BAB: +1 ATTK: +1, +4 ranged/touch
Fort: +1 (add +4 for Endurance feat, as appropriate)
Amphibious: has the aquatic subtype, can breathe both air and water
Water Dependent: must fully submerge in water every 24 hours, or suffer from cracking skin, internal organ failure, and eventual death within 4d6 hours
Enchantment Resistance: +2 on saves versus enchantment spells and effects, but -2 to enchantments cast by aboleths.
Kehlysch is very tight-lipped about his past. The truth is he does not know. He was found about 15 years ago by Magrenne ("Old Mag"), a fishwife, who assumed he was an orphan and decided to take him in. Whenever she asked him anything about his family and past, "Kehlysch" was his response, so she continued to call him that as he grew.
Kehlysch loves his adoptive mother, but he has always known that he was not truly hers, and is keenly aware of his "differences." He tries to blend in, and be as ordinary as possible, only to draw people's attention by his disturbing and alien presence. He also has an overabundance of curiosity about things unfamiliar, which prompts him to pester perceived experts with questions, often to their annoyance.
He feels a constant draw to water, and most especially the sea. He is never happier than when he is submerged in its depths, but is disturbed by the knowledge that this happiness is not "normal."
He seeks answers to his mysterious past. Bidding his mother goodbye, he has set out to find out his origins. Being impoverished and something of an outcast, even among the lower class, Kelysch's options are slim. He cannot bear to be far from the sea, so traveling by ship seems the proper way to set forth. However, none of the respectable merchants will take him on as crew; claiming that he has an ill-omened air about him.
Touched by the Sea: +1 trait bonus to Swim checks; Swim is always a class skill; the penalty to attack when fighting underwater is reduced by 1.
Poverty-stricken:+1 trait bonus to Survival checks; Survival is always a class skill.
Spells per Day:0-level: at will, 1st level: 5
message "uln 'ai k'yarnak uaaah"
read magic "uln kadishtu phlegeth uaaah"
detect magic "uln r'luh-or nilgh'ri uaaah"
mage hand "uln nog geb uaaah"
mage armor "uln 'bthnk nnn-ftaghu uaaah"
Acidic Ray: (7/day) 30' ray of acid (ranged touch attack), 1d6+1 acid damage
Bloodline Arcana: spells of the polymorph subschool increase duration by 50%. This does not stack with Extend Spell feat.
Eschew Materials: automatic bonus feat at first level
Endurance:+4 to Swim checks vs. Fatigue or exhaustion. +4 to Constitution checks to continue running, forced March, holding breath, starvation, and thirst. +4 to Fort saves vs nonlethal hot and cold environmental damage, and suffocation. Character can sleep in light or medium armor without fatigue.
*Knowledge (dungeoneering): +4 (1 rank, 3 class, +0 int)
Swim: +13 (1 rank, +1 trait, +3 class, +8 racial) (add +4 for endurance feat, as appropriate)
Survival: +5 (1 rank, +1 trait, +3 class)
Intimidate: +8 (1 rank, +3 class, +4 cha)
Diplomacy: +8 (1 rank, +3 class, +4 cha)
Profession (sailor): +4 (1 rank, +3 class)