Dr Davaulus

Kehlysch's page

848 posts. Alias of Cuchulainn.


Full Name

Kehlysch

Race

Chelish Human

Classes/Levels

Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

Gender

Male

Size

Medium (5' 9", 145 lbs.)

Age

19

Alignment

Neutral Evil

Deity

Asmodeus

Languages

Common (Taldane), Infernal, Halfling

Strength 12
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 10
Charisma 14

About Kehlysch

AC: 16 (touch 13, flat-footed 13

HP: 12/12 (base 8, 1 con, 3 toughness)

Perception: +4

Initiative: +3
Speed: 30 ft.

BAB: +0 ATTK: +3 Melee or Ranged
CMB: +1
CMD: 14

Fort: +1
Ref: +5
Will: +2 / +4* (vs charm and compulsion effects - trait)

Racial Characteristics:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Description: Kehlsych is a young man of fairly non-descript appearance. He has dark brown hair, hazel-green eyes and a medium complexion. His expession is placid, except for a disturbing intensity in his gaze. Despite his unremarkable appearance, he is not easily forgotten.

Background:

”What is your name, boy?” the Spymaster asked, as he opened the ledger to make a record of the boy’s probationary status.

”I don’t have one,” the boy remarked in a tone of sullen embarrassment. ”My parents were traitors. I do not want their name, or the name they gave me. Give me a new name. Whatever you decide will do.”

The Spymaster looked at the boy for a long moment and replied, ”As you wish. Your name is Kehlysch. Today you will begin your training. If you prove competent and loyal, you will become an Agent of the Crown. Until then, you are just…Kehlysch.”

Names associated with treason are best unspoken and the sooner forgotten, the better. Kehlysch does not speak his old name, or that of his traitorous parents. It suffices to say that in this new life his name is Kehlysch, Agent of House Thrune. In the years to come, he intends to make that name one spoken with fear and apprehension by enemies of the Chelish Crown.

As a child, the man now known as Kehlysch would not have anticipated becoming what he is, but circumstances offered little choice in his mind. The traitors who birthed and raised him seemed to be nothing more than proprietors of a small apothecary shop. Kehlysch, like any other merchant’s son, learned the family trade by working in the shop and assisting with the preparation and mixing of tinctures, remedies and concoctions.

When he wasn’t working, Kehlysch spent much of his time running about town, watching and observing the goings-on of the other townsfolk. He was struck by how peaceful and orderly the world around him operated. Everyone knew their place, and attended to their purpose. He noted that the slips were an invaluable and necessary part of the labor force, doing much of the dirty and dangerous work that no self-respecting citizen would deign to do. Clearly, the town, the duchy, the entire nation could not function properly without the labor of such lesser beings. They were the base of the societal pyramid. This truth was reinforced by the oft repeated teachings of the Asmodean priests, and Kehlysch heeded their wise words.

As he grew older, Kehlysch noticed that the townsfolk complained about their slips going missing, disappearing suddenly, either in the middle of the night, or during the hustle and bustle of their daily work. It was a terrible, unbearable situation. People’s livelihoods depended on their slips’ labor. Crops were not being harvested, crates and barrels were sitting in warehouses, their contents spoiling, and latrines were overflowing. Kehlysch saw with disturbing clarity what was happening: like a siege conducted on a fortified wall, someone was undermining the foundation of the Chelish Nation. It would only be a matter of time before they set-fire to the figurative tunnel, and brought about its collapse. Who would do something so unspeakable?

Kehlysch’s question was answered the day he discovered the hidden room in the basement containing bedrolls, chamber pots, barrels of fresh water and crates of hardtack and jerky. None of these items, apart from the water, were necessary for running an apothecary. Kehlysch went to his parents’ ledgers, and began noticing some transactions and purchases that did not balance. It was them! They were the traitors! Kehlysch had to act. He couldn’t confront them. They would destroy the evidence, and doubtlessly lie for each other, making Kehlysch out to be some truculent, petty child looking to get revenge on his parents for some past act of discipline.

He checked the older ledgers, and found similar inconsistencies. His parents had been doing this for years. According to the numbers, it appeared that they began small, one or two at a time, hiding slaves in the room, and then shipping them out in crates or barrels to contacts outside of Cheliax. As the years passed, they moved more and more of them, until the number of missing slaves became too many to go unnoticed.

Kehlysch tore out a few pages of one of the older ledgers, confident that his parents would not notice, and the next evening, made his way to the local Temple of Asmodeus. When he arrived, he found the place in a flurry of activity, as a Hellknight from the Order of the Chain had recently arrived to investigate the recent rash of missing slaves. Kehlysch went to one of the temple acolytes, and begged to see one of the priests, declaring loudly that he knew who had stolen the slaves. As the annoyed acolyte started to turn the boy away, the priest and Hellknight heard the commotion and came to out the foyer. Kehlysch held out the ledger pages to them, and recounted what he had found in the basement of his family shop.

