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Kehlysch's page

315 posts. Alias of Cuchulainn.

Full Name





Aberrant-bloodline Sorcerer/1 l AC 13/17* T 12 FF 11/15* l HP 7/7 l F +1 R +2 W +2/+4*/+0* l Init +2 l Perc +2




Medium (6', 163 lbs.)



Special Abilities

Amphibious, Vulnerability (fire), Servitor, Enchantment Resistance




Common, Aboleth, Aklo


Local weirdo

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 11
Charisma 18

About Kehlysch

AC: 13 (17 with mage armor) (touch 12, flat-footed 11 (15 with mage armor)) (+1 natural AC bonus granted by familiar)

HP: 7 (base 6, +1 Con)
current hp: 7

Perception: +2 (Alertness feat granted by familiar)

Initiative: +2 (2 dex)
Speed: 30 ft., swim 30 ft. (no swim checks required to move, +8 racial modifier to special maneuvers)

BAB: +0 ATTK: +0, +2 ranged/touch
CMB: +0 (+4 for hydraulic push)
CMD: 12

Fort: +1
Ref: +2
Will: +2 (add +2 vs enchantments, add -2 vs aboleth-cast enchantments)

Racial Characteristics:

Amphibious: has the aquatic subtype, can breathe both air and water.

Riverfolk Variant - Vulnerability to Fire: takes +50% more damage from fire-based attacks. This replaces water-dependent.

Enchantment Resistance: +2 on saves versus enchantment spells and effects, but -2 to enchantments cast by aboleths.

Favored Class - Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.


Kelysch has a haunting appearance that makes him difficult to overlook or forget. He is bald, and his eyes are large and violet in color. His skin is beige-brown and has shimmering, oily sheen. His build is lean and slender. Even those familiar with strangeness gillmen sense that there is something much more to him; something alien.



Native (Campaign trait): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate's life allows you to make untrained Knowledge (local) checks regarding pirates or the region.

Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.




Brass knife (1d4, 19-20 x2, 10', type: P or S, fragile) 2 gp, 1 lb.


Peasant's outfit 1 sp, 2 lbs.
Masterwork Backpack 50 gp, 4 lbs.
Bedroll 1 sp 5 lbs.
Blanket 5 sp 3 lbs.
Fishing Net 4 gp, 5 lbs.
Sack 1 sp, .5 lb.

Remaining coin(s): 200 gp

Weight carried:20.5 lbs.

Spells per Day:0-level: at will, 1st level: 4 (used: 0 )

Spells Known:

0-level: (DC 14)

daze "uln mnahn' lloig uaaah"

message "uln 'ai k'yarnak uaaah"

light "uln nafl-n'ghft uaaah"

detect magic "uln r'luh-or nilgh'ri uaaah"

mage hand "uln nog geb uaaah"

1st level: (DC 15)

hydraulic push "uln shugg-or wghah'n uaaah"

mage armor "uln 'bthnk nnn-ftaghu uaaah"

Class Abilities:

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


Aberrant Tumor: You gain a tumor familiar, as the tumor familiar alchemist discovery, with an effective alchemist level equal to the level of the class that grants your aberrant bloodline for determining the tumor familiar’s abilities. If multiple classes grant you the aberrant bloodline, those class levels stack for determining your effective alchemist level.


(2 + 1 int)

BLOODLINE SKILL - Knowledge (dungeoneering): +5 (1 rank, 3 class, 1 int)

Sense Motive: +7 (1 rank, 0 wis, 3 class, +1 trait, +2 familiar)

Survival: +4 (1 rank, 0 wis, 3 class)

Swim: 30', no swim check required to move, may take 10 at all times (+8 to special maneuvers, +3 always class skill)

Familiar, Tumor (Giant Isopod):

XP 50
N Tiny vermin (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +4


AC 15, touch 11, flat-footed 15 (–1 Dex, +4 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref –1, Will +0
Defensive Abilities curl; Immune mind-affecting effects


Speed 20 ft., swim 10 ft.
Melee bite –1 (1d3–3)


Str 5, Dex 9, Con 14, Int 6, Wis 10, Cha 2
Base Atk +0; CMB –3; CMD 4 (28 vs. trip)
Skills Perception +4, Swim +5; Racial Modifiers +4 Perception


Curl (Ex)

As a standard action, a giant isopod can curl into a ball, increasing its natural armor bonus by +2 but preventing it from taking any move actions. Uncurling also requires a standard action.


Master gains a +1 natural armor bonus to AC.

Alertness: Master gains Alertness feat while familiar is attached or within arm's reach.

Improved Evasion: When targeted by an attack that allows for a Reflex Save, the familiar takes no damage if the saving throw is successful and only half damage if the saving throw fails.

Share Spells: Master may cast spells with a target of "you" on familiar, even if not normally allowed by the creature's type.

Empathic Link: Master may communicate emotionally with the familiar at a range of up to one mile. He cannot see, hear, or speak to or through the familiar.

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