Space Halfling

Doctor Flint-Bridge II's page

320 posts. Alias of Janosian.


Race

BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

Gender

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30

About Doctor Flint-Bridge II

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 (LILLY) FLINT-BRIDGE
---------------------------------------------------------------------------
Female Battle Medic Envoy 3 / Biohacker 3
CN Small humanoid (halfing)
Init +3; Perception +15

---------------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------------
EAC 15; KAC 16
SP 42; HP 38; RP 7
Fort +8; Ref +8; Will +7; +2 vs. fear effects; +1 vs. poison and disease

---------------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------------
Speed 30 ft.
Melee standard syringe stick +8 (1d3-1+3 P; conceal, injection, operative) OR
... survival knife +7 (1d4-1+3 S; analog, operative)
Ranged liquidator casutolance +8 (1d6+3 A; injection; crit injection DC +2) OR
... Zoologist injector pistol +8 (1d8+3 P; injection; crit injection DC +2) OR
... needler pistol +8 (1d4+3 P; analog, injection; crit injection DC +2) OR
... azimuth laser pistol +7 (1d4+3 F; crit burn 1d4) OR
... frag grenade I +3 (explode [15 ft., 1d6 P, DC 12) OR
... stickybomb grenade I +3 (explode [10 ft., entangled 2d4 rounds, DC 12)

Biohacks (max. 4+1 prepared; INT mod + 1)
... specialty boosters (4 rounds): immunity to the bleeding condition
... specialty inhibitors (5 rounds): encumbered conditions & entangled condition (DC 15 Fort negates; mind-affecting, poison), Frightening Injection
... basic boosters (4 rounds): +1 enhancement bonus to AC -OR- +2 enhancement bonus to skill checks -OR- +10-foot enhancement bonus to one movement type
... basic inhibitors (5 rounds): -2 penalty to AC -OR -5 penalty to DR -OR- -5 penalty to one ER type, Frightening Injection
... minor boosters (at will): Medicine check to attempt first aid; attempt a Medicine check to treat drugs or poison, though on a successful check, the target gains a +4 bonus only on the next saving throw it attempts against the drug or poison, and that saving throw must occur within the next hour
... minor inhibitors (5 rounds, at will): -1 penalty to attack rolls, Frightening Injection

Envoy Improvisations
... get 'em: As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.
... inspiring boost (10 SP at Envoy level 3): As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

---------------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------------
Str 9 (-1), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 10 (+0), Cha 18 (+4)
Expertise Die 1d6
Skills
Acrobatics +12
Athletics +1
Bluff +10
Computers +10
Culture +10
Diplomacy +10
Disguise +4 (untrained)
Engineering +12
Intimidate +10
Life Science +15
Medicine +15 + expertise
Mysticism x
Perception +15
Physical Science +15
Piloting +3
Profession x
Sense Motive +13 + expertise
Sleight of Hand x
Stealth +14
Survival +0
Feats Greater Fortitude, Scurry, Frightening Injection, Weapon Specialization (Basic Melee, Small Arms, Grenades (Envoy+Biohacker), all Injection weapons (Biohacker))

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, business 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 (2 doses), 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.

Expertise Talent (Ex) Inspired Medic When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Exposure Immunity (theme) Because of your time spent administering long-term care to infirm and quarantined patients, your immune system has been greatly boosted. While these repeated exposures have raised concerns about your health in the past, you have rebounded from them stronger and healthier than ever. You gain a +1 bonus to Fortitude saving throws against poisons and diseases.

Frightening Injection (feat) You accompany your injections with a promise of terrible effects that shakes your target’s resolve. As a move action when you successfully inject a creature with a substance (including a biohacker’s biohack) using a weapon that has the injection special property, you can attempt an Intimidate check to demoralize that creature before the end of your turn. A creature can be affected by this ability only once per day.

Injection Expert (Ex) You are proficient with weapons with the injection weapon special property, as long as the weapon has not gained that weapon special property through a weapon fusion, spell, class feature, or similar ability or effect. At 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2, and at 18th level it increases to +3. When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack.

Miracle Worker (class) Possible permutations and offshoots of your formulas constantly run through your mind. Once per day, you can alter one of your biohacks to work in a different way, determined by your scientific method. You can do this one additional time per day at 9th level and at 15th level. If you are a studious biohacker, you can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal.

Scurry (Feat) Your small size affords you superior tactical positioning. (Prerequisites: Racial bonus to Dexterity, size Small.) You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so.

Sneaky (Ex) Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for sniping by 10.

Sure-footed (Ex) Halflings receive a +2 racial bonus to Acrobatics and Athletics skill checks.

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.