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Elara Tydel

By EinherjarLucian
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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 (28 MP Earned, 1 Available, 0 Spent)

Armor Class. 18 (Tactical Vest)

Hit Points. 55 (7d8 + 15)

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 +3, Wisdom +6. Elara gains advantage on any saving throws against disease or poison and adds her proficiency bonus to Constitution saving throws against such effects.

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

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

Languages. Aturen (Native), Nox, English

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

Feats. First Aid (Medic 1 - 0MP); Triage (Medic 2 - 0MP); Unnoticed Field Medic (Medic 2 - 0MP).

Procedures. Sedatives (Medic 1).

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.

Actions

Procedure - Sedatives. Melee Weapon Attack. Hit +3. Effect 1d6 fatigue (DC 17 Constitution Save). A target brought to 6 levels of fatigue with this ability is unconscious instead of dead.

Tranquilizer Pistol (TL2 Sidearm). Ranged Weapon Attack. Hit +4, Effect 1d3 exhaustion (DC 13 Con Save). Range 50m. Capacity 15. Reload 1 action. Pistol. Tranquilizer. Included in Base Kit.

Armor. TL2 Tactical Vest (AC 18). 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.


Items

  1. +1 Armory

  2. +1 Ash Archive

  3. +1 Firing Range

  4. +1 Gym

  5. +1 Medical Bay

  6. +1 Motorpool

  7. +1 Rec Hall

  8. +1 Research Facility

  9. +2 to CON saves to avoid exhaustion from hot environments

  10. Asgard Defensive Drone Unlock

  11. Atlantean Advantage

  12. Claymore Mine

  13. Climate Protection Clothing

  14. Ecology: Tool Proficiency Unlock

  15. Generator, Naquadah

  16. Gratitude of the Asgard

  17. Healing Device

  18. Hero of Parva Unlock

  19. Heroes of Season 1 Unlock

  20. Jack IOU

  21. Jaffa Dagger +1

  22. Mimetic Imaging Device

  23. Minos Race Unlock

  24. Phoenix's Blessing Unlock

  25. Ring Transporter Device


Episode Runs

    • Episode Number: 1.13
    • Tier: 1
    • Success
    • Episode Number: 1.12
    • Tier: 1
    • Success
    • Episode Number: 1.11
    • Tier: 1
    • Success
    • Episode Number: 1.10
    • Tier: 1
    • Success
    • Episode Number: 1.00
    • Tier: 1
    • Success
    • Episode Number: 1.09
    • Tier: 1
    • Success
    • Episode Number: 1.07
    • Tier: 1
    • Success
    • Episode Number: 1.08
    • Tier: 1
    • Success
    • Episode Number: 1.04
    • Tier: 1
    • Success
    • Episode Number: 1.06
    • Tier: 1
    • Success
    • Episode Number: 1.05
    • Tier: 1
    • Success
    • Episode Number: 0.05
    • Tier: 1
    • Success
    • Episode Number: 0.04
    • Tier: 1
    • Success
    • Episode Number: 0.03
    • Tier: 1
    • Success
    • Episode Number: 0.02
    • Tier: 1
    • Success
    • Episode Number: 1.02
    • Tier: 1-4
    • Success
    • Episode Number: 0.01
    • Tier: 1
    • Success
    • Episode Number: 1.03
    • Tier: 1
    • Success
    • Episode Number: 1.01
    • Tier: 1-4
    • Success
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