Replacing Doctor Simian as team-leader;

 

Doctor Vermiis Scale
PL 10 (150 pp)

Abilities: Str 16/26, Dex 10, Con 16, Int 24, Wis 18, Cha 16 [34 pp]

Attack: Melee +4, +8 with ‘tentacles’, Ranged +4 [8 pp]
Defense: +4/+8 (+2 flat-footed) [8 pp]
Initiative +0
Damage: +3 hand-to-hand, +4 with horns, +9 with ‘battlesuit’ limbs
Saves: Toughness +4/+8 (4 Imp), Fort +6, Ref +0, Will +8 [7 pp]

Skills: Bluff 6 (+9), Climb 0 (+3), Computers 2 (+9), Concentration 2 (+6), Craft (artistic) 4 (+11), Craft (mechanical) 4 (+11), Craft (structural) 4 (+11), Craft (chemical) 4 (+11), Diplomacy 4 (+7), Disable Device 2 (+9), Disguise 0 (+3), Drive 1 (+1), Escape Artist 0 (+0), Gather Information 2 (+5), Handle Animal 0 (+3), Intimidate 0 (+3), Investigate 4 (+11), Knowledge (arcane lore) 4 (+11), Knowledge (history) 4 (+11), Knowledge (technology) 2 (+9), Knowledge (physical sciences) 4 (+11), Knowledge (earth sciences) 1 (+8), Knowledge (life sciences) 1 (+8), Knowledge (behavioral sciences) 2 (+9), Language (Saurian, Native), Medicine 2 (+6), Notice 2 (+6), Pilot 2 (+2), Profession 0 (+0), Ride 1 (+1), Search 2 (+9), Sense Motive 2 (+6), Stealth 0 (+0), Survival 0 (+4), Swim 0 (+3)
[17 pp, 68 ranks in skills]

Feats: Artificer, Assessment, Connected, Contacts, Diehard, Eidetic Memory, Fearless, Improvised Tools, Inventor, Master Plan, Ritualist, Second Chance (mind control), Trance
[13 pp]

Powers:
Racial 'powers' Container (Enhanced Str 4, Enhanced Con 2, Protection 1, Strike 1 (horns, Mighty), Innate) [10]

Immunity 1 (aging), [1]

Super-Senses 1 (Detect (magic, Ranged, Sense)) [3]

Magic 6 (Seize the Mind (Effect: Mind Control 6),
Alternate Power – Eyes that Peer Within (Effect: Telepathy 6),
Alternate Power – Clouding Eyes ( Obscure (visual) 6),
Alternate Power – Speak to the Soul ( Comprehend 2 (speak to and understand sentients, Affects Others, Area, Progression 3 (increased area, 100’ radius), Selective))
Alternate Power – Winged Eyes ( ESP (visual) 6),
Alternate Power – to Walk with Death ( Insubstantial 3 and Speed 1),
Alternate Power – the Gripping Hand ( Telekinesis 6),
Alternate Power – Oblivion’s Smile ( Emotion Control 6 (Area (cone), Fear Only)), [19]

Device 8 (bone ‘walker,’ hard to lose, Speed 2 (25 MPH), Super-Movement 1 (Wall-Crawling 1), Enhanced Strength 10, Super-Strength 1 (Heavy Load 1,600 lbs), Strike 1 (Accurate 2, Mighty, Extra Reach 2), Additional Limbs 3 (four tentacles, 1 tail, free Improved Grapple), Protection 4 (Impervious), Shield 4, Enhanced Feats 3 (Improved Pin, Blind-Fight, Chokehold, Feature 1 (only usable by mages)) [32]
[62 pp]

Abilities 32 + Atk/Def 16 + Saves 7 + Skills 17 + Feats 13 + Powers 65 = 150 pp

Dr. Scale is the ‘Serpent America’ version of Doctor Simian, and is the leader and ‘benevolent’ mentor of the Scales of Justice. He’s just over 200 years old, and has been raiding and pillaging archaeological sites for much of that time, ostensibly as an ‘explorer’ and ‘gentleman adventurer,’ but in actuality covertly acquiring an ever-expanding arsenal of mystical lore for his own use. He doesn’t remember the early days himself, but reads articles and wonders who this young enthusiastic and oh-so-innocent fellow is they are quoting, since he doesn’t recall ever being quite so wide-eyed.

In actuality, the dark forces he has meddled with have twisted him over the decades, and while he was once a brash young two-fisted adventurer, that lad is as dead as dreams, and only the calculating Dr. Scale remains.

He has gathered together the Scales of Justice simply to keep an eye on these potential rivals, and finds Hindbrain and Iron Dragon particularly worrisome. He prefers team-mates like Velociraptor and T-Wrecks, as they lack the mental acuity to truly apprehend the scope of his vision.

While a sorcerer (self-taught, he proudly claims) of some skill, his true power lies in his necromantically potent ‘walker.’ A polished ‘throne’ of bone and ebony with four obsidian-bladed ‘daggers’ as legs and a ‘tail’ of gleaming metal rising above it to hang over his head like a scorpion’s tail, this ageless artifact grips him tightly in it’s seat and moves at his command, the ‘legs’ of the ‘chair’ extending to become 15’ long tentacles, and ferrying him along, or lashing out at any who threaten him, with fantastic speed and accuracy. The ‘walker’ can even scuttle up walls, or seize another and choke the life from him! The framework that settles around him while he’s ‘seated’ in the mechanism (he actual is stretched upright, and hangs from the contraption, while it is in motion) provides a level of protection, and the flailing limbs are quite effective at making him hard to strike, amidst the whirling chaos.

Doctor Scale appears as a humanoid triceratops, about 8 feet tall and weighing around 300 lbs. While he has the musculature and fearsome head-adornments associated with his species, he is not a physical combatant by any measure, the days of fisticuffs *long* behind him. He is typically dressed in martial arts-style robes in bright primary colors (green, red or blue with yellow borders, being his favorites), cut in overlapping angular swatches, and his outfits often have a prominent sash (wide, more like a cummerbund in size), and voluminous sleeves, into which are tucked various talismans, wands, elixirs and athame-like tools of his sorcerer’s trade. While his outfit often has a hood, it is a complicated process to mess with it, because of the horns, and he usually saves it for grand entrances.

He used to love dramatic cloaks, being a bit of a showboat at heart, but since acquiring his ‘walker,’ it’s been more trouble that it’s worth to wear one, around the whipping razor-edged flurry of limbs that start once the ‘walker’ gets moving. He’ll occasionally wear one to a public appearance, but not when he’s going into action. This may serve as a warning of his intentions later in the adventure, when he pointedly takes his cloak off, folds it up and puts it out of the way…

His supernatural influence over his team-mates is represented by elixirs and spells conducted through the use of his Artificer and Ritualist feats.