Custom Character: The Doctor


Homebrew and House Rules


So for awhile I've been knocking around the idea of making a Doctor Who card set with the Pathfinder rules.(Also thought about Dresden Files but that's for another thread.) So here is my first try at making a character card for The Doctor. Usable in the current products. He uses Items and Allies, and can never use Weapons or Blessings. I don't think he is too powerful, but any rules can be abused. I didn't concentrate on any one regeneration of him, more the archetype.

The Doctor
Skills:
• Str d4 [ ]+1
• Dex d4 [ ] +1
• Con d6 [ ] +1 [ ] +2
• Int d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
o Knowledge : Int +2
• Wis d8 [ ] +1 [ ] +2 [ ] +3
• Cha d8 [ ] +1 [ ] +2 [ ] +3
o Diplomacy : Cha +2

Powers
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: None
• The Doctor may never use Weapon or Blessing Cards
• When this Character dies, replace this sheet with a new character sheet. Reshuffle your discard pile into your deck.
• You may discard ( [ ] recharge) an Item card to use your Int die for any check on a barrier card ( [ ] or to close a location).
• You may discard ( [ ] recharge) an Ally card to use your Int die for any combat check.

Card List Favored Card Type: Item
• Weapon -
• Spell -
• Armor - [ ] 1 [ ] 2
• Item 10 [ ] 11 [ ] 12 [ ] 13 [ ] 14
• Ally 5 [ ] 6 [ ] 7 [ ] 8 [ ] 9
• Blessing -

I know the regeneration power is a bit wordy. And this is just his basic sheet. I do have some ideas for roles, but I will post them later. Give him a try. All opinions are welcome.


Interesting idea, but I just can't see him being able to handle combat. Yes, his intelligence is good, but unlike a weapon or a spell, it's only a single die, even if it is a big one.

Not sure what a good solution would be, will have to think...


I'm afraid that the Doctor would have to die a lot. Assuming he has an ally in hand, just rolling a d12 will not cut it, combat-wise. Maybe give him at least an ability to evade or send banes to the bottom of the deck or something.

Grand Lodge

I'd have to agree that he needs an Evade power. He won't be able to handle combat especially for villains. You need to be able to allow him to "out-think" his opponents. Also, I think I'd up his Wisdom or Charisma to the next die.

Sovereign Court

Or MAYBE I should read the ENTIRE post before posting.
Maybe something along the lines of -
You may discard ( [ ] recharge) an Ally card to use your Knowledge ( [ ] or Diplomacy ) for any combat check.

Sovereign Court

And I thought his Dex was a bit better than a d4 (+1 max), maybe d6 or d8 (+1 max)?
Also a Stealth skill.

I always thought his Dex to be about human average or high-end of human. Although, I might be thinking more about the more modern younger Doctors vs. the older aged Doctors of the 70s.

Sovereign Court

Hmmm....actually I think Favored card type should be Ally. The Doctor is never without a companion. If he is, he goes out into time/world/the deck, to get a new one.


[ ] Reveal an Ally to add 1d8 to a combat check

That would take care of combat, I think.

My thinking for Items was old series and new he always has hundreds of things in his pockets, not just the sonic and usually just 1 companion.
Could tweak the card list to 8 Items / 7 Allies to start.

To have Int and wisdom high he needs 2 low dice for balance. Every d12 you need a d4. I didnt want him to be uber...uber comes later. some of the other powers i'm kicking around.

[ ] You may Banish ( [ ] Discard, [ ] Recharge ) an Ally to reduce damage to 0. This is more of a Master or War Doctor ability.

[ ] Once per turn Give yourself either Divine: Wis +1 OR Arcane: Cha +1 until the end of the turn.

[ ] Discard ( [ ] Recharge ) an Ally to add 1d6 ( [ ] +1, [ ] +2, [ ] +3 ) to another characters check at your location ( [ ] any location ).

[ ] You may discard ( [ ] recharge ) any number of cards from your hand to have a character at your location shuffle that many cards ( [ ] +1, [ ] +2 ) from their discard pile into their deck.

[ ] You automatically succeed at any checks to recharge an item.

Grand Lodge

I recommend you get rid of the reduce damage to 0 power. Not sure why you are allowing him to be a caster. Not sure the purpose of the fourth power. The last one is definitely part of a Role.

