Ushaka's page

258 posts. Alias of Pirate Rob.

Full Name

Ushaka (Oo-shah-ka)


HP 67/86 | AC 26* T 18 FF 18* (Uncanny Dodge) | Fort +8 Ref +14 Will +7 (+4 vs Electricity/Water, +2 vs Traps, Evasion) | CMD 18 | Init +9 | Perc +19 (+2 vs surprise) (Half penalty for distance) | Teamwork: Outflank


Human Unchained Rogue 4 / Daring Champion Cavalier 1 | Evangelist 4

Strength 10
Dexterity 23
Constitution 14
Intelligence 14
Wisdom 14
Charisma 8

About Ushaka

Male human (Mwangi) cavalier (daring champion) 1/evangelist 4/unchained rogue 4 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 90, 109, Pathfinder RPG Advanced Player's Guide 32, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +9; Senses Perception +19
AC 23, touch 18, flat-footed 15 (+5 armor, +6 Dex, +2 dodge)
hp 86 (9 HD; 8d8+1d10+31)
Fort +8, Ref +14, Will +7; +4 sacred bonus vs. water and electricity spells and effects
Defensive Abilities danger sense +2, evasion, uncanny dodge
Speed 35 ft.
Melee +1 taiaha +15/+10 (1d10+10/×3) or
. . +1 taiaha +13/+8 (1d10+7/×3), +1 taiaha +13/+8 (1d6+4/×3)
Ranged composite longbow +13/+8 (1d8/×3)
Special Attacks challenge 1/day (+1 damage, +1 to attack when not challenging plants or animals), sneak attack (unchained) +5d6, tactician 1/day (Outflank, 3 rds)
Spell-Like Abilities (CL 9th; concentration +8)
. . 2/day—resist energy
Str 10, Dex 23, Con 14, Int 14, Wis 14, Cha 8
Base Atk +7; CMB +7; CMD 25
Feats Accomplished Sneak Attacker, Deific Obedience, Dodge, Improved Two-weapon Fighting, Outflank[APG], Toughness, Tribal Scars, Two-weapon Fighting, Weapon Finesse, Weapon Focus (taiaha)
Traits auspicious tattoo (shoanti), reactionary
Skills Acrobatics +20, Disable Device +20, Escape Artist +18, Knowledge (religion) +10, Linguistics +7, Perception +19, Profession (sailor) +20, Sense Motive +13, Stealth +18, Survival +14 (+15 to track aberrations and outsiders), Use Magic Device +11
Languages Common, Hallit, Ignan, Osiriani, Polyglot, Thassilonian, Vudrani
SQ champion's finesse, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, magical expertise +3, order of the green[UW], rogue talents (combat trick, weapon training), signature wand, wand adept, weather watcher
Combat Gear potion of gaseous form, potion of touch of the sea, potion of water breathing, wand of cure light wounds; Other Gear +1 mithral chain shirt, +1 taiaha[UC], arrows (16), composite longbow, belt of incredible dexterity +4, cloak of resistance +2, cracked dusty rose prism ioun stone, cracked opalescent white pyramid ioun stone, eyes of the eagle, ioun torch ioun stone[APG], masterwork thieves' tools, masterwork tool, silk rope (50 ft.), 150 gp
Special Abilities
+4 to save vs. electricity and water spells/effects (Good) +4 sacred bonus on saves vs. water and electricity spells/effects.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Green's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to attack when not challenging plants or animals.
Magical Expertise +3 (Ex) Gain a bonus to find or disable magic traps and use magic device to activate scrolls & wands.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Signature Wand (1/day) (Ex) After 1 hr, can choose a wand to draw as a free action and requires no UMD check to activate.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Tactician (Outflank, 3 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wand Adept (Ex) Can use Dex instead of Cha for Use Magic Device when activating wands.
Weather Watcher (Sp) endure elements 3/day, resist energy 2/day, or protection from energy 1/day