Name: Dr. Elizabeth Weir
Civilian Specialist Scientist 6 Diplomat 3 (Grade 4)
Init: +3 (+3 Class)
Defense: 17 (+7 Class)
Speed: 30 ft
Attack: +5 melee, +5 ranged
SQ: Brilliant +1, Improvise +3, Learned, Macro-Specialty (Knowledge (Politics), Profession (Diplomat) as class skills, May take 10 with Knowledge (Politics) and Profession (Diplomat), +3 bonus with education checks), PhD (Knowledge (Politics)), Professor, Research (World Traveler)
SV: Fort +5, Ref +3, Will +9
Abilities: Str: 10, Dex: 10, Con: 12, Int: 16, Wis: 16, Chr: 16
Skills: Appraise +6, Bluff +11 (18-20), Bureaucracy +7, Computers +5, Concentration +18 (18-20), Cultures +15 (19-20), Diplomacy +18 (18-20), Driver +5, First Aid +4 (19-20), Gather Information +6, Innuendo +10 (19-20), Intimidate +7/+10 (18-20), Knowledge (Politics) +25 (18-20), Languages +12 (19-20), Listen +5, Profession (Diplomat) +15, Search +8, Sense Motive +17 (19-20), Spot +8, Xeno-Languages +8
Feats: Advanced Skill Mastery (Persuasive), Advanced Skill Mastery (Scholarly), Armor Proficiency (light), Charmer, Field Operative, Hard Core, Persuasive, Political Favors, Scholarly, Weapon Group Proficiency (handgun, melee), World TravelerAttacks
Unarmed +4 1d3
Gear: SG Team Bundle, other bundles as needed (by mission).
Doctor Elizabeth Weir is an attractive and brilliant negotiator and the master of five languages. Weir was initially a critic of the government's spending on the military. Deciding that the best way to fight the establishment was to join it and change what she could from within, Weir worked behind the scenes for the U.S. government as a high level international negotiator.
When a new President was elected, Weir was offered command of the Stargate Program, effectively replacing General Hammond. Now, she has been given the opportunity to join the new team, a challenge she is reluctant to turn down.
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