Kanthuun's page

689 posts. Alias of Axolotl.

Full Name

Kanthuun (Verelius) (birth name unknown)


has awesome hair

Init +6 Per +9 | AC 17/T 17/ FF 15 | HP 58/58 | F +8/R + 5/ W +7






Chaotic Good


none; appreciates Gozreh and Sarenrae.


Katapesh; found near Ardagh as an infant.


Common, Protean, Abyssal, Ustalav dialect of Varisian.

Strength 10
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 10
Charisma 18

About Kanthuun

Kanthuun #2
Male Human (Varisian) Sorcerer 8
CG Medium Humanoid (human)
Init +6; Senses Perception +9
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection)
hp 66 (8d6+32)
Fort +8, Ref +5, Will +7; +2 vs. polymorph, petrification, or transmutation
Resist acid 5, protean resistances
Speed 30 ft.
Melee Javelin +0 (1d6/x2)
Ranged Light crossbow +6 (1d8/19-20/x2)
Special Attacks protoplasm (8/day)
Sorcerer Spells Known (CL 8):
4 (4/day) Invisibility, Greater
3 (6/day) Haste, Gaseous Form, Fly
2 (7/day) Rope Trick, Glitterdust, Invisibility, Web (DC 17), Blur
1 (8/day) Color Spray (DC 16), Entropic Shield, Unseen Servant, Mage Armor, Grease (DC 16), Ear-Piercing Scream (DC 16)
0 (at will) Open/Close (DC 15), Read Magic, Detect Magic, Mending, Prestidigitation (DC 15), Message, Light, Drench (DC 15)
Str 10, Dex 14, Con 16, Int 14, Wis 10, Cha 21
Base Atk +4; CMB +4; CMD 17
Feats Eschew Materials, Great Fortitude, Improved Initiative, Persistent Spell, Persuasive, Skill Focus (Perception), Toughness +8
Traits Classically Schooled, Vagabond Child (urban) (Escape Artist)
Skills Appraise +6, Bluff +9, Diplomacy +12, Escape Artist +8, Fly +11, Intimidate +16, Knowledge (arcana) +12, Knowledge (planes) +12, Perception +9, Spellcraft +11, Use Magic Device +9
Languages Abyssal, Common, Protean, Varisian
SQ bloodlines (protean)
Combat Gear Extend metamagic rod (lesser) (3/day), Feather token (anchor), Potion of barkskin +5, Potion of eagle's splendor, Scroll of Ablative Barrier (CL 4), Scroll of Create Pit, Scroll of Create Pit, Scroll of Haste, Scroll of Haste, Scroll of Haste, Wand of enlarge person, Ambrosia (per vial) (4), Antiplague (7), Elemental breath (4); Other Gear Crossbow bolts (50), Javelin, Light crossbow, Belt of mighty constitution +4, Cloak of resistance +1, Dust of tracelessness, Efficient quiver (55 @ 25 lbs), Headband of alluring charisma +2, Ring of protection +1, Backpack, masterwork (8 @ 4 lbs), Barbed vest, Bedroll, Earplugs, Earplugs, Earplugs, Ink, black, Paper (5), Parchment, Spider's silk rope, Waterskin, 869 GP, 2 SP, 8 CP
Special Abilities
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Protean +4 DC to dispel your [creation] spells
Protean Resistances (Ex) You gain acid resistance 5 and +2 to saves vs. polymorph, petrification and transmutation.
Protoplasm (8/day) (Sp) Throw a tanglefoot bag 30' that also deals 1 acid damage/round and lasts 1d3r.
Scroll of Ablative Barrier (CL 4) Add this item to create a scroll with spells on it.
Scroll of Create Pit Add this item to create a scroll with spells on it.
Scroll of Create Pit Add this item to create a scroll with spells on it.
Scroll of Haste Add this item to create a scroll with spells on it.
Scroll of Haste Add this item to create a scroll with spells on it.
Scroll of Haste Add this item to create a scroll with spells on it.
Kanthuun is an average sized young human male who has the thoughtfulness of someone who has gone through horrible times and risen above them. Though still brooding upon occasion, he does allow a bright smile to bloom upon his face. He is clearly of Kellid descent, but the beauty of his features speaks of the touch of some Nameless Other upon the human form. His looks are slightly darker than fair, with tangled locks that are normally brown, but both occasionally change with swirls of color passing along his skin in glowing hues. On rare occasions, disturbing shapes and waves ripple under his skin as if something is passing through him from another plane of existence. He has learned to control these waves of chaos for the most part as he has matured, and usually only manifests them during strong emotions.

