Space Halfling

Doctor Flint-Bridge's page

213 posts. Alias of Jimbles the Mediocre.


Race

BH 2/3 : IB B/J/-/T/Y : TDW -/J/-/T/Y | Bottle Caps 1

Gender

Female halfling envoy 2 / biohacker 1 | SP 16/18 : HP 20/20 : RP 4/4 | EAC 13 : KAC 14 | F +5 : R +6 : W +5 | Init +2 : Perc +10 : SM +8 (+1d6) : Speed 30 |

About Doctor Flint-Bridge

Born in the Drift to a family of long-haul freighters and traders, little Lilly set foot on a dozen worlds under a dozen stars before she even learned to walk. Ever curious (and burdened with sticky fingers), she frequently found herself in hot water with the locals, which taught her the value of charm, wit, and bold-faced lies.

Frustrated with the limited opportunities available to the sixth child of a cargo freighter family, Lilly decided she would attend medical school. When her lack of academic credentials became an issue, she "acquired" the appropriate paperwork, and in short order the ambitious halfling was attending lectures at an esteemed Castrovelian university. By-in-large, Lilly succeeded in the challenging academic environment, but after four years of intensive study she grew impatient, and she signed up to take her final exams two years ahead of schedule. Faced with this impossible task, she took the only option she felt she had, concocting an elaborate scheme to obtain the test answers and cheat her way out. Unfortunately, her ruse was discovered and the intrepid halfling was summarily expelled.

Undaunted by this setback, "Doc Flint" grabbed her meager belongings and took to the Vast, where doctors are in short supply and people don't question credentials. Slowly building a reputation as a medic-for-hire with various mercenary groups, Doc Flint is finally heading back to the Pact Worlds in the hopes of securing more lucrative work.

Stat Block:
--------------------------------------------------------------------------- ---------------------------------------------
LILLITHBRYNE FLINT-BRIDGE
--------------------------------------------------------------------------- ---------------------------------------------
Female Battle Medic Envoy 2 / Biohacker 1
CN Small humanoid (halfing)
Init +2; Perception +10

--------------------------------------------------------------------------- ---------------------------------------------
DEFENSE
--------------------------------------------------------------------------- ---------------------------------------------
EAC 13; KAC 14
SP 18; HP 20; RP 4
Fort +5; Ref +6; Will +5; +2 vs. fear effects

--------------------------------------------------------------------------- ---------------------------------------------
OFFENSE
--------------------------------------------------------------------------- ---------------------------------------------
Speed 30 ft.
Melee standard syringe stick +4 (1d3-1 P; conceal, injection, operative) OR
... survival knife +3 (1d4 S; analog, operative)
Ranged liquidator casutolance +4 (1d6 A; injection; crit injection DC +2) OR
... needler pistol +4 (1d4 P; analog, injection; crit injection DC +2) OR
... azimuth laser pistol +3 (1d4 F; crit burn 1d4) OR
... frag grenade I +1 (explode [15 ft., 1d6 P, DC 12) OR
... stickybomb grenade I +1 (explode [10 ft., entangled 2d4 rounds, DC 12)
Biohacks (max. 3 prepared)
... specialty boosters (2 rounds): immunity to the bleeding condition
... specialty inhibitors (5 rounds): encumbered conditions & entangled condition (DC 13 Fort negates; mind-affecting, poison)
... basic boosters (2 rounds): +1 enhancement bonus to AC, +2 enhancement bonus to skill checks, +10-foot enhancement bonus to one movement type
... basic inhibitors (5 rounds): -2 penalty to AC, -5 penalty to DR, -5 penalty to one ER type
... minor boosters (at will): Medicine check to attempt first aid
... minor inhibitors (5 rounds, at will): -1 penalty to attack rolls
Envoy Improvisations get 'em, inspiring boost (7 SP)

--------------------------------------------------------------------------- ---------------------------------------------
STATISTICS
--------------------------------------------------------------------------- ---------------------------------------------
Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 15 (+2), Wis 10 (+0), Cha 16 (+3)
Skills Acrobatics +6, Athletics +3, Bluff +7, Computers +6, Culture +6, Diplomacy +7, Engineering +7, Intimidate +7, Life Science +9, Medicine +9, Perception +10, Physical Science +9, Sense Motive +8, Sleight of Hand +6, Stealth +8
Feats Great Fortitude, Weapon Focus (injection weapons)
Languages Akitonian, Common, Gnome, Halfing, Vesk
Other Abilities custom microlab (60 feet), expertise (1d6; Medicine, Sense Motive), field of study (pharmacology), injection expert, scientific method (studious), sneaky, theme knowledge
Combat Gear liquidator caustolance (2 batteries), needler pistol (30 darts), azimuth laser pistol (1 battery), frag grenades I (2), stickybomb grenades I (4), standard syringe stick, casual stationwear
Medical Gear basic medkit, 2 medpatches, brown nanite hypopen, 2 mk 1 serums of healing, tier 1 sal volatile (1 dose), tier 1 sedative (1 dose), turbocurarine (1 dose)
Other Gear engineering tool kit, laser drill, survival straw, standard hideaway limb (left arm), 500 UPBs, 1,158 credits

--------------------------------------------------------------------------- ---------------------------------------------
SPECIAL ABILITIES
--------------------------------------------------------------------------- ---------------------------------------------
Custom Microlab (Ex) Doctor Flint-Bridge's custom microlab counts as a basic medkit and a chemalyzer and may also be used to craft non-magical serums using Life Science or Physical Science instead of Mysticism. The microlab may also be used to make a special skill check to identify a creature as a move action using either Life Science (for living creatures) or Physical Science (for nonliving creatures); this check always treats the die roll as a 20. The microlab may be attuned to (3 + Int) creatures for a 24 hour period, Doctor Flint-Bridge may deliver biohacks to an attuned creature with ranged weapons without making an attack roll.
Expertise (Ex) As long as she has at least 1 Resolve Point remaining, Doctor Flint-Bridge can add her expertise die to Medicine and Sense Motive checks as an insight bonus.
Injection Expert (Ex) Doctor Flint-Bridge is proficient with all injection weapons and can deliver biohacks or other injection materials to allies without dealing damage.
Needler (Ex) Doctor Flint-Bridge can reload projectile weapons with the injection special weapon property as a swift action.
Sneaky (Ex) Halflings reduce the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for sniping by 10.
Theme Knowledge (Ex) When attempting a Life Science or Mysticism check to recall knowledge about a disease or poison, Doctor Flint-Bridge treats the DC as 5 lower than standard.