Aredil Sultur

Leopold "The Doctor" Fix's page

43 posts. Organized Play character for Frozen Frost.


Race

HP 22/22, AC 18 (w Dermal Plating raised), Fort* +5, Ref* +7, Will** +10, Perc* +8,

Classes/Levels

Stealth* +7 | Speed 25 ft. | Exploration Activity Search | Active Conditions | Tracker | ◆◇↺

Gender

Male Urbanite Human Healing Mystic 2 | Doctor |

About Leopold "The Doctor" Fix

HP 22/22, AC 18 (w Dermal Plating raised), Fort* +5, Ref* +7, Will** +10, Perc* +8,

Stealth* +7 | Speed 25 ft. | Exploration Activity Search | Active Conditions | Tracker | ◆◇↺

Male Urbanite Human Healing Mystic 2 | Doctor |

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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
Form Mystic Bond with allies for 10 minutes.

Active Conditions: ---
Vitality Network: 14/14 HP

[] Focus Spells: Infusion
[][][][] Spells (Rank 1): Heal, Wisp Ally, Spirit Link, Summon Undead
Cantrips: Stabilize, Analyze Target, Guidance, Prestidigation, Scan Environment

Worn Weapons: Tactical Pulsecaster Pistol, Commercial Zero Knife
Worn Armor: Second Skin Armor Upgrade (0/0): ---
Augmentations (0/4): Dermal Plating () [fr Adapted Augmentations], Prosthetic Limb (), Autorecognition Lens (), Hearing Aid ()
Worn Items: Medkit, Sunshades, Comm Unit w Data Chip
Stowed Items (in Briefcase): Hygiene Kit

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EXPLORATION
Default Exploration Activity: Search

Saving Throws
[dice=Fortitude (T)]1d20+5[/dice]
[dice=Reflex (T)]1d20+7[/dice]
[dice=Will (E)]1d20+10[/dice]
[dice=Perception (T)]1d20+8[/dice]

Skills
[dice=Acrobatics (T)]1d20+7[/dice]
[dice=Arcana (U)]1d20+1[/dice]
[dice=Athletics (U)]1d20+0[/dice]
[dice=Crafting (T)]1d20+5[/dice]
[dice=Computers (U)]1d20+1[/dice]
[dice=Deception (U)]1d20+0[/dice]
[dice=Diplomacy (U)]1d20+0[/dice]
[dice=Intimidation (U)]1d20+0[/dice]
[dice=Medicine (T)]1d20+8[/dice] - Battle Medicine
[dice=Nature (T)]1d20+8[/dice]
[dice=Occultism (U)]1d20+1[/dice]
[dice=Performance (U)]1d20+0[/dice]
[dice=Piloting (T)]1d20+7[/dice]
[dice=Religion (U)]1d20+4[/dice]
[dice=Society (T)]1d20+5[/dice]
[dice=Stealth (T)]1d20+7[/dice]
[dice=Survival (U)]1d20+4[/dice]
[dice=Thievery (U)]1d20+3[/dice]
[dice=Life Science Lore (T)]1d20+5[/dice]
[dice=Eye of Absalom Station Lore (T)]1d20+5[/dice] - Urbanite Human
◆ Recall Knowledge (list of skills with modifiers)

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ENCOUNTER

Offense
◆ Strike
[dice=Commercial Zero Knife, Agile, Powered]1d20+7[/dice]
[dice=Damage]1d4[/dice] cold damage

◆ Strike
[dice=Tactical Pulsecaster Pistol]1d20+8[/dice]
[dice=Damage]1d6[/dice] non-lethal electricity damage

Defense
◆ Raise a Shield (fr Dermal Plating), +1 circumstance bonus to AC
↺ Shield Block, Hardness 5

Support
◆◆ Spirit Link (Rank 1), target regains 2 HP while Fix loses same HP each turn until full

◆ Infusion (Rank 1), [dice]1d6[/dice] HP to bonded target, then immune for 10 min
◆◆ Infusion (Rank 1), [dice]1d6+6[/dice] HP to bonded target, then immune for 10 min
◆◆◆ Infusion (Rank 1), [dice]1d6[/dice] HP to all bonded targets in 30-ft emanation, then immune for 10 min

◆ Transfer Vitality, x HP to target
Healing Connection: [dice=Medicine to Counteract Affliction/Condition]1d20+8[/dice] vs Blinded, Clumsy, Dazzled, Deafened, Enfeebled, Sickened
Current Vitality Network: 14-x/14 HP (+4 HP per round)

◆ Battle Medicine
[dice=Battle Medicine]1d20+8[/dice]
[dice=Trained Healing]2d8[/dice] HP to target

◆ Heal (Rank 1), [dice]1d8[/dice] HP to living target, or DC 17 basic Fortitude save vs undead target
◆◆ Heal (Rank 1), [dice]1d8+8[/dice] HP to living target, or DC 17 basic Fortitude save vs undead target
◆◆◆ Heal (Rank 1), [dice]1d8[/dice] HP to living targets in 30-ft emanation, or DC 17 basic Fortitude save vs undead targets in 30-ft emanation

◆◆ Stabilize, target loses Dying condition, remains Unconcious

◆ Guidance, +1 status bonus to attack roll, skill check, Perception check, or saving throw, then immune for 1 hour.

