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Abilities
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TRAITS Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Maestro of the Society You may use bardic performance 3 additional rounds per day. (reskin as 'tradition of lore') Helpful When you perform an aid another action, you grant your ally a +4 instead of +2.
Overprotective (flaw) If one of your allies falls unconscious from HP damage, take a –2 penalty on attack rolls and skill checks if you are farther than 10 feet away from your fallen ally.
FEATS Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
RACE ABILITIES/QUALITIES Size Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Warslinger Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
Keen Senses Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
CLASS ABILITIES/QUALITIES Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips (Sp) Bard's learn a number of cantrips, or 0-level spells." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Archaeologist’s Luck (Ex) Fortune favors the archaeologist. 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.
Archaeologist's Luck rounds per day: 10
- single round activation last for 3 rounds
- +2 bonus because of Fate's Favored Orisons (Sp) Oracle's learn a number of orisons, or 0-level spells." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Mystery: Life An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Revelation: Channel (Su) You can channel positive energy, using your oracle level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the oracle. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two oracle levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric must be able to present her holy symbol to use this ability.
Oracle's Curse: Merciful (Ex) If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next turn. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.
Lay on Hands (Su) each day she can use this ability a number of times equal to 1/2 her curse level plus her Charisma modifier. With one use of this ability, she can heal 1d6 hit points of damage for every two curse levels she possesses. Using this ability is a standard action, unless the cursed targets herself, in which case it is a swift action. Despite the name of this ability, the cursed only needs one free hand to use this ability. Alternatively, a cursed can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the cursed possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
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Profile
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Appearance alia stands just shy of 4' tall, with pale gray skin and flowing jet-black hair (long on the top, back, and left side, shaved to the skin on the right). Tali has a case of heterochromia, extremely rare among her people, granting her one emerald eye and one violet eye. Though she has been offworld for several years, she still dresses in the light, flowing drab materials of her kin, that accessoried with several non-Nexxian additions.
Personality
Background
We are strong, we adapt, we survive, the Starmother guides us, we are the Kultariin.
Among the Kultariin, there are those that have been granted special gifts by the twisted face of Nex. Talia is one of them. Born with the mark of the seers, those able to step into the wild founts and draw knowledge from the rifts, Talia's path should have be en one of honor and awe among her people. She had the instinct, she bore the telltale eyes, yet when the elders brought her to be welcomed by the Seers at the Starfest following her 10th year, she heard not the Starmother's Voice. Neither her clan's elders nor the Seers had even seen this before. Unsure of the next step, they decided she would stay with them until the Starmother's Voice came to her. Talia spent a full Nexxian year with them, experiencing 19 lunar cycles, yet not once did she hear Her voice. And thus, on the next Starfest, she was returned to her clan's elders.
Returning home to her clan, Talia found herself in uncharted territory. Still a girl, she was raised as the others were, yet always there were whispers. Had she been forsaken by their diety? She asked herself the question as she got older, seeking guidance. Always there seemed like something was missing. And though she came to excel as both a scavenger and tinkerer, helping her people collect and repair goods to trade with the humans, she never felt truly at home. Often times she would look up at night, searching for the Starmother amongst the darkened sky, yet her eyes would invariably be drawn to the fast moving lights. As a child she had thought them the Starmother's messengers, but now grown, she understood that they were the vessels of travelers, journeying across the Starmother's ocean. She had seen them land at the port near Quantium, and found them fascinating.
The market of Quantium was a vibrant, wild place. Many of the humans, believing the Kultariin to be simple savages, would try to manipulate and take advantage of them during their trading. Yet Talia's glib tongue and instincts made her an expert barterer, and it was during one such exchange that she met her match, the Captain. His mechanic needed a part to get their ship offworld, but the ship was old and none of the parthouses had the needed equipment. They recommended he hit the trader's market, find one of the scavenger halfling clans and see if they had scraps he could cobble together. Not only did Talia's clan have scraps, but she had already rebuilt the part that the Captain needed. The Captain tried to swindle her out of the part, but she recognized how much he needed it and wouldn't stand for less than twice its value. He offered her a deal - he would pay twice the value if, and only if, she joined his crew. She'd have the chance to traverse the stars, to delve in the unimagined ruins of distant worlds, and explore the universe. She'd never heard the voice of the Starmother, but perhaps, just perhaps, she would hear it there. So, she accepted, and her new life began....
They had gone to meet a job on Verakoss, the third moon of Kelesh, but their client was delayed. So the Captain tasked her with scouting the area. While digging around, Talia found her way into a hidden chamber wedged beneath a collapsed cliff. She saw a small hint of metal glinting out of the sand, and reaching down she picked it up, and in that moment changed her life. Immediately her mind was flooded with visions of a rampant phoenix, and she heard a voice. Only, it was not the voice of the Starmother, but rather another, the Dawnflower. And in that moment she felt a new calling, the urge to help others. She is still a scavenger, but now, she hopes to bring light and happiness to the crew, to keep them safe, and spread the Everlight's message across the galaxy.
Nexxian Halfling:
The 1000 year long interplanetary war between Nex and Geb has left the planet of Nex shattered and warped. Beyond the arcanotech walls of the city of Quantium, Nex is little more than an abyssal wasteland. Those beings that eek out an existence in the barrens have been mutated by the massive level of arcane radiation. Most of these species are hideously twisted mockeries of their forebears, yet one species has survived, and indeed thrived, against the odds. The Nexxian Halflings have evolved from their simple roots, growing into a highly adapted race that is resistant to the arcane radiation and skilled at recovering resources from the ruins of Nex and, crafting them into useful tools, and trading with their cityborn counterparts. The radiation has had some noted effect on the Nexxian Halfling's appearance - their features are leaner, sharper, more feral, and they average 3'6" to 4' tall. Their skin that developed a pale gray hue and there hair tends towards black or dark gray, lightening with age. Interestingly, their eyes are strangely vibrant, most often blue, green, or purple.