Numerian Archeologist - You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
Prehensile Whip – You can use a whip as if it were a rope with a grappling hook on the end. Attaching your whip is a Standard Action, but detaching it is a Full-Round.
Fort: +1 Ref: +4 Will: +2
Disable Device: +3 (+1 w/ No Tools)
Escape Artist: +2
Knowledge (Arcana): +7
Knowledge (Local): +7
Sense Motive: +0
Stealth: +2 (+3 if match armor to environment)
Use Magic Device: +6
Knowledge (Engineering): +7
Knowledge (History): +7
Sleight of Hand: +6 (+2 vs being searched for hidden items)
Technologist - You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Darkvision – 60 Ft
Crystalline Form - Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
Energy Resistance (Acid) – Acid Resistance 5
Magic Stone – Cast Magic Stone 1/day, Caster Level equal to Character Level.
Archeologist’s Luck - As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Bardic Knowledge - A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Backpack – Bedroll, Trail Rations, Mess Kit
Belt Pouch – Ink (Black) x2, Journal
Belt Pouch – Thieves Tools, Mirror, Flint & Steel
Wrist Sheath, Spring Loaded - Dagger (Hollowed Pommel - Thieves Tools)
Wrist Sheath, Spring Loaded - Dagger
Neraplast Armor (1 Charge + Full-Round Action = +3 Stealth to specific environment)
Total Weight: 39.5 lbs
Money: 3 GP | 6 SP
Jade was grew up an orphan in Torch, if it wasn’t for one of the merchants in Market Square taking the Oread under her wing, there’s no telling what might have happened. During her childhood, Jade spent the majority of her time at the Junkyard, going over the various scraps and broken devices within it. It piqued her curiosity. As a result, she began to study them more vigorously, either by reading or physical examination, gathering quite an extensive knowledge of them and their history.
When she became a young adult, she managed to talk her way into going on an expedition to a small ruin recently discovered. From that point on, she was hooked, and spent the next several years on various expeditions furthering her knowledge. It was only recently, that she returned to Torch for some rest and relaxation.
Bolts - 20/20
Magic Stone – 1/1
Deflect Single Ray Attack – 1/1
Archeologist’s Luck – 6/6 Rounds
Trail Rations - 4/4
Armor Charges - 24/24
Spells: 1 -