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Doctor Doom (Victor von Doom)

Doctor Doom
Doctor Doom in Thor #600 (April 2009). Art by Olivier Coipel and Marko Djurdjevic.

Doctor Doom (Victor von Doom) is a fictional supervillain in the Marvel Universe. Created by Stan Lee and Jack Kirby, he debuted in The Fantastic Four #5 (July 1962). His full origin was told in Fantastic Four Annual #2 (1964). Lee had previously used the name for a villain in a humor comic for Marvel’s 1950s predecessor company, Atlas Comics.

A brilliant scientist, Doom was once a classmate of the Fantastic Four’s Reed Richards. However, he became embittered by his jealousy of Richards and by facial scars received from an experiment gone awry, and perhaps from impatiently donning a steaming-hot iron mask forged by mystic monks.

Doom is considered the archenemy of the Fantastic Four, but has also been added to the rogue galleries of the Avengers, the Punisher, the Silver Surfer, the Hulk, Captain America, the X-Men, Magneto, Nick Fury, Daredevil, Wolverine, Iron Man, Venom, Blade, and Spider-Man. He is one of the comic book industry’s most recognizable and archetypal supervillains. His ruling of the small nation of Latveria provides him with diplomatic immunity, an element never previously used in comic books.

Originally Posted by Bane of the Dicefreaks forums.

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Victor von Doom, Dr Doom
Medium humanoid 
Wounds47 WP, 279 VP (29d8+116)
Initiative+15
Speed90 ft.;fly 1800 ft. (good)
AC27 (+2 Dexterity, +12 armor, +3 speed), touch 15, flat footed 22
Base Attack/Grapple+21/+35
AttackForce bolt +36 ranged touch (27d6 force); or slam +38 melee (3d6+28 +4d6 electrical)
Full AttackForce bolt +36/+31/+26/+16 ranged touch (17d6 force); or slam +37 melee (3d6+28
+4d6 electrical)
Space/Reach5 ft./5 ft.
Special AttacksElectrical field, force beams, plasma bolts
Special QualitiesLevel 9 intellect, megalomaniac, mind transferal, omni-gadgets, scientific genius, sorcery
SavesFort +35, Ref +33, Will +34
AbilitiesStrength 18 (48 ), Dexterity 14, Constitution 18, Intelligence 29, Wisdom 24, Charisma 26
SkillsBluff+27 ,Climb +24, Computer Use +47, Craft (chemical) +57, Craft (electronic) +57, Craft (mechanical) +57, Craft (pharmaceutical) +55, Craft (structural)+57, Decipher Script +44, Demolitions +28, Diplomacy +31, Intimidate+49, Jump +19, Knowledge (arcana) +57, Knowledge (art) +43, Knowledge (behavioral sciences) +43, Knowledge (business) +38, Knowledge (civics) +43, Knowledge (current events) +38, Knowledge (earth and life sciences) +57, Knowledge (history) +48, Knowledge (physical sciences)+57, Knowledge (tactics) +38, Knowledge (technology) +57, Navigate +23, Pilot +7, Repair +49, Research +38, Search +18, Sense Motive+32, Spellcraft +45, Spot +17, Survival +17, Swim+29, Treat Injury +21, Use Magic Device+28
FeatsBuilder (x2), Education (x2), Gearhead, Improved Toughness, Indomitable Soul, Surgery
Epic FeatsEpic Reptutation, Epic Skill Focus (Intimidate), Epic Will
Climate/TerrainLatveria
OrganizationSolitary (unique); or with Doombots (squad)
Challenge Rating35
TreasureEquipment
AlignmentLawful Evil

Level 9 Intellect Doctor Doom receives a +9 bonus on Intelligence checks, Intelligence-based skill checks and the DC of any Intelligence-based abilities.

Megalomaniac Doom’s certainty of himself grants Doom a bonus on Will saving throws equal to Doom’s Charisma modifier. Doctor Doom suffers a -10 penalty to Diplomacy checks due to lesser beings inability to bask in the greatness that is Doom, unused to Doom’s rightly superior attitude (called by them haughty behavior, Bah!) and Doom’s tendency to speak in the third person. Doom’s imposing demeanor grants Doom a +10 bonus on all Intimidate checks that is fitting for the greatness that is Doom, and lesser humans bow to Doom as this ability is used in all of Doom’s dealings with “commoners”.

Mind Transferal Doctor Doom has learned to transfer his mind to another body by eye contact from the alien Ovoids. By making a gaze attack Doom can send his mind into the body of any other intelligent being. The being can resist the attempt (Will save DC 33), but if they fail Doom takes over their body. They are helpless inside their own mind until Doom leaves.

Scientific Genius Doctor Doom is a genius in all forms of the word. He has proven to be one of the two smartest beings on Earth, and more intelligent then many cosmic beings. He possesses a natural aptitude beyond even his Intelligence towards scientific pursuits and devices. Doom receives a +10 bonus on all Craft and Knowledge checks.

Sorcery Doctor Doom is a highly accomplished sorcerer and may potentially be the next sorcerer Supreme after Stephen Strange. Doom can cast all of his magics as a standard action. He functions as a 15th level caster with a save of DC 33. He is able to use any energy type for his attack magics.

Known Magics – astral projection, chain lightingfireball, destructiondispel magic, globe of invulnerability, hold personiron body, plane shift, sphere of force.

Possessions

Many of Doctor Doom’s powers come from his costume’s technology.

Armor

Doctor Doom is surrounded in a suit of armor that completely protects his body from harm. The suit provides a +12 armor bonus to AC. The suit takes all damage dealt to Doom rather than his body . On a critical hit, Doom takes 5% of the total damage (after damage reduction) as vitality point damage.