Scanning the ledger pages as he spoke, the Hellknight nodded in acknowledgment of the boy’s words. He passed the pages to the priest, then called a contingent of temple guards to the ready. Within minutes, they were on their way back to Kehlysch’s home, where they dragged his treasonous parents from their bed, clapped them in irons, and paraded them through the streets back to the temple.

A public tribunal was held on the steps of the temple the next morning. Kehlysch’s parents were to be sold as slaves. The family shop was seized, to be sold at auction, with the proceeds of all sales to be distributed to those who could show proof of a missing slave. The rest would go to the temple coffers and those of the Order of the Chain, as was proper and fitting. Kehlysch was called forward and given a public commendation for having the courage to report his family for their crimes. The priest made a point that anyone else who knew of family, friends or neighbors engaging in such seditious acts should follow his example.

Once the proceedings had finished, the Hellknight offered the boy the opportunity to continue his work for the betterment of Cheliax. He invited the boy to return with him to Citadel Gheradesca, where he could be assessed and a suitable position could be found for him.

Traits:

Irrepressible (faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Thrune Informant (campaign): You gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.

Feats:

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, spiked chain or sword cane made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Inspiration Pool: 3 (Used: 1)

Skills:

(6 + 2 int + 1 Favored Class +1 Race + 2 *Background*/level)

Diplomacy (cha): +6 / +7 if gathering information (1 rank, 3 class, 2 cha)

Disable Device (dex): +7 (1 rank, 3 class, 3 dex)

Escape Artist (dex): +7 (1 rank, 3 class, 3 dex

Intimidate (cha): +7 (1 rank, 3 class, 2 cha, 1 class ability) +1d6 Inspiration, free

Knowledge, Local (int): +7 (1 rank, 3 class, 2 int, 1 trait) +1d6 Inspiration, free

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

Sense Motive (wis): +4 (1 rank, 3 class, 0 wis) +1d6 Inspiration, free

Spellcraft (int): +6 (1 rank, 3 class, 2 int)

Slight of Hand (dex); +7 (1 rank, 3 class, 3 dex)

Stealth (dex): +7 (1 rank, 3 class, 3 dex)

Background Skills:

Craft, Alchemy(int): +7 (1 rank, 3 class, 2 int, +1/level)

Knowledge, Nobility (int): +6 (1 rank, 3 class, 2 int) +1d6 Inspiration, free


Alchemical Infusions per Day: 1st level: 2

Infusions Prepared:

cure light wounds

urban grace

Formula Book:

1st level: (DC 13)

comprehend languages

disguise self

cure light wounds

urban grace

Investigator Class Abilities:

Inspiration (Ex): A ruthless agent can use inspiration on Intimidate, Knowledge, and Sense Motive checks without expending a use of inspiration, provided he’s trained in the skill. A ruthless agent can’t spend inspiration on attack rolls or saving throws.

This alters inspiration.

Enhanced Intimidation (Ex): A ruthless agent adds half her investigator level (minimum +1) as a bonus on Intimidate checks. When the ruthless agent uses Intimidate to influence an opponent’s attitude, the duration of the attitude shift is 1d6×10 minutes per investigator level (rather than the normal 1d6×10 minutes).

Additionally, the ruthless agent is an expert in blending coercion and fear. The first time the ruthless agent attempts to use Intimidate to influence an opponent’s attitude and fails, he can retry it against that same opponent with no increase to the DC. Subsequent attempts to influence the same opponent are subject to increased DCs as normal.

This replaces trapfinding.

Armor:

Masterwork Studded Leather Armor (+3 AC, +5 Max Dex, -0 ACP, 15% ASF) 20 lbs.

Weapons:

Sword Cane, (1d6+1, x2, Type: P), 45 gp, 4 lbs.

2 Darts (Thrown: 0) (1d4+1, x2, 20', Type: P), 1 gp, 1 lb.

Equipment:

Traveler's outfit, 5 lbs.

Bandolier, 5 sp
-Prepared Infusion 1
-Prepared Infusion 2
-Bag of Caltrops, 1 gp, 2 lbs.
-2 Candlerod, 2 gp, 2 lbs.
-Vial of Vermin Repellent, 5 gp
-2 Darts (see weapons)

Alchemy Component Pouch, 5 gp, 2 lbs.
-Formula Book
Thieves' Tools, 30 gp, 1 lb.

Remaining coin(s): 350 gp, 5 sp, 0 cp

Weight carried: 37.0 lbs. (light: < or 43 lbs., medium: 44-86 lbs., heavy: 87-130 lbs.)

EXPERIENCE POINTS: 190/1300 (for 2nd level)