Aredil Sultur

Leopold "The Doctor" Fix's page

1 post. Organized Play character for Frozen Frost.


Race

HP 15/15, AC 17, Fort* +4, Ref* +6, Will** +9, Perc* +7,

Classes/Levels

Stealth* +6 | Speed 25 ft. | Exploration Activity Search | Active Conditions | Tracker | ◆◇↺

Gender

Male Urbanite Human Healing Mystic 1 | Doctor |

About Leopold "The Doctor" Fix

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

Active Conditions: ---
Vitality Network: 10/10 HP

[] Focus Spells: Infusion
[][][] Spells (Rank 1): Heal, Enhance Weapon, Spirit Link
Cantrips: Stabilize, Analyze Target, Guidance, Prestidigation, Scan Environment

Worn Weapons: Pulsecaster Pistol, 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+4[/dice]
[dice=Reflex (T)]1d20+6[/dice]
[dice=Will (E)]1d20+9[/dice]
[dice=Perception (T)]1d20+7[/dice]

Skills
[dice=Acrobatics (T)]1d20+6[/dice]
[dice=Arcana (U)]1d20+1[/dice]
[dice=Athletics (U)]1d20+0[/dice]
[dice=Crafting (T)]1d20+4[/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+7[/dice] w Battle Medicine
[dice=Nature (T)]1d20+7[/dice]
[dice=Occultism (U)]1d20+1[/dice]
[dice=Performance (U)]1d20+0[/dice]
[dice=Piloting (U)]1d20+3[/dice]
[dice=Religion (U)]1d20+4[/dice]
[dice=Society (T)]1d20+4[/dice]
[dice=Stealth (T)]1d20+6[/dice]
[dice=Survival (U)]1d20+4[/dice]
[dice=Thievery (U)]1d20+3[/dice]
[dice=Life Science Lore (T)]1d20+4[/dice]
[dice=Eye of Absalom Station Lore (T)]1d20+4[/dice] w Urbanite Human
◆ Recall Knowledge (list of skills with modifiers)

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ENCOUNTER

Offense
◆ Strike
[dice=Zero Knife, Agile, Powered]1d20+6[/dice]
[dice=Damage]1d4[/dice] cold damage

◆ Strike
[dice=Pulsecaster Pistol]1d20+6[/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+7[/dice] vs Blinded, Clumsy, Dazzled, Deafened, Enfeebled, Sickened
Current Vitality Network: 10-x/10 HP (+4 HP per round)

◆ Battle Medicine
[dice=Battle Medicine]1d20+7[/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.

Out of Combat
◆◆ Analyze Target, +1 status bonus to Treat Wounds
[dice=Medicine to Treat Wounds]1d20+7+1[/dice]
[dice=Trained Healing]2d8 or 4d8[/dice] HP to target

Others
◆◆ Enhance Weapon (touch), commercial or tactical weapon becomes advanced weapon

◆ 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+4[/dice]

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Leopold “The Doctor” Fix is a renowned doctor in the Eye of Absalom Station.

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SFS INFORMATION:
SFS Org Play #: 2403787-2703

Chronicles & Boons
Level 1
001 X

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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: 1

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 15
AC 17 w Second Skin
Fortitude* +4
Reflex* +6
Will** +9
Perception* +3

Acrobatics* +6
Arcana +1
Athletics +0
Computers* +4
Crafting +1
Deception +0
Diplomacy +0
Intimidation +0
Medicine* +7 – Battle Medicine
Nature* +7
Occultism +1
Performance +0
Piloting +3
Religion +4
Society* +7
Stealth* +6
Survival +4
Thievery +3
Life Science Lore* +4
Eye of Absalom Station Lore* +4

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OFFENSE & DEFENSE
Melee Zero Knife +6 (agile, finesse, power, tech, versatile P) Damage 1d4 P/cold damage
Ranged Pulsecaster Pistol +6 (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 17
Spell Attack +7

Focus Spells []
Infusion

Spells (Rank 1) [][][]
Heal
Enhance Weapon
Spirit Link

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

Spell Repertoire:
Tradition: Divine

Known Cantrips: Stabilize, Analyze Target, Guidance, Prestidigitation, Scan Environment
Known Spells
> Rank 1: Heal, Enhance Weapon, Spirit Link

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GEARS & ITEMS
Worn Weapons: Zero Knife, 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: 9 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.

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20251004