About Olo DudleyBackstory:
The son of a pair of Cheliaxian refugees, Olo Dudley traveled a tumultuous path to bring him to the freedom fighters of Southern Brevoy. His parents left Cheliax when he was but a child, escaping Egorian’s boundaries with a group of human thieves they had aligned themselves with. Their relationship to these brigands didn’t remain the partnership they were promised and before long they found themselves in another master/servant relationship with the criminals. They broke free yet again, and continued north to Brevoy, the so called land of freedom.
His familial ties to the criminal world remain unbroken, and a local thieve’s ring seeks out Olo to bring his skills and small stature back to the group. Bored with the high-risk, low-reward life style of petty thievery, Olo seeks to leave the life of crime behind, to discover the world’s mysteries he has always dreamed of. When he heard the Swordlords were seeking out explorers, he jumped at the opportunity. Sure, the rumors of dangers in the Greenbelt were off-putting, but Olo's no stranger to a risky situation, and the rewards of such an adventure can be bountiful. Who knows what secret he could uncover? And after-all, the more dangerous, the better. He seeks to go where no one will follow, and truly begin again.
Olo Dudley
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Archaeologist’s Luck:
7 Rounds/ Day (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. Skills:
Class Skills Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (ALL), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magic Device.
Ranks/ Bard Level = 7
Acrobatics 9 = 1(Rank)+3(Class)+3(DEX)+2(Racial)
(+1 Bluff, Diplomacy, Intimidate & Sense Motive w/ Brigands, Thieves, Bandits.)
Feats:
Lvl 1: Point Blank Shot +1 Ranged Attack & Damage rolls within 30 Feet Traits:
Vagabond Child +1 Trait Bonus on Disable Device, Disable Device=Class Skill Brigand Extra 100GP at start, +1 Social Skill Checks w/ Thieves etc Gear:
Gear: (1,205 GP) MW Studded Leather Armor (175 GP, 10LB)
Potion CLW (50GP)
Total Weight = 32.5 LB Carrying Capacity:
Wealth:
520 GP 3 SP 4 CP Spells:
0: Detect Magic, Light, Prestidigitation, Read Magic, Resistance. (Unlimited) 1: Grease, Heightened Awareness, Summon Monster 1 (2/Day) Class Features:
Weapon/Armor Proficiency: Simple Weapons, Longsword, Rapier, Sap, Short-sword, Short-bow, Whip, Slings. Light Armor, Shields. 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. Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types. 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. Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability. Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Level History:
Favored Class = Bard Level 1, Bard. FCB = 1HP Level 2, Bard. FCB = Skill Rank |