Doctor Strange

Originally Posted by Phaedros of Dicefreaks
On this Thread

Textless variant cover of Doctor Strange vol. 4, #2 (January 2016). Art by Alex Ross.

Stephen Strange, Doctor Strange, Sorcerer Supreme
Medium Humanoid
Wounds: 15 WP Vitality: 125 VP (28d6+56)
Initiative: +2
Speed: 30 ft.
AC: 33 (+4 class, +2 Dex, +7 Int, +10 Wis), touch 33, flat-footed 31
Base Attack/Grapple: +15/+17
Attack: Eldritch bolt +17 ranged (10d6) or unarmed strike +17 melee (2d6+2)
Full Attack: Eldritch bolt +17/+12 ranged (10d6) or unarmed strike +17/+12 melee (2d6+2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Stun 6/day (DC 32)
Special Qualities: Sorcerer Supreme, martial arts training
Saves: Fort +12, Ref +12, Will +30
Abilities: Str 14, Dex 15, Con 15, Int 24, Wis 30, Cha 22
Skills: Appraise +27, Balance +12, Bluff +26, Climb +12, Concentration +33, Decipher Script +38, Diplomacy +30, Gather Information +16, Heal +30, Intimidate +28, Jump +5, Knowledge (arcana) +48, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (the planes) +38, Knowledge (religion) +22,, Profession (doctar) +25, Search +22, Sense Motive +41, Spot +25, Spellcraft +50, Survival +25, Swim +12, Use Magic Device +47
Feats: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Quicken Spell, Silent Spell, Still Spell, Widen Spell, Spell Penetration, Greater Spell Penetration, Brew Potion, Scribe Scroll, Craft Wondrous Item, Craft Wand, Augment Summoning, Combat Reflexes, Stunning Fist
Epic Feats: Automatic Quicken Spell (x2), Enhance Spell, Intensify Spell, Epic Will, Increased Spell Capacity (x4)
Climate/Terrain: Any
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Equipment
Alignment: Neutral good
Advancement: By character class

Sorcerer Supreme: Dr. Strange is the Sorcerer Supreme of his dimension, trained by the previous Sorcerer Supreme, the Ancient One. This grants him unbelievable power and abilities as detailed below.

  • 8 + Int modifier skill points.
  • Bonus feats as fighter of his HD that must be used on metamagic and item creation feats.
  • +10 bonus to Knowledge (arcana), Spellcraft, and Use Magic Device checks.
  • A +5 inherent bonus has been added to Stephen’s Wisdom score.
    Stephen uses his Wisdom score for spellcasting, since his spells channel extraplanar entities. If Stephen ever reverts to black magic using his own internal energies, he uses his Charisma score instead.
  • Bonus feats: Spell Focus (all), Greater Spell Focus (all), Epic Spell Focus (all), Epic Spellcasting.

Spellcasting: As Sorcerer Supreme, Dr. Strange can cast any spell desired from the arcana spell list. His caster level is 28th and his saves DCs are 34 + spell level. He does not need to prepare his spells in advance, all are spontaneously cast and he can add metamagic as he so desires at the time of casting. Spells per day: 9/9/8/8/8/8/8/8/8/7/1/1/1/1.

Stephen also has a special spell he can cast at will called an eldritch bolt. This inflicts 1d6 damage per level of the caster up to a maximum of 10d6 with a range of 50 ft. per level, to a maximum of 500 ft.

Martial Arts Training: Stephen received intense martial arts training from his former servant, Wong. The bonus’ are reflected below.

  • Wisdom and Intelligence modifier to AC.
  • Bonus to AC as monk as of his HD.
  • Unarmed strike as as monk of half his HD.

Possessions:

Eye of Agamatto: Can perform true seeing at will. Can also hit objects with a greater dispel magic at will to reveal their true forms. CL 30th.

Cloak of Levitation: Allows Dr. Strange to fly at at speed of 180 ft. and very good maneuverability.

Written by Bane.

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