Sanvil Trett

Uzziah's page

389 posts. Alias of Decimus Observet.


Full Name

Uzziah

Race

| HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2

Classes/Levels

| Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Gender

Male Gillman Cavalier, Order of the Waves 5 (Beast rider)

Size

Medium, 6' 3"

Alignment

Neutral Good

Deity

Pays more heed to Desna

Languages

Common, Aboleth, Aquan, Azlanti

Strength 19
Dexterity 10
Constitution 14
Intelligence 11
Wisdom 12
Charisma 16

About Uzziah

Uzziah
Gillman, Cavalier, Order of the Waves 5 (Beastrider)
Neutral Good Medium Humanoid (Gillmen)
Init +1; Senses Perception +11, Sense Motive +1

Favoured Class: Cavalier

Favoured Class Bonus: Add +1 HP

--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (chain coat +4, magic steel shield +2)
hp 49 (10+2+1 at first level, 6+2+1 after)
Fort +6, Ref +1, Will +2

+2 trait bonus on Will saves to avoid charm and compulsion effects

+2 racial bonus to saving throws against non-aboleth enchantment spells and effects

–2 penalty on such saving throws against aboleth sources

--------------------
Offense
--------------------
Speed 30 ft., Swim 40 ft.
Melee

+1 Trident +10 1d8+5 x3
+1 spear +10 1d8+5 x3 brace
+1 longsword

Lance +9 1d8+4 x3 — 10 lbs. P reach
Trident +9 1d8+4 x2 10 ft. 4 lbs. P brace

Cestus +9 1d4+4; 19-20/x2; B or P | Power Attack +5 1d4+6; 19-20/x2; B or P

Ranged
Sling +5 1d4+4; x2; B

--------------------
Statistics
--------------------
Gillmen: +2 Con, +2 Cha, -2 Wis
L4: Str +1
Belt: Str +2

Str 19, Dex 10, Con 14, Int 11, Wis 12, Cha 16

Base Atk +5; CMB +9; CMD 19

Feats
L1: Power Attack, Tactician: Shake It Off
L2: None
L3: Mounted Combat
L4: None
L5: Ride-by Attack

Mounted Combat (Combat)
You are adept at guiding your mount through combat.

Prerequisite: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shake It Off (Teamwork)
You support your allies and help them recover from crippling effects.

Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Traits
Azlanti Scholar, Beast Bond, Free Agent.

Azlanti Scholar - Campaign - Knowledge History
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Beast Bond - Social
You share a close bond with animals.

Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Free Agent - Regional
Requirement(s): River Kingdom
You embody the independent spirit of the River Kingdoms and do best when sailing under your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion effects.

Drawback: Stigmatized
You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization.

Effect You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Languages
Common, Aboleth, Aquan, Azlanti.

Skills
Class Skills

The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

A cavalier belonging to the order of the waves adds Knowledge (geography) and Perception to his class skills. He can attempt Knowledge (geography) checks untrained, but if he has ranks in the skill, he adds half his cavalier level (minimum 1) to all Knowledge (geography) checks that involve finding an underwater location.

Gillmen always treat Swim as a class skill.

Azlanti Scholar allows treating Knowledge History as a class skill.

Skill Ranks per Level: 4 (4 + 0 Int)

+2 background skills

Armour Check Modifier: -2

Acrobatics +0 |+0 Dex
Appraise +0 |+0 Int
+Bluff +3 |+3 Cha
+Climb +3 |+3 Str
+Craft +0 |+0 Int
+Diplomacy +10 |+3 Cha +4 rank +3 class
Disable Device* -- |+0 Dex
Disguise +3 |+3 Cha
Escape Artist +0 |+0 Dex
Fly +0 |+0 Dex
+Handle Animal* +11 |+3 Cha +5 rank +3 class skill +1 bonus
Heal +1 |+1 Wis
+Intimidate +3 |+3 Cha
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* -- |+0 Int untrained
+Knowledge Geography* +4 |+0 Int +1 rank +3 class
+Knowledge History* +7 |+0 Int +3 rank +3 class +1 trait
Knowledge Local* -- |+0 Int +1 trait
Knowledge Nobility* -- |+0 Int
Knowledge Nature* +4 |+0 Int +4 rank
Knowledge Planes* -- |+0 Int untrained
Knowledge Religion* -- |+0 Int
Linguistics* +1 |+0 Int +1 rank
+Perception +9 |+1 Wis +5 rank +3 class
Perform +3 |+3 Cha
+Profession (soldier) +5 |+1 Wis +1 rank +3 class skill
+Ride +9 |+1 Dex +4 rank +3 class skill +1 bonus
+Sense Motive +1 |+1 Wis
Sleight of Hand* -- |+0 Dex
Spellcraft* -- |+0 Int
Stealth +0 |+0 Dex
Survival +1 |+1 Wis
+Swim +7 |+3 Str +1 rank +3 class skill
Use Magic Device* -- |+3 Cha +1 trait

Special Qualities
Base Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Enchantment Resistance: Gillmen gain a +2 racial bonus to saving throws against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Weakness Racial Traits

Water Dependent A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than one day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Other Racial Traits

Amphibious: Gillmen can breathe both water and air.

