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Mad Doctor
BACKGROUND
Amy
PLAYER NAME
Chaotic Neutral
RACE
ALIGNMENT
EXPERIENCE POINTS
INSPIRATION
STRENGTH
16
13
+2
ARMOR
CLASS
PROFICIENCY BONUS
+1
30ft
INITIATIVE
SPEED
PERSONALITY TRAITS
+3
DEXTERITY
12
+1
+5
Strength
+1
Dexterity
+4
Constitution
+2
Intelligence
+0
Wisdom
+1
Charisma
CONSTITUTION
SAVING THROWS
14
+1
Acrobatics (Dex)
+0
+2
Arcana (Int)
+3
Athletics (Str)
+1
Deception (Cha)
+4
History (Int)
+0
Insight (Wis)
+3
Intimidation (Cha)
WISDOM
+4
Investigation (Int)
11
+2
Medicine (Wis)
+2
Nature (Int)
+0
Perception (Wis)
+1
Performance (Cha)
+1
Persuasion (Cha)
+2
Religion (Int)
+1
+1
Stealth (Dex)
+0
Survival (Wis)
+2
INTELLIGENCE
14
+2
+0
CHARISMA
13
+1
Total 10+Cons
SUCCESSES
1d10
FAILURES
HIT DICE
NAME
BONDS
DEATH SAVES
FLAWS
Rapier (L)
+5
1d8 Piercing
+5
1d4 Bludgeoning
+5
1d6 Slashing
SKILLS
ATTACKS
- Common, Orcish
- All armor, shields
- Simple weapons, martial
weapons
IDEALS
SP
EP
GP
PP
10
EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
24 years
Medium
Light
AGE
HEIGHT
Blue
Pale
Black
CHARACTER NAME
EYES
SKIN
HAIR
Allies:
Lady Alexia Kershaw and the
Science Society
WEIGHT
NAME
SYMBOL
CHARACTER APPEARANCE
Features (expanded)
- Understanding of the Insane: The madman understands others while others do not understand him. The Mad
scientist gains +5 on insight checks, and learns 4 new languages, and can learn new languages very quickly.
At level 5, gains an additional +7 to rolls made to detect motive or to determine the intent and truthfulness in a
statement.
- Scanner: With this the Mad Doctor can scan creatures (Friend or Foe), and see just what they can do. Scan can
be done at anytime as a free action and has an unlimited amount of uses. It's up to the DM to decide exactly what
you find out, but Scan at this level lets you see the name of the creature, what alignment they are if any, or
general info about the creatures race and class if it applies, (make sure to write down somewhere all the things
you find, because all the info is archived). You must be within 20 feet of the enemy at first level, but at 5th (30
feet), 10th (40 feet), and 15th (50 feet).
- Scanner Two: At 10th level the Scanner has been upgraded and now allows you to also see a monsters HP (in
roll-play terms, you can examine what you think the stamina and health/constitution of an animal is.by
numbers
Example: This fellow looks to have about 55 in terms of health
- Mad Doctor Healing: A mad doctor is efficient enough with medicine and herbs that he does not need a medical
kit to heal or heal others, if stuck in a pinch. He can find the right tools in almost any location.
CHARACTER BACKSTORY
TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
ADV.
SKILLS
LEVEL
1
PR
ED
EPAR
SLOTS TOTAL
Intelligence
ADVANCED SKILLS
ABILITY
ADVANCED SKILLS
SAVE DC
SLOTS EXPENDED
two
Maniacal Laughter (Attack: DC12 vs Save: D20 + int.) Fail: "Shaken" 1d6 (-2 on all)
SPELLS KNOWN
Insanity Dart (D20 + int. vs target's AC) Fail: 1d4 rounds (-2 dex & -2 str on attacks)
5
9
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
ADVANCED SKILLS
ATTACK BONUS