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Elara Tydel (Playtest)

By EinherjarLucian
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  • Rank 8
  • Mission Points 56
  • Race Aturen
  • Class Medic
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Elara is a young medic hailing from House Tydel. She has recently joined the Phoenix Program, and is excited to use her skills to aid those in need across the vast galaxy.

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Elara Tydel

Medium Humanoid (Aturen female), Medic 7 (45 MP Earned, 1 Available, 24 Spent)

Armor Class. 18 (Tactical Vest)

Hit Points. 55 (7d8 + 17)

Determination. 5

Speed. 6m.

Initiative. +4, Moxie +2, Proficiency Bonus +3.

Abilities. Strength 10 (0), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 18 (+4), Charisma 14 (+2).

Saving Throws. Dexterity +5, Wisdom +7. Elara gains advantage on any saving throws against disease or poison and adds her proficiency bonus to Constitution saving throws against such effects.  Elara has a +2 bonus to Constitution saving throws in hot environments.

Skills. Athletics +3, Insight +7, Medicine +10, Nature +4, Perception +7, Persuasion +5, Science +7, Stealth +4 (Patient Hunter).

Senses. Perception 17, Insight 17, Investigation 11, Stealth 14.

Languages. Aturen (Native), Nox, English. Advantage on Culture checks to interpret Ancient.

Proficiencies. Light Armor, Common Weapons, Sidearms, Longarms, Shotguns, Med Kit, Outbreak Kit, Research Kit. Elara carries a Med Kit as part of her base kit.

Purchased Feats. Exceptional Expertise (Medicine, 9MP); Tranquilizer Concoction (5MP); Weapon Proficiency (Longarms, 3MP); Unusual Approach (WIS, Science, 7MP).

Procedures. Sedatives (Medic 1), Controlled Stimulants (Medic 3), Crash Training (Medic 5).

Features & Traits

Aturen Naturalist. Whenever you make an Intelligence (Science) check that involves an ecosystem and the creatures within, you add +TD to the check.

Swamp Origin - Patient Hunter. You may use your Wisdom modifier instead of your Dexterity modifier when making Stealth skill checks.

Preservationist Origin - An Eye for Nature. You gain advantage on Intelligence and Wisdom checks to identify the properties of plants.

Medic - First Aid. Your extensive training in field medicine allows you to rapidly provide aid to a wounded team member. When you use a med kit to heal, you add your Proficiency bonus to the healed amount. In addition, you may use a med kit to heal a wounded team member as an action (rather than during a short rest). Med kits cannot heal the target again until after a short rest.

Medic - Triage. You can observe a character's current physical condition as a bonus action with a DC 20 Medicine check. If successful, you learn the character's current and total HP as well as their total hit dice. You suffer disadvantage against a target if you are unfamiliar with its biology.

Medic - Unnoticed Field Medic. When you heal a team member using first aid, attacks against you suffer disadvantage until your next turn.

Medic - Man Down. While you are conscious and within 1m of a dying team member, they require one fewer death saves to stabilize.

Medic - Physician Heal Thyself. You may use a med kit on yourself as a bonus action.

Medic - First Response. You may add your wisdom modifier to the damage you heal with a med kit. In addition, you may use a med kit to heal a scuffed team member as an action (rather than during short rests).

Procedure - Controlled Stimulants. As an action, you may use your med kit to head 1d4 levels of exhaustion. A character may not benefit from this ability again until they have taken a long rest.

Procedure - Crash Training. You may use a Med Kit to revive a character who has been dead for a number of rounds up to your Proficiency bonus with a successful DC 25 Medicine check. You may attempt this check once per round.

Feat - Exceptional Expertise (Medicine). You double your proficiency bonus when making a Skill check with the selected skill.

Feat - Tranquilizer Concoction. You add your proficiency bonus to the Constitution saving throw DC of your tranquilizer weapons.

Feat - Unusual Approach (WIS, Science). You use the selected ability modifier when making a Skill check with the selected skill.

Feat - Weapon Proficiency (Longarms). You gain proficiency with the selected weapon.

Feat - Battlefield Medicine. When you use a Med Kit to heal a target during a rest, they also heal 1 point of Strength, Dexterity, or Constitution damage in addition to the HP damage healed. A character may not benefit from this ability again until after a long rest.

Actions

Procedure - Sedatives. Melee Weapon Attack. Hit +5. Effect 1d6 fatigue (DC 17 Constitution Save). Finesse A target brought to 6 levels of fatigue with this ability is unconscious instead of dead.

Tranquilizer Pistol (TL2 Sidearm). Ranged Weapon Attack. Hit +5, Effect 1d3 exhaustion (DC 15 Con Save). Range 50m/100m. Capacity 15. Reload 1 action. Pistol. Tranquilizer. Included in Base Kit.

M4-T Tranquilizer Rifle (TL2 Longarm). Ranged Weapon Attack. Hit +5, Effect 1d3 exhaustion (DC 15 Con Save). Range 200m/1800m. Capacity 60. Reload 1 action. Extended Capacity, Laser/Reflex Sight, Scope. Tranquilizer.

Med Kit. As an action or during a short rest, heal one scuffed target creature 2d4+7, heal one wounded target creature 2d8+7, or heal 1d4 levels of exhaustion from one target creature. Additionally, you can use a Med Kit to revive a character who has been dead a number of rounds up to your Proficiency bonus with a successful DC 25 Medicine check. You may attempt this check as an action once per round.

Armor. TL2 Tactical Vest (AC 16 + Dex(2)). Bulk Capacity 8. Kevlar.

Base Kit. Tactical Vest, 3 uniforms, MREs for mission duration, TL2 Combat Knife, TACCOM, Flashlight, Water Purifier Canteen, Filtration/Radiation Mask, Multi-tool kit, Personal First Aid Kit, Extended Climate Protection Clothing, Combat Tent, Tranquilizer Pistol (replaces Beretta M9 Sidearm), Med Kit.

Additional Gear. None.



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