Laurel

Lt. Gillian Shultz-Wu's page

46 posts. Alias of Edward Sobel.


Race

| SP 14/14 HP 16/16 | RP 2/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +3, SM: +3

Classes/Levels

| Speed 30ft | Mindlink - at will | Spells: 1st 3/3 | Active conditions: None.

Gender

Female NG Human Mercenary Mystic 2

About Lt. Gillian Shultz-Wu

Character stats:

Lt. Gillian (Gilly) Shultz-Wu
image
NG, Female, Human, (Tien)
Mercenary, Mystic 2
Archetype: None
Homeworld: Absalom Station
Init +1; Senses Perception +3

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DEFENSE
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EAC 12 (10 +1 armor, +1 Dex, +0 Misc)
KAC 13 (10 +2 armor, +1 Dex, +0 Misc)
CMD 21 (08 +KAC)
Second Skin Armor: Max Dex +5

Stamina points 14 (+7 / level)
Hit Points 16 (4 +6 / level)
Resolve Points 4 (+1 character level +3 Wis)

Fort +1, Ref +1, Will +6

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OFFENSE
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Spd 30 ft.

Melee
. . Baton, tactical +1 (1d4 B) (Crit: - / level: 1 / Special: Analog, Operative)

Ranged
. . Semi-auto pistol, tactical +2 (1d6 P) (Crit: - / level: 1 / range: 30’ / Special: Analog / Capacity/usage: 9/1)

Spells: (Caster level 2)
Spell Like Abilities: (at will) Mindlink
Level 0 (at will): Psychokinetic Hand, Stabilize, Telekinetic Projectile, Telepathic Message, Detect Affliction
Level 1 (0/3): Mystic Cure (1d8+3), Mind Thrust, Reflecting Armor, Life Bubble

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STATISTICS
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Key ability: Wis
Str 11 (+0) (10 +1 theme)
Dex 12 (+1) (10 +2 points)
Con 12 (+1) (10 +2 Points)
Int 12 (+1) (10 +2 points)
Wis 17 (+3) (10 +2 human +5 points)
Cha 14 (+2) (10 +4 points)

Base Atk +1; Melee attack +1; Ranged attack +2; Thrown Attack +0
Feats / Proficiencies
Light Armor, Basic melee weapons, small arms Proficiency
Skill Synergy (Computers, Life Science) Level 1
Medical Expert human bonus

Skills (skill points per level: 8)
ACROBATICS +1 (+0 ranks, +1 Dex +0 Misc, -0 ACP)
*ATHLETICS +4 (+1 ranks, +0 Str, +3 class, -0 ACP)
*BLUFF +2 (+0 ranks, +2 Cha)
*COMPUTERS +6 (+2 ranks, +1 Int, +3 class)
*CULTURE +6 (+2 ranks, +1 Int, +3 class)
*DIPLOMACY +7 (+2 ranks, +2 Cha, +3 class)
*DISGUISE +2 (+0 ranks, +2 Cha)
*INTIMIDATE +2 (+0 ranks, +2 Cha)
*LIFE SCIENCE +8 (+2 ranks, +1 Int, +3 class, +2 feat)
*MEDICINE +7 (+2 ranks, +1 Int, +3 class, +1 channel skill)
*MYSTICISM +9 (+2 ranks, +3 Wis, +3 class, +1 channel skill)
*PERCEPTION +3 (+0 ranks, +3 Wis, +0 class)
PHYSICAL SCIENCE +2 (+1 ranks, +1 Int)
PILOTING +1 (+0 ranks, +1 Dex)
*SENSE MOTIVE +3 (+0 ranks, +3 Wis)
STEALTH +1 (+0 ranks, +1 Dex, -0 ACP)
*SURVIVAL +8 (+2 ranks, +3 Wis, +3 class)
* = class skill

Languages: Common, Tien, Sarcesian, Akitonian, Vesk

Class / Theme Abilities
THEME KNOWLEDGE (1ST): You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.
CONNECTION: You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed. Connections you can choose from begin on page 85. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos.
– Connection: Healer
Your connection channels the life force of all things—as well as its counterpart, death. You’re an expert healer, but not necessarily a selfless one.
Associated Skills: Medicine and Mysticism
Spells: 1st—6th mystic cure; replaced by 1st— lesser remove condition, 2nd—remove condition, 3rd—remove affliction, 4th— restoration, 5th—greater remove condition
-- Healing Channel (Su) 1st Level
You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with
channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter
CHANNEL SKILL (SU): You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1-insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and
every 3 levels thereafter.
MINDLINK (SP): You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Gear (unencumbered: 5 / Encumbered 10 / Overburdened 11)
Second Skin Armor (250cr, Level 1, L {0.1})
-- Radiation Buffer (200cr, Level 1, - )
Semi-auto pistol, tactical (260cr, level 1, L {0.1})
Rounds, small arm (40cr, Level 1, L {0.1}, Qty 30)
Baton, tactical (90cr, Level 1, L {0.1))
Personal Comm Unit (7cr, Level 1, L {0.1})
Personal Comm Unit (upgrades joined with Computer) (637.5 total cost
-- Tier 2 Computer (275 credits to add to comm unit) Level 1 / Hack DC 22
-- Miniaturization 2 (50 credits, Bulk = L {0.1})
-- Hardened (125 Credits)
-- Security 1 (62.5 credits)
-- Self-Charging (25 credits)
-- Secure data (large) (Medical procedures) (100 credits)
-- Calculator (0 credits)
-- Flashlight (0 credits, (increases the light level one step in a 15-foot cone)
Basic Medkit (100cr, Level 1, Bulk = 1)
Medpatch (x4) (200cr, Level 1, L {0.4})
Serum of healing, mk 1 (x4) (200cr, Level 1, L {0.4})

Remaining Credits: 15.5
Total Bulk: 2.4

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TRACKED RESOURCES
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Rounds, small arm - 0/30
Medpatch – 0/4
Serum of healing, mk 1 – 0/4

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SPECIAL ABILITIES / ITEMS
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modified Personal Comm unit to include computer: Personal Comm unit, it has been modified to add a Tier 2 computer with modifications and upgrades as listed above.

Medical Expert: You are an expert at medical science and caring for the ill.
-- Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit.
-- Normal: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab.
-- Treat Deadly Wounds: You can use Medicine to restore Hit Points to a living, wounded creature. This takes 1 minute, and the DC is based on the medical equipment used. If you succeed at the check, you restore 1 Hit Point per level or CR of the creature you are treating. If you exceed the DC by 5 or more, you add your Intelligence modifier to the amount healed. A creature can receive this treatment only once every 24-hour period, unless it is delivered in a medical lab. Most medical labs allow you to treat a creature’s deadly wounds at least twice per day.
-- Long-Term Care: You can use Medicine to provide long-term care to a living, wounded creature. This can take a day or more, requires a medical lab or a medical bay on a starship, and has a DC of 30. If you succeed at the check, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at twice the normal rate. If you exceed the DC by 10 or more, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at three times the normal rate. You can tend as many as six patients at a time, attempting a check for each one each day to determine the rate of healing. You cannot take 20 on a Medicine check to provide long-term care.
Basic Medkit: The basic medkit has spray antiseptic, bandages, and handheld instruments designed to examine, explore, and treat common ailments. The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds.
Medpatch: A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10-circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.
Serum of Healing: This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature. (Mk1 – 1d8 HP)
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