Character Name Player Name Campaign
Elara Tydel (Playtest)   Playtest Campaign
Race Origins Class Level HD
Aturen Swamp, Preservationist Medic 8 d8

Strength
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10
0
Dexterity
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14
2
Constitution
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12
1
Intelligence
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13
1
Wisdom
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18
4
Charisma
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14
2
Skills
2 Acrobatics (DEX)
4 Animal Handling (WIS)
3 Athletics (STR)
4 Culture (WIS)
2 Deception (CHA)
1 Engineering (INT)
7 Insight (WIS)
2 Intimidation (CHA)
1 Investigation (INT)
10 Medicine (WIS)
4 Nature (INT)
7 Perception (WIS)
2 Performance (CHA)
5 Persuasion (CHA)
5 Pilot (DEX)
7 Science (WIS)
2 Sleight of Hand (DEX)
4 Stealth (WIS)
4 Survival (WIS)
Hit Points Determin.
61 5
Prof. Init. Moxie
3 4 2
Armor Class Speed
18
TL 2
6
Death Saves
Successes      
Failures      
Saves
1 Strength
6 Dexterity
2 Constitution
2 Intelligence
8 Wisdom
3 Charisma
Bulk
1 / 8
Proficiencies
  • Common Weapons
  • Light Armor
  • Longarms
  • Med Kit
  • Outbreak Kit
  • Shotguns
  • Sidearms
Attack Name To Hit Dmg Type Range (m) Cap Reload Special
Combat Knife (TL 2) +5 1d4+2 P - - - Finesse
M4-T Tranquilizer Rifle (TL 2) +5 Special P 200m / 1800m 60 1 action Extended Capacity, Laser/Reflex Sight, Scope, Tranquilizer (DC 15)
Sedatives +5 Special - - - Finesse, Sedatives (DC 17)
Sidearm (TL 2) +5 Special P 50m / 100m 15 1 action Pistol, Tranquilizer (DC 15)
Unarmed Strike +3 1 B - - -
               
Base Kit Equipment
  • 2 Shotgun Magazines (x1)
  • 2 Sidearm Magazines (x1)
  • 3 Uniforms (x1)
  • Climate Protection Clothing (x1)
  • Combat Knife (x1)
  • Combat Tent (x1)
  • Filtration/Radiation Mask (x1)
  • Flashlight (x1)
  • Med Kit (x1)
  • Med Kit, Personal (x1)
  • MREs (mission duration) (x1)
  • Multi-Tool (x1)
  • Personal Tactical Radio (x1)
  • * (x1)
  • Tactical Vest (x1)
  • M4-T Tranquilizer Rifle* (x1)
  • Water Purifier Canteen (x1)
Loadout
  • Climbing Kit (x1)
Notes
Features
  • [Racial Ability] Natural Resilience - An Aturen gains advantage on any saves against disease or poison.
  • [Racial Ability] Naturalist - Whenever you make a Science Check that involves an ecosystem and the creatures within, you add +TD to the check.
  • [Origin Feature] An Eye for Nature - You gain advantage on Intelligence and Wisdom Checks to identify the properties of plants.
  • [Origin Feature] Patient Hunter - You may use your Wisdom modifier instead of your Dexterity modifier when making Stealth skill checks.
  • [Class Feature] 1st Procedure (Sedatives) - Gain a Procedure feat
  • [Class Feature] 2nd Procedure (Controlled Simulants) - Gain a Procedure feat
  • [Class Feature] 3rd Procedure (Crash Training) - Gain a Procedure feat
  • [Class Feature] Ability Score Improvement (4th Level Medic) (DEX +1, CHA +1) - Increase your Intelligence or Wisdom by +2 or two ability scores of your choice by +1
  • [Class Feature] Equipment Kit (Medic) - Add Med Kit to base kit
  • [Class Feature] First Aid - Add proficiency bonus to amount healed when using a med kit. Can heal a wounded ally as an action.
  • [Class Feature] First Response - Add WIS mod to amount healed when using a med kit. Can heal a scuffed ally as an action.
  • [Class Feature] Man Down - Allies within 1m require one fewer death save to stabilize
  • [Class Feature] Physician Heal Thyself - Use a med kit on yourself as a bonus action
  • [Class Feature] Triage - Learn a character's current HP, total HP, and HD
  • [Class Feature] Unnoticed Field Medic - Attacks against you suffer disadvantage after using first aid
  • [Feat] Attack Specialist (Longarms) - Roll 2x damage dice with chosen weapon
  • [Feat] Battlefield Medicine - Heal STR, DEX, or CON damage when using a med kit.
  • [Feat] Controlled Simulants - Use a Med Kit to heal 1d4 levels of exhaustion. A character can only benefit from this once per long rest.
  • [Feat] Crash Training - DC 25 Medicine check can revive a character who's been dead for up to your Proficiency bonus in rounds.
  • [Feat] Exceptional Expertise (Medicine) - Double proficiency bonus for a single proficient skill.
  • [Feat] Sedatives - With a successful melee attack, target must pass a CON save DC 10 + your proficiency bonus + your WIS mod or suffer 1d6 levels of fatigue.
  • [Feat] Skill Proficiency (Pilot) - Gain one skill proficiency
  • [Feat] Story Feat: +2 to CON saves to avoid exhaustion from hot environments
  • [Feat] Story Feat: Atlantean Advantage - Gain advantage on reading the Atlantean language.
  • [Feat] Story Feat: Gratitude of the Asgard - At some point in the future, you may call upon an Asgard for a favor.
  • [Feat] Story Feat: Hero of Parva - Once per mission, you have advantage in a Charisma check with a Tok'ra NPC.
  • [Feat] Story Feat: Heroes of Season 1 (INT) - An ability score of your choice is increased by +1. No ability score can be raised above 20.
  • [Feat] Story Feat: Phoenix’s Blessing - +1 to all saving throws
  • [Feat] Tranquilizer Concoction - Increase CON save DC of tranquilizer weapons by proficiency bonus
  • [Feat] Unusual Approach (WIS, Science) - Substitute INT, WIS, or CHA mod when making a specific INT, WIS, or CHA skill check
  • [Feat] Weapon Proficiency (Longarms) - Gain weapon proficiency