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.
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.
RACE ABILITIES/QUALITIES Small +1 size bonus AC, +1 size bonus attack rolls, –1 penalty CMB and CMD, +4 size bonus Stealth.
Fearless +2 racial bonus saving throws against fear.
Keen Senses +2 racial bonus Perception.
Adaptable Luck Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Fleet of Foot Base speed of 30.
Weapon Familiarity proficient with slings, treat any weapon with the word “halfling” in its name as a martial weapon.
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
TALENTS & TRAITS
Ambidextrous may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.
Autosanguine Chem Geld Tainted: Hide +2 natural armor
Nerves of Steel may reroll failed Willpower Tests to avoid or recover from Pinning
Quick Draw can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand
Weapon Proficiency Basic (Bolt, SP), Melee (Universal), Pistol (Universal)
ORIGIN PATH Homeworld - Fortress World +5 bs, +5 will, -5 int, -5 fel; common lore (war), secret tongue (military), nerves of steel, -5 fel non-war, gain basic weapon (Las or SP)
Birthright - Unnatural Origin: False-Man +3 two abil, -3 one abil, 2d10 insanity, Ambidex, Autosan, Chem-Geld (300xp)
Lure of the Void - Tainted Natural Hide - +2 natural armour
Trials & Travails - Hand of War: Ashes of War Gain 1 weapon talent, Hatred (chaos worshippers); -10 Fel vs chaos
Motivation - Endurance +1 Wound
Career - Void-Master
Wraxus typically wears a double breasted, knee length uniform coat. Though similar to an Imperial Navy uniform, it has several distinct differences. First, it is dark grey, akin to the barrel of an ancient autogun, with black detailing. It also lacks the overly high collar of the Imperial uniform, as well as the tasseled shoulderpads. In short, it is clearly utilitarian, and given the interwoven hybrid flak and mesh armour, along with interior holsters, is equally functional.
While shipboard, from his hip hangs a short, heavy bladed power sword, a classic bolt pistol, and his signature aviator's helm. On Kurdran III, pilots are viewed among the highest of the warrior castes and the helmets they wear echo back to ancient warrior cults of the system. They fully cover the face, and are more akin to something a cyber-gladiator might wear than any imperial helmet.
Wraxus is rather small for the vat-born of Kurdran III. Most are nearly 2 meters tall and rather bulky, yet Wraxus was an anomaly, barely surpassing 1.5 meters and being comparatively thin, though still densely muscled. He sports a spidered scar on the right side of his face, a not-so-subtle reminder of a mistake made by another aviator cadet early in his career. He wears his medium length gray hair slicked back, though whether it is actually through his effort or the frequent use of his helm remains to be determined.