Gear

Belt of +2 str
Cracked dusty ioun stone +1 init

+1 trident
buckler
+1 spear
+1 longsword
Lance 10g
Cestus 5g
Trident 15g

Mithral Chainmail

2 x Hurlbats 16g
Sling 0g
Bullets (20) 2s

Grooming Kit 2g

Kit, Cavalier’s 23g

Weight 112 lbs.
This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.

Starting money: 175.0g
Spent: 171.2g

Remaining: 3.8g

Camel

This somewhat irritated-looking, one-humped camel has been outfitted with a bridle and saddle.

Camel
CR 1

XP 400
N Large animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE

AC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, –1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +0

OFFENSE

Speed 50 ft.
Melee bite +4 (1d4+6)
Special Attack spit (+3 ranged touch)

STATISTICS

Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. trip)
Feats Endurance
Skills Perception +5

SPECIAL ABILITIES
Spit (Ex)

Once per hour, a camel can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must make a DC 13 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.

ECOLOGY

Environment warm deserts
Organization solitary
Treasure none

Camels are large, desert-dwelling herd animals noted for their stamina and ill tempers. A typical camel stands about 6 feet at the shoulder and 7 feet at the hump.

=======================

Animal Companion Stats and Abilities

Class Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase (+1 strength)

--------------------
Special Abilities
--------------------
Edicts
The cavalier must perpetually seek out and explore new places and secrets under the sea, stopping only to fight to protect his newfound treasures and his people from undersea threats (typically evil undersea races like sahuagin, but alternatively goodly or neutral enemy races for cavaliers from evil races).

Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons.

A beast rider is proficient with light and medium armor, and with shields (with the exception of tower shields).

Challenge (Ex) -> 2/day <-
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Whenever a cavalier of the order of the waves issues a challenge, he receives a +1 morale bonus on his saving throws as long as he is underwater. This bonus increases by 1 for every 4 class levels the cavalier has. -> +2 <-

Exotic Mount (Ex)
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.

Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, giant snapping turtle, triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).

Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, giant snapping turtle, tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.

In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:

Size Large
Ability Scores Str +2, Dex –2, Con +2;
Increase the damage of each of the mount’s natural attacks by one die size.

A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).

Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.

This ability replaces the standard cavalier’s mount and expert trainer abilities.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.

A strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).

Banner (Ex)
At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Waverider (Ex)
At 2nd level, the cavalier gains a swim speed equal to his unmodified base land speed. If he already has a swim speed, his swim speed increases by 10 feet, and if he and his mount both have a swim speed, the mount’s swim speed also increases by 10 feet. He gains a +1 morale bonus on damage rolls when underwater.

Cavalier’s Charge (Ex)
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Current’s Rush (Ex)
At 8th level, the cavalier gains a +2 bonus on attack rolls when charging in the same direction as a current that’s currently pushing him, as well as a +1 bonus on damage rolls for every 10 feet of the current’s speed (maximum +6 points of damage).

Explore the Seas (Ex)
At 15th level, the cavalier gains Pressure Adept as a bonus feat and adds two oceanic zones to his native range instead of one. When exploring a new location underwater, he gains a +2 morale bonus on initiative checks and Perception checks, and can always act in the surprise round.

Appearance and Personality:

Long black hair, purple eyes, pale skin. Atzlanti blood flows quite strong in his family. 6' 3" in height, 195lb in weight, age 27.

In personality, Uzziah is bold and daring. Never one to shy from a challenge, whether it be taming a beast or facing a dire foe. In personality, Uzziah is bold and daring. Never one to shy from a challenge, whether it be taming a beast or facing a dire foe. He's very aware that he is different from humans by dint of his heritage, for better or worse.

Background:

Uzziah and his brother Jeremiah are from Outsea in the River Kingdoms and as aquatic inhabitants, served some time in patrolling and safeguarding the nearby waters.

Uzziah joined the Order of the Waves, given his martial bent and natural bond with animals. Jeremiah tapped into his Azlanti heritage and developed his sorcererous powers.

Both were interested in the first expedition, but could not make it. For the second, Jeremiah had committed himself to exploring closer ruins, but Uzziah was able to join. The last contact the brothers had, Jeremiah said he would follow on the third expedition, whenever that would be.

Before leaving, Uzziah ran across a trader swearing at a stubborn. Who was then wowed when Uzziah calmed him down. The cavalier bought the camel, whom he entitled Abiel. Together, they will explore the lands around the colony!