You might want to consider a variation on Olenjack's power:
When you attempt a check, you may display any number of allies (□ or items); for each such card displayed, add 1 (□ 2) to the check. Return the displayed cards to your hand before you reset it.

This might make up for such low skills overall. This character would not do well in S&S otherwise. And I agree that favored card type should be Ally.

Paizo Employee Developer

I had a similar thought when the game was still in development a few years back and made a version of each of the Doctors, with regeneration simply replacing the old Doctor with the new one, and transferring over the same number of upgrades to the new incarnation. They each had a different set of abilities and stats based on their specific flavors (Reverse the Polarity for the Third Doctor, Jelly Babies for the Fourth Doctor, etc.) with slightly different stats.

I also toyed around with a few Companions, monsters, and items, like the sonic screwdriver, psychic paper, and different types of Dalek.

Ultimately, the task of creating a whole game in addition to my normal responsibilities was more than I had time for, and knowing that even if I completed it, I'd never be able to do anything with it without a license led me to give up the effort.


Casting was for the effect of his tech is so much higher it looks like magic.more flavor than function.

The last list of powers wasn't meant to be on 1character. Just a collection of ideas.
Thanks for the feed back. Just tinkering for fun. My idea for the game was actually: you play companions. Doctors are represented by blessings and spells are actually the high tech gadgets. As I said just having fun. No license means no reality to it.

Grand Lodge

Well, I'd focus less on the high tech gadgets and more on the idea that he need companions along the way. That and he likes to think his way out of combat situations. But I do like the focus on items and allies being central to his character. That's what made me think of Olenjack and his reveal power to add to checks.


I think the Doctor would be a pretty cool character. A few things I'd think would be fitting (or just random brainstorming, throwing stuff out there):

-I personally think he should have is an unconventional Intelligence based Diplomacy skill. Although he is certainly charismatic (so definitely keep the respectable d8), the Doctor's brand of diplomacy is based around being clever and out thinking his opponents.

-To play more off of that, I think he should have a Diplomacy based combat ability, similar to a sorcerer's blast. "For your combat check, you may discard a card to use your Diplomacy skill +1d6 ([ ] +1) and add the Attack, ([ ] Magic), and Mental traits. If you roll an 8 or higher on any die, recharge the card instead."

-I also like the idea of the Doctor being a master of items, so I think he should have an ability to potentially use them better than anyone else. "When you play an item and would discard ([ ] or bury)([ ] or banish) it, you may recharge it ([ ] or shuffle it into your deck) instead."

-The same can also be said for allies. "When you play an ally that lists Diplomacy in its check to acquire, you may recharge it instead of discarding it."

-And how about having the right card for everyone job, or crazy tinkering? "At the end of your turn, before you reset your hand, you may bury a card to search your deck and add any one card to your hand."

Like I said, just brainstorming. Some of these abilities might be a little overpowered, and obviously some of them would either be power feats on a role card or some of the feats for some of the powers would need to be on role cards.

By the way, for your initial write-up, the Doctor is short one Skill feat and has one too many Power feats for the base character.


pluvia33 wrote:

I think the Doctor would be a pretty cool character. A few things I'd think would be fitting (or just random brainstorming, throwing stuff out there):

-I personally think he should have is an unconventional Intelligence based Diplomacy skill. Although he is certainly charismatic (so definitely keep the respectable d8), the Doctor's brand of diplomacy is based around being clever and out thinking his opponents.

-To play more off of that, I think he should have a Diplomacy based combat ability, similar to a sorcerer's blast. "For your combat check, you may discard a card to use your Diplomacy skill +1d6 ([ ] +1) and add the Attack, ([ ] Magic), and Mental traits. If you roll an 8 or higher on any die, recharge the card instead."

-I also like the idea of the Doctor being a master of items, so I think he should have an ability to potentially use them better than anyone else. "When you play an item and would discard ([ ] or bury)([ ] or banish) it, you may recharge it ([ ] or shuffle it into your deck) instead."

-The same can also be said for allies. "When you play an ally that lists Diplomacy in its check to acquire, you may recharge it instead of discarding it."

-And how about having the right card for everyone job, or crazy tinkering? "At the end of your turn, before you reset your hand, you may bury a card to search your deck and add any one card to your hand."

Like I said, just brainstorming. Some of these abilities might be a little overpowered, and obviously some of them would either be power feats on a role card or some of the feats for some of the powers would need to be on role cards.

