Doctor Byrdapak

Full Name: unknown

Appearance: Dr. Byrdapak appears as a very old man with pale skin and long gray hair. He dresses as an Eastern-European count, in a flowing red cape and ornate walking stick.

Personality/History: The being known as “Dr. Byrdapak” is shrouded in mystery, his past largely unknown. He first appeared to the modern world in Romania, displaying an encyclopaedic knowledge of the past. In the 1990s, Byrdapak left Europe for New York City and began working with a small group of heroes. He has served as a mentor for that group since.

Location: New York, NY, USA

Power Theme: Byrdapak’s abilities are all necromantic in nature. His very presence can inspire great fear and his touch drains subjects of their life force. Although he appears ancient, Byrdapak has not aged since he moved to New York and no one has ever seen him eat or sleep. He has not once turned

Combat/Tactics: At will, the Doctor sprouts long fingernails he can use as claws, though he prefers to let the younger heroes engage in battle while he coordinates from the sidelines.

 

Class Thinker 10
Species unknown
Ethnicity Russian
Nationality none
ECL 10 (10 levels + 10 levels)
Hit Dice 10d4 65)
Mass. Damage 50HPs
Initiative 7
Speed 30 ft.
Defence  19 (Dex +3, Class +3, Amazing Defence +3)
Touch: 19, Flat-Footed: 16, DR 3/super
Knockback 15
Base Attack 5
Mêlée: +6, Ranged: +8
Attacks Claws +6 (2d6, 20/x2)
Power Leech +6 (3d6 HPs)
Ability Scores Str 12 +1, Dex 16 +3, Con 18 +4, Int 20 +5, Wis 18 +4, Cha 16 +3
Size/Reach Medium / 5 ft.
Allegiance
Saves  Fort +4, Ref +6, Will +11
Action Points 10 APs
Reputation 6
Occupation Religious
Skills 195
Bluff +5 (rnk 0), Computer Use +12 (rnk 5), Cr: Chemical +12 (rnk 5), Cr: Electronic +12 (rnk 5), Cr: Mechanical +12 (rnk 5), Cr: Pharmaceutical +10 (rnk 5), Cr: Structural +12 (rnk 5), Cr:  Visual Art +10 (rnk 5), Cr: Writing +10 (rnk 5), Decipher Script +10 (rnk 5), Demolitions +7 (identify weak points +2) (rnk  0), Diplomacy +5 (rnk 0), Disable Device +19 (electronics +2) (rnk 14), Forgery +7 (rnk 0), Gather Info +5 (rnk 0), Intimidate +5 (rnk 0), Investigate +19 (crime scene analysis +2) (rnk 14), Kn: Art +10 (rnk 5), Kn: Behavioural Sciences +10 (rnk  5), Kn: Business +10 (rnk 5), Kn: Civics +10 (rnk 5), Kn:  Current Events +10 (rnk 5), Kn: Earth/Life Sciences +10 (rnk 5), Kn: History +10 (rnk 5), Kn: Physical Sciences +10 (rnk  5), Kn: Popular Culture +10 (rnk 5), Kn: Tactics +10 (rnk  5), Kn: Technology +10 (rnk 5), Kn: Theology/Philosophy +10 (rnk 5), Navigate +19 (rnk 14), Psicraft +10 (power stones +4) (rnk 5), Repair +5 (machines, electronics, buildings, art, locks/security, supertech +2) (rnk 0), Research +13 (rnk 8), Search +5 (hidden compartments +2) (rnk 0), Spellcraft +10 (scrolls +4) (rnk 5), Powercraft +17 (knobs +4) (rnk 10), Treat  Injury +16 (rnk 10), Use Device +15 (rnk 10)
Languages English, French, German, Rumanian, Russian
Feats Brawl, Toughness, Improved Initiative, Cloak Fall, Diehard, Hostile Mind, Surgery, Swift Healing
Proficiencies Weapons (mêlée), Armour
Power Die 10d12 (65)
Origin Mystical
Powers 59cp
Amazing Defence rnk 3 Defence +3 3cp
Cause Fear ranged 10cp
Damage Reduction rnk 3: DR 3 6cp
Life Leech 2d6 6cp
Longevity 8cp
Natural Weapons claws 2d6  3cp
Need Not Breathe  4cp
Need Not Eat 1cp
Need Not Sleep  2cp
Power Leech Offensive 3d6 6cp
Resist Energy Cold rnk 5 10cp
Special Abilities Jack of All Trades, Renaissance Man, Plot Device, Sixth Sense, Slippery Mind, Encyclopaedic Memory, Inflexible Will, Tactical Genius +2, Mind Expansion, Learn From Your Mistakes, Bafflegab
Advantages Feats x4
Wealth +12

 

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