wand of basically every spell as needed.
Better yet, the Time Lord archetype takes the V requirement for bard spells and substitutes an F (sonic screwdriver) requirement. That would stack with the Archaeologist Bard archetype and would also explain a lot.
What about the companions? Does the Doctor look for the same thing as himself but human (and therefore low-level), or is there a special complementary role filled by the companions? I mean crunch-wise, not just roleplaying aspects like action assistant, sounding board, and novelty/morality surrogate.

darth_borehd |

Not all Gallifreyans were Timelords.
Gallifreyan should be the race and Timelord should be a prestige class.
For the 11th doctor, I'm going with Alchemist 5, Bard (Detective) 10, Inquisitor 5.
Of course, each incarnation probably had a different mix of levels. For example, the 3rd doctor had a few levels of monk.

Diskordant |
My doctor influenced character is an inquisitor. The wis mod to identify monsters is very much reminiscent of whenever the doctor starts rattling off about what he knows about his advisory until he figures it out. I also think the inquisitors whole concept fits with David tennet's doctor(10 I think) and the anger aspect of his personality.

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Better pic of Amy Pond
Come along, Pond.
(What... Someone had to go there. I'm just surprised no one beat me to it.)

Diskordant |
And I think you guys are way over exagerating the usefulness of the sonic screwdriver. I'm thinking that it should be just a wand with unlimited charges, that casts mending, repair item*, damage item*, knock, arcane lock, and hold portal at will. The whole thing would cost 21,150(you may need a higher caster level than 3 for knock and arcane lock though using CL 20 for those two spells you get 191,250 ).
*repair/damage object heals/damages objects only(not constructs) 1d10+1 fort save(DC 11) for half.

Tiny Coffee Golem |

And I think you guys are way over exagerating the usefulness of the sonic screwdriver. I'm thinking that it should be just a wand with unlimited charges, that casts mending, repair item*, damage item*, knock, arcane lock, and hold portal at will. The whole thing would cost 21,150(you may need a higher caster level than 3 for knock and arcane lock though using CL 20 for those two spells you get 191,250 ).
*repair/damage object heals/damages objects only(not constructs) 1d10+1 fort save(DC 11) for half.
It's done a lot more than that. Controlling technology, tracking, sonic attacks, etc.

Diskordant |
It's done a lot more than that. Controlling technology, tracking, sonic attacks, etc.
I forgot about the tracking, so through locate object/creature, makes it much more expensive. 57,150.
Controlling technology isn't something that can be easily replicated and I would not say its akin to a wand of every spell. And the sonic attacks I only remember being used through some sort of amplifier or against creatures susceptible to high pitch noises, and even then it only dazed them. Maybe bump it up to an even 75k to add a daze effect against creatures susceptible to noises, save dc 14 1d3+1/1 rounds.
Maybe add another 900 for identify, and maybe a couple more hundred to allow you to "speed read" a book as a standard action. Adding this it's about 80k.

Josh Hodges |

I forgot about the tracking, so through locate object/creature, makes it much more expensive. 57,150.Controlling technology isn't something that can be easily replicated and I would not say its akin to a wand of every spell. And the sonic attacks I only remember being used through some sort of amplifier or against creatures susceptible to high pitch noises, and even then it only dazed them. Maybe bump it up to an even 75k to add a daze effect against creatures susceptible to noises, save dc 14 1d3+1/1 rounds.
Maybe add another 900 for identify, and maybe a couple more hundred to allow you to "speed read" a book as a standard action. Adding this it's about 80k.
It really seems like an infinite use item of knock (for half price because of the no wood limitation being a bigger deal in D&D) and Prestidigitation, with an overly lenient interpretation of "simple magical effects" in place. The Doctor has no spell list and must make use magic device checks to activate this thing, thus it's chronic failure to actually do anything without a bit of jiggery-pokery.

Josh Hodges |

I'd also have to agree with the people in this thread saying the doctor is an expert with an overpowered race, and best represented as an NPC to boot. Unless you know your DM so well you know where his plot is going before HE figures it out, and can fast talk him through explanations of how what you happen to have in your pockets can work together to solve any problem at hand.

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Xpltvdeleted wrote:Title says it all...what class would you consider The Doctor to be? I'm kind of leaning toward bard, skills rogue, or sorcerer myself, but even those don't seem to fit completely.Reincarnation Druid 5 / Detective Bard 15 ?
I would vote for the reincarnate ability being a racial for TimeLord (which obviously need to be an Advanced+ Race).

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Bard
He inspires courage among companions, who often do the heavy lifting in his adventures. He's even demoralized a companion. He's used Perform (oratory) to fascinate foes who would be attacking otherwise. He even has a high bluff skill and is highly knowledgeable.
He's also Charismatic, except when he's Colin Baker.
All the Best,
Kerney

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Kerney wrote:
He's also Charismatic, except when he's Colin Baker.
I'm with you there! Least favorite Doctor, not counting Peter Cushing.
Detective Bard I'm thinking.
And we'll assume we're using Unearthed Arcana style disadvantges. Sylvester Mccoy had a campaign specific one: Screwed by the network.

Abed Nadir |
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Who is this The Doctor you all keep referring to? Is he some foreign dubbing of Inspector Spacetime?