Kanthuun seeks to understand his origins, although he sometimes forgets his goal as he loses himself in his work. While he would never become a priest, he enjoys the company of the worshippers of Gozreh and Sarenrae, and has made some friends with whom he happily argues. He still pines for a greater classical education in magic, although his own magic is natural and not learned. He may or may not get around to learning more.

He has a severe dislike for injustice, as his childhood was nothing but. Paradoxically, he often sees chaos of an evil nature as excessively lawful, as it usually, predictably, only causes mayhem. He will mention something pertaining to this before proceeding to destroy the source of the chaos. He will also point out any number of laws to be injust, such as the legality of slavery.

Kanthuun will frequently change the subject even when apparently focused on the task at hand. He will unceasingly argue about the points of view of creatures from other plans and divine powers, insisting that they are not as enlightened as they claim to be. He enjoys knocking down points of view as much as he enjoys constructing them in the first place, often playing the wildly demonic advocate in an argument, although if pressed he will sometimes admit that he is spewing nonsense.

Kanthuun is curious, albeit a bit fearful, of his origins from the regions of chaos.

Twenty-two years ago, two hunters out of Ardagh were lost on a path in the deep night and fearing themselves too close to the reaches of the Worldwound, when they heard strange groans from the earth and lights in the sky. They turned to run, but then heard the squalling of an infant. Up the trail slightly, they found a human child, dripping with some sort of slime, gently deposited upon the earth, gripping a small zoic horse fetish of twine and bone. They brought the baby back to Ardagh and, not knowing what else to do, gave it to the poorhouse orphanage. The matrons of the orphanage took in the child and raised him...but not well. Life was cheap and brutal for the unwanted children of Ardagh, and little Verelius, for that is how they named him, was beaten and starved regularly, as his unearthly looks made him a target of derision.

At an early age, however, his bloodline powers manifested. He pelted his caretakers/tormentors with acidic blobs, screaming hatred, and fled into the streets, taking the sole item he always cherished--the zoic fetish he assumed was a gift from his unknown mother. There he took up with a local gang of urchins, renaming himself Kanthuun. Underconfident, he would hang back and use his powers rather than take a role of leadership. When he realized he would have to kill, however, he left gangs entirely and hid out in a school of wizardry for a time, impersonating a student of arcane magic. This also ended in failure as he was found out to be a sorcerer. Feeling hopeless, Kanthuun fled Ustalav entirely.

At first going anywhere the wind would take him, Kanthuun found himself headed south on a boat of questionable seaworthiness with equally desperate characters. Arriving in Osirion, he found work in guarding caravans against the ravages of desert raiders, and moved onward to do similar work in Katapesh, defending traders against gnolls and lycanthropes. It was good to lose oneself in a fight, but Kanthuun was still lost, neither student, nor gangster. Word spread of his prowess as a sorcerer, and soon the churches of Gozreh and Sarenrae both petitioned him to protect their priests travelling to and from the capital city. Surrounded by the faithful initially amused Kanthuun, but he grew to appreciate their positive outlook and peace of mind, and he found himself taking their work exclusively, in a position parallel to, and possibly illegal compared to, The Sword and Shield Guild. Protected as he was by two religious organizations, though, Kanthuun generally didn't care--he had found some meaning in his life. He has found a small place in the aromatic bustle of the Inner City and enjoys wandering far and wide when not on duty, occasionally taking an extra stroll to gaze longingly at the College of Dimensional Studies.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.