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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


fishmonger, diver, and aspiring chef

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
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: +4 (2 dex, 2 trait)
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:

Riverfolk variant:

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

Vulnerability to Fire: takes +50% more damage from fire-based attacks.

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


Kelysch is a hauntingly beautiful young man. He is bald, and his eyes are large and violet in color. His skin is beige-brown in color and has shimmering, oily sheen. His build is lean and slender.


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. When he was old enough, he began diving for clams, oysters, crabs and fish.

Never content with simply procuring food for others, Kehlysch learned to prepare and cook his catches as well. Beginning with simple stews, he progressed to more and more complicated dishes. When Old Mag's friends began to swoon and faun over his fare, he began to wonder if he had what it took to make cooking his true profession. He decided that he would bring his three finest dishes to Lord Schmultzfeather, and see if his assessment would be as glowing as his stepmother's.


Artisan: +2 to one craft skill (Craft: Seafood)

Inspired: Once per day, as a free action, roll twice on any skill or ability check and take the better result.

Reactionary: +2 to initiative checks

Drawback: Family Ties: Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a —2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.




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

Artisan's outfit (chef's uniform) - , 4 lbs.
Peasant's outfit 1 sp, 2 lbs.
Journal (recipes) 10 gp, 1 lb.
Masterwork Backpack 50 gp, 4 lbs.
Bedroll 1 sp 5 lbs.
Blanket 5 sp 3 lbs.
Cooking Kit 3 gp, 16 lbs.
Fishing Net 4 gp, 5 lbs.
Sack 1 sp, .5 lb.

Remaining coin(s): 200 gp, 2 sp

Weight carried:40 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.


(4* + 1 int)

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

Diplomacy: +8 (1 rank, 3 class, 4 cha)

Perception: +2 (0 rank, 0 wis, +2 familiar)

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

Craft (seafood): +7 (1 rank, 3 class, 1 int, 2 trait)

Sense Motive: +2 (0 rank, 0 wis, +2 familiar)

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

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

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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