↺ Bond Boost – Trigger: bonded ally within 20 ft about to roll saving throw. Ally gains +1 status bonus to the triggering saving throw (success vs vitality or void effect becomes critical success instead)

Out of Combat
◆◆ Analyze Target, +1 status bonus to Treat Wounds
[dice=Medicine to Treat Wounds]1d20+8+1[/dice]
[dice=Trained Healing]2d8 or 4d8[/dice] HP to target

Others
◆ Prestidigation
> Cook - Cool, warm, or flavor 1 pound of nonliving material.
> Lift - Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
> Make - Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or locus or cost for a spell.
> Tidy - Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object at 1 minute per Bulk.

Scan Environment

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DOWNTIME
Downtime: [dice=DC 14 Life Science Lore to Earn Income (T)]1d20+5[/dice]

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Leopold Fix is not a man who believes in coincidence: only in cause, effect, and the calculations that connect them. As the Director of the Silverline Institute in the Eye of Absalom Station, he built a reputation as one of the most formidable minds in cybernetics and biotechnology, reshaping the fragile limitations of the organic body into something stronger, sharper, and infinitely more efficient.

His current augmentations are not vanity, but proof. Each component represents a lesson learned, a flaw corrected. The prosthetic arm, in particular, stands as a silent question none dare ask, the result of an accident that no record describes and which Fix never acknowledges. To colleagues, he is brilliant but unbearable: calculated to the point of coldness, confident to the edge of arrogance. To subordinates, he is The Doctor — a title that carries both respect and unease. When he speaks, his tone is precise, dissecting ideas as though they were living specimens.

Yet something changed.

Amid the equations and surgical tables, Fix encountered something that refused to be quantified: the spark that animates life itself. It began as a theory, a persistent pattern he could not explain through science alone. Then came the dreams — circuitry entwined with light, flesh humming with unseen energy. And when one of his patients, clinically beyond saving, rose from the table whole and breathing under his hands, Fix understood: there are systems even he cannot model.

Now he calls that force “mysticism,” though he speaks the word like it’s a clinical diagnosis rather than faith. His healing is deliberate, measured, and unsettlingly effective. Where others pray, he calculates. Where others channel divine will, he channels intent.

The Starfinder Society caught his interest not through idealism but data. To Fix, exploration is research: a chance to observe alien physiologies, test metaphysical patterns, and perhaps locate the source of the force he once dismissed as superstition. His alliance with them is pragmatic, not passionate. But beneath his cold logic lies curiosity, that rarest flaw of a perfect mind.

“Miracles,” he once said, adjusting minutely the shades over his eye, “are merely phenomena we haven’t measured yet.”

And so The Doctor continues his work — part surgeon, part scientist, part mystic — seeking not salvation, but understanding.

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SFS INFORMATION:
SFS Org Play #: 2403787-2703

Chronicles & Boons
Level 1
001 S01-04 The Great Absalom Relay (GM)
002 S01-03 Disaster at Dreamlink Labs (GM)
003 S01-02 Mystery of the Frozen Moon

Level 2

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CHARACTER INFORMATION
Character Name: Leopold “The Doctor” Fix

Ancestry: Human
Heritage: Urbanite Human
Ethnicity: ---
Home World: Absalom Station
Languages: Common
Background: Doctor
Class: Mystic
Sub-Class: Healing
Level: 2

Age: 25
Size: Medium
Reach: 5 ft
Organization Membership: ---
Deities & Philosophies: ---
Phanteons: ---
Edicts & Anathemas: ---

STATS & SKILLS (* indicates Proficiency Level)
STR +0, DEX +3, CON +1, INT +1, WIS +4, CHA +0
HP 22
AC 18 w Second Skin
Fortitude* +5
Reflex* +7
Will** +10
Perception* +8

Acrobatics* +7
Arcana +1
Athletics +0
Computers* +5
Crafting +1
Deception +0
Diplomacy +0
Intimidation +0
Medicine* +8 – Battle Medicine
Nature* +8
Occultism +1
Performance +0
Piloting* +7
Religion +4
Society* +5
Stealth* +7
Survival +4
Thievery +3
Life Science Lore* +5
Eye of Absalom Station Lore* +5

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OFFENSE & DEFENSE
Melee Commercial Zero Knife +7 (agile, finesse, power, tech, versatile P) Damage 1d4 P/cold damage
Ranged Tactical Pulsecaster Pistol +8 (nonlethal, tech) Damage 1d6 E damage
Armor Second Skin (comfort, flexible, tech) AC Bonus 1 Dex Cap 4 Strength +0 Upgrades (0/0) ---
Augmentations (0/4) Commercial Dermal Plating (fr Adapted Augmentations), Hearing Aid (), Prosthetic Limb (), Autorecognition Lens ()
Shield Raise a Shield from Dermal Plating AC Bonus (when raised) 1
Others ↺ Shield Block Hardness 5 HP(BT) 0(0)

