About Doctor Flint-Bridge IIBorn 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 ---------------------------------------------------------------------------
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Biohacks (max. 4+1 prepared; INT mod + 1)
Envoy Improvisations
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Languages Akitonian, Common, Gnome, Halfing, Vesk
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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. |