The suit possesses 750 hit points. It possesses damage reduction 35/admantine, immunity to electricity, and energy resistance (all) 50.

If the suit is reduced to 50 hit points, it is severely damaged. All special quality and attack values are reduced in half. Doom begins taking 10% of the total damage (after damage reduction) as vitality point damage on regular hits and as wound point damage on critical hits.

If the suit is reduced to 0 hit points, it is completely destroyed and no longer provides any of its special qualities or attacks to Doom.

Doctor Doom’s armor is insulated against technophysics, EMPs, and other forms of interruption or control. The armor saves against any such assaults as Doom himself with a +10 bonus.

Electrical Field

None may touch Doctor Doom without his permission. Anyone who attempts to grapple Doom or make contact him for more then a brief moment is subject to a massive electrical shock which inflicts 30d6 electrical damage. His armor may generate the shock up to once every ten rounds.

Force Beams

The main armament of the the Doom armor is the force beams located within the palms. These incredibly versatile weapons have an effective range of 750 feet.

As an attack action that requires a ranged touch attack, Doom can fire a force beam that deals 17d6 force damage. As a full round attack, he can deal 27d6 force damage.

The force beam can also be used in a scatter shot pattern as a standard action. Doom can strike 3 targets within 300 feet, no two of which can be further than 50 feet apart. He makes one attack roll, which is applied against all of the targets’ Armor Classes. This attack deals 8d6 points of force damage to each target. As a full round action, Doom can make two scatter shot attacks.

As a standard action, Doctor Doom can change his force beams to instead inflict electrical, fire, or radiation damage.

Plasma Bolts

Doctor Doom’s gauntlets can generate high intensity plasma bursts upon command. His plasma bolts have an effective range of 500 feet.

As an attack action that requires a ranged touch attack, Doom can fire a plasma bolt that inflicts 8d8 fire and radiation damage.

As a full round action, Doom can use the plasma bolts in a scatter shot pattern. Doom can strike 4 targets within 250 feet, no two of which can be further than 50 feet apart. He makes one attack roll which is applied against all of the targets’ armor classes. This attack deals 5d8 fire and radiation damage to each target.

As an intense action, Doom can unleash a blast that deals 35d8 fire and radiation damage. Any creature taking damage from this attack must make a Fortitude save (DC = damage dealt) or be staggered for the round.

Agility Enhancement

Doctor Doom’s armor greatly enhance his reaction time while in the armor. He receives super speed level 3 while within. This includes the following benefits.

+3 speed bonus to AC, attack rolls, initiative, and Reflex saves.

+1 speed bonus to damage rolls.

Doom may make 3 swift actions in a round.

Doom reduces the amount of time to complete an action by 1 step, allowing him to take full round actions as standard actions.

Characters with less than Superspeed level 1 are considered flat-footed for the purposes of Doom’s attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.

When using the run action, Doom moves x10 his movement rate.

Combat Computer

Doctor Doom’s armor possesses a highly developed combat computer that helps target and active the multiple weapon systems contained within the suit. It also helps compensate for any outside assaults. Doom receives a +10 bonus on all attack rolls using his built-in weapon systems. He receives a +15 bonus on all Fortitude and Reflex saves, and a +10 bonus on initiative checks.

While within his armor, Doom is able to make use of the following feats as if he possessed them. Combat Reflexes, Fly-by Attack, Improved Precise Shot, Improved Rapid Shot, Point Blank Shot, and Power Attack.

Energy Absorption

Doom’s armor can absorb any energy directed at it or within the residual area. Doom can absorb up to 100 points of energy in a single round from any source as a free action. He can absorb all typed energy except acid, cold and sonic. He normally cannot absorb cosmic energy but can make an omni-gadget check to do so. He will automatically absorb any energy directed at him in the form of an attack though he can draw energy directly from constant sources (such as the Human Torch). Energy absorption applies prior to any energy resistance being applied. The energy Doom absorbs automatically replenishes any damage done directly to his armor.

Force Field

Doom can generate a force field from his armor as a immediate action. The shield can protect himself or appear as a sphere covering a 8 ft. radius around him. The shield absorbs all incoming attacks. It has 300 hit points which are replenished at a rate of 10 per round. The shield has damage reduction 25/- and energy resistance 50. While active Doom is unable to use any built-in weapon systems. If the shield loses all hit points it cannot be raised again until it fully regenerates.

Psychic Shielding

Doom’s armor possesses extensive psychic shields to protect him from magical and psychic assault. Doom receives a +10 bonus on all saves vs. magic and psionics.

Repair System

Doom’s armor has a self-repair system to constantly keep it up to speed during battle. Doom’s armor is considered to have fast healing 10.

Sensor Systems

Doom can see in all forms of vision up to twice his normal range of sight. He also receives no penalty on Spot checks up to the same range and triples the range of any Listen checks. Doom is considered to have Blindsight at all times when his sensor system is active. Doom receives a +20 bonus on all Listen and Spot checks. Doom can also detect mystical auras and high energy signatures. Consider Doom to be able to Detect Magic at will up to 100 miles, as well as any being capable of generating any energy type naturally.

Doom’s sensors can also detect magical energies as a Detect Magic effect at all times.

Strength Enhancers

Omni-Gadgets

The exo-skeleton within Doom’s armor provides Doom with a +30 enhancement bonus to Strength. His lifting capacity is aided even further, allowing him to lift 8 times the normal weight limit for his improved Strength score. Doom can deal lethal or nonlethal damage with his unarmed attacks while the suit is enhancing his Strength.

Doom is always prepared. In any situation Doom can make a Knowledge (technology) check (DC = CR of situation or enemy +15). If he succeeds, he has a new addition to his armor or a piece of equipment he is carrying that will allow him to deal with the situation presented to him.

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