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SPELLS (^ denotes Signature Spells)
Tradition Divine
Spell DC 18
Spell Attack +8

Focus Spells []
Infusion

Spells (Rank 1) [][][][]
Heal (mystic spell)
Wisp Ally
Spirit Link
Summon Undead

Cantrips (Rank 1)
Stabilize (mystic cantrip)
Analyze Target
Guidance
Prestidigitation
Scan Environment

Spell Repertoire:
Tradition: Divine

Known Cantrips: Stabilize, Analyze Target, Guidance, Prestidigitation, Scan Environment
Known Spells
> Rank 1: Heal, Wisp Ally, Summon Undead, Spirit Link

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GEARS & ITEMS
Worn Weapons: Commercial Zero Knife, Tactical Pulsecaster Pistol
Worn Armor: Second Skin
Upgrades (0/0): ---
Worn Shields: Shield fr Dermal Plating
Augmentations (0/4): Dermal Plating () [fr Adapted Augmentations], Prosthetic Limb (), Autorecognition Lens (), Hearing Aid ()
Invested Items (0/10): ---
Worn Items: Medkit, Sunshades, Comm Unit w Data Chip
Stowed Items (in Briefcase): Hygiene Kit
Others: ---
Current Bulk: 2.0 (Encumbered >6.0, Maximum 11.0)
Wealth: 95 CR, 0 UPB

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FEATS & ABILITIES
Level 1
Ancestry Feature ---
Heritage Feature Urbanite Human – You have grown up in a big city and are accustomed to the press and pull of the largest crowds, the electric buzz and tangle of streets, or the dense nature of vertical living on a station or megaplex. You ignore difficult terrain from crowds and lesser cover from crowds. You become trained in a Lore skill for one specific city of your choice.
Ancestry Feat Adapted Augmentations – You embrace ultimate adaptation by integrating cutting-edge augmentations into your body. Choose one common augmentation with an item level of 1 or less. You begin with this augmentation already installed in your body (you don't need to pay the credits to purchase this starting augmentation). This augmentation doesn't count toward your implant limit.

Background Feature ---
Background Skill Feat Battle Medicine (general, healing, manipulate, skill) – Prerequisites trained in Medicine. Requirements You’re holding or wearing a medkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Class Feature Connection – All mystics have a supernatural connection with a cosmic force that grants magical powers. The exact nature of your connection can vary widely—you might worship a god or pantheon, embody a metaphysical concept, become a conduit for nature's wrath, or something else. Even mystics who share the same connection might interpret the source of their powers differently. At 1st level, choose your connection. Your chosen connection determines the type of spells you cast and the spell tradition you choose spells from, your additional trained skill, the epiphanies you learn, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network. > Healing – You're connected to the fount of vitality and void energy that flows through all living things on every planet. You weave these energies into spells that heal your allies and harm your enemies. > Tradition Divine; Connection Skill Medicine; Connection Spells cantrip: stabilize; 1st: heal; 2nd: false vitality; 3rd: entropy strike; 4th: genetic regeneration; 5th: breath of life; 6th: vampiric exsanguination; 7th: execute; 8th: moment of renewal; 9th: massacre > Harmony (Healing Connection) – When you Transfer Vitality, attempt to counteract one affliction affecting the target, or attempt to counteract one effect of your choice imposing one of the following conditions on the target: blinded, clumsy, dazzled, deafened, enfeebled, sickened. > Perfect Harmony (Healing Connection) – Add doomed, drained, paralyzed, and stunned to the list of conditions you can counteract with your harmony. In addition, if you didn't counteract the effect, but you would've if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed.
Class Feature Initial Epiphany – You discover the basic truth of your connection. You learn your chosen connection's initial epiphany spell. Epiphany spells are a type of focus spell. > Epiphany Spells initial: infusion; advanced: vitality nova; greater: vital rebirth
Class Feature Mystic Bond – You form a bond between yourself and others, most typically your closest companions. Forming bonds is different for every mystic but always involves using a 10-minute activity related to the mystic's connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don't count toward the 10-creature limit. You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they're conscious, unconscious, dying, or dead. This ability doesn't work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies.
Class Feature Vitality Network – Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing. Life-and-death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you're master in spell DC, it regains 6 Hit Points instead; if you're legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points. > ◆ Transfer Vitality (concentrate, healing, mystic) – You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait. The amount you can transfer increases by 10 at 5th, 10th, 15th and 20th level.

Level 2
Class Feat ↺ Bond Boost – Trigger A bonded ally within 20 feet is about to roll a saving throw. You channel a surge of energy through your bond, shielding your ally’s body and mind. Your ally gains a +1 status bonus to the triggering saving throw. If they roll a success on the saving throw against a vitality or void effect, they get a critical success instead.
General Feat Skill Training - Prerequisites Intelligence +1. You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in each time. > Piloting

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