By the way, for your initial write-up, the Doctor is short one Skill feat and has one too many Power feats for the base character.

I like the diplomacy power idea you have here, it seems perfect for the doctor. I actually had a homebrew character a while ago that had a similar talk-out-of-combat style. I've copied the power below if interested:

For your combat check, you may roll your Diplomacy die + 1d6 ([]+1) with the Mental trait. If you do and the monster would be defeated, roll a d6. On a result of 3 or less instead evade the monster. If it had the animal trait you may immediately explore again.


I really like this idea and would like to expand on it.

Just curious though, why could he not carry any blessings?

Would also make sense if he had a Craft or maybe Disable skill. (Sonic, anyone?)


I am going to expand on Sir John Cabot's idea and here are my additions to what The Doctor should have as his traits and powers. I have borrowed a lot of ideas from this thread, and added some of my own, and I welcome any thoughts or suggestions. The powers section seems big, but that is mostly due to explaining his regeneration power. I am also aware that there are too many powers on the role cards - can't decide what to get rid of! This is all theory anyway; I'm sure some of those powers might not work in practice.

This is my first time creating a new character - hope you enjoy!

The Doctor:
Male
Time Lord
Doctor

Skills
Strength: d4 []+1
Dexterity: d6 []+1 []+2
-Disable: Dex +2
Constitution: d6 []+1 []+2
Intelligence: d12 []+1 []+2 []+3 []+4
-Knowledge: Int +2
-Diplomacy: Int +1
Wisdom: d8 []+1 []+2 []+3
Charisma: d8 []+1 []+2 []+3

Favored Card Type: Ally
Weapon: 0
Spell: 0 []1
Armor: 1 []2
Item: 8 []9 []10 []11
Ally: 6 []7 []8 []9
Blessing: 0 []1 []2

Powers
• Hand Size: 5 []6
• Proficiencies: none
• The Doctor may not use weapons.
• When this character dies, choose a random new character not currently in play. The Doctor replaces his skills with the skills of the new character and may immediately redistribute any skill points, but retains all his old powers. Reshuffle your discard pile into your deck and end your turn.
• For your combat check, you may discard an item to use your Intelligence skill + 1d6 ([]+1) ([] and add that item's traits to the check).
• [] You may discard an item to evade an encounter.

Role card
John Smith: An expert at blending in with humans, John Smith uses his wit and craftiness to subdue foes.
• Hand Size: 5 []6
• Proficiencies: none
• The Doctor may not use weapons.
• When this character dies, choose a random new character not currently in play. The Doctor replaces his skills with the skills of the new character and may immediately redistribute any skill points, but retains all his old powers. Reshuffle your discard pile into your deck and end your turn.
• For your combat check, you may discard an item to use your Intelligence skill + 1d6 ([]+1) ([] and add that item's traits to the check).
• [] You may discard ([] recharge) an item to evade an encounter.
• [] When encountering a non-villain ([] or villain) monster, before you act you may attempt a Diplomacy check with a difficulty of 8 ([] 5) plus the adventure deck number of the monster. If you succeed, place the monster on the top ([] or bottom) of the location deck, if it came from one.
• [] You may reveal any number of allies for your non-combat check. For each ally, add 1 ([]2) to the result.
• [] At the start of any turn, you may give an ally to another character at your location ([] or any location) ([] and you may take an ally in exchange).
• [] You gain the skill Craft: Intelligence+1.

Role card
The Oncoming Storm: (perhaps renaming this War Doctor? Not sure.) Demons run when a good man goes to war.
• Hand Size: 5 []6 []7 []8
• Proficiencies: none
• The Doctor may not use weapons.
• When this character dies, choose a random new character not currently in play. The Doctor replaces his skills with the skills of the new character and may immediately redistribute any skill points, but retains all his old powers. Reshuffle your discard pile into your deck and end your turn.
• For your combat check, you may discard ([] recharge) an item ([] or spell) to use your Intelligence skill + 1d6 ([]2d6) ([]2d8) ([]+1) ([]+2) ([] and add that card's traits to the check).
• [] You may discard an item to evade an encounter.
• [] You may discard ([] recharge) an ally to add 1d8 to your combat check.
• [] You may play any number of items on your check.
• [] You automatically succeed at your check to recharge an item.

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