Vencarlo Orinsini

Kehlysch's page

873 posts. Alias of Cuchulainn.


Full Name

Kehlysch

Race

Human

Classes/Levels

Sorcerer (Protean) 4 l AC 18 T 14 FF 10/14* l HP 30/30 l F +3 R +6 W +5 (+9*) l Init +3 l Perc +8 I Cold Resistance 5, +2 on saves vs petrification, polymorph, and transmutation effects, Protoplasm: 7/day

Gender

Male

Size

Medium (5' 9", 145 lbs.)

Age

20

Alignment

Chaotic Neutral

Location

City of HIghport, The Wild Coast, World of Greyhawk (Oerth)

Languages

Common, Protean

Occupation

Scholar of Chaotic Outsider Entities

Strength 10
Dexterity 16
Constitution 13
Intelligence 13
Wisdom 10
Charisma 18

About Kehlysch

AC: 18 (touch 14, flat-footed 10, or 14 with Mage Armor)

HP:30/30 (6 base, 12 level, 4 con, 4 favored class, 4 Toughness)

Perception: +8

Initiative: +3
Speed: 30 ft.

BAB: +2 ATTK: +3 with hanbo or daggers, or +5 Ranged
CMB: +2
CMD: 16

Fort: +3
Ref: +6
Will: +5 (+9 vs mind-affecting spell effects*)

(+2 additional vs petrification, polymorph, and transmutation effects)

Racial Characteristics:

+2 to One Ability Score

Medium: Medium creatures have no bonuses or penalties due to their size.

Normal Speed: base speed of 30 feet.

Bonus Feat: one extra feat at 1st level.

Skilled: gain 1 additional skill rank at 1st level and 1 additional rank upon gaining a level.

Languages: begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Description: Kehlysch is a handsome, young man of medium height and slender build with shoulder length white-blond hair. His left eye is a bright, sapphire blue, while his right is a deep mahogany brown.

Background:

Kehlysch was an ordinary child, living a quiet, ordinary life until the day he came of age. A brown-haired, brown-eyed child with sun-tanned skin awoke one day to the shock of finding his skin had paled considerably, his hair had gone nearly white, and his left eye had turned a dazzling shade of blue. Needless to say, his parents and the people of his small farming community found this very disturbing. They began asking questions, and speculating as to what sort of evil young Kehlysch had been dabbling in. Matters worsened when he also started manifesting powers. He was suddenly able to cast spells without ever having studied magic. He also began occasionally speaking in strange hissing and clicking sounds that could not be understood by anyone in the village. This was the final straw. Kehlysch wasn't driven out of town, per se, but it was made all too clear that he was no longer welcome. The village elders incentivized his departure with a purse heavy with coins; essentially, "take the money, and leave. Do not come back."

And so, at the age of sixteen, Kehlysch was on his own. He made his way to the nearest major town, looking for libraries, scholars, and mages who might be able to provide answers to his myriad of questions. He found that his magical talents did provide him with a means of earning income, and as the months and years passed, those powers continued to grow. He could do more and more, and he wasn't exactly sure how long this expansion of his abilities would continue.

His travels and quest for answers has landed him in the rough and tumble coastal city of Highport, in the Pomarj. Highport was not noted for his libraries, scholars and mages, more like its pirates, smugglers, and slavers. Unfortunately for him, it was the latter who found young Kehlysch. Set upon by a skilled and stealthy gang of assailants, Kehlysch found himself knocked out, stripped down to his small clothes, and chained up with dozens of other unfortunates. Now all he can do is wait for an opportune moment to make his escape.

Traits:

Seeker (social): +1 to Perception checks, and Perception is always a class skill for you.

Student of History (faith): +1 to Knowledge, History checks, and Knowledge History is always a class skill for you.

Feats:

Eschew Materials (bonus feat): Cast spells without required material components, if those components are less than 1 gp in value.

Fast Learner: Gain both +1 skill point and +1 hit point per favored class level.

Steadfast Personality: Use Charisma modifier instead of Wisdom for Will Saves vs. mind-affecting effects.

Toughness: +3 hit points, +1 hit point per level from 4th level on.

Skills:

(2 + 1 int + 1 Favored Class +1 Race = 5 + 2 *Background*/level)

Knowledge, Arcana (int): +8 (4 ranks, 1 int, 3 class)

Knowledge, Planes (int): +8 (4 ranks, 1 int, 3 class)

Perception (wis): +8 (4 ranks, 0 wis, 3 class, 1 trait)

Spellcraft (int): +8 (4 ranks, 1 int, 3 class)

Use Magic Device (cha): +11 (4 ranks, 4 cha, 3 class)

Background Skills:

Appraise (int): +8 (4 ranks, 1 int, 3 class)

Knowledge, History (int): +9 (4 ranks, 1 int, 3 class, 1 trait)

Spells per Day: 0-level: unlimited 1st level: 6/7 2nd level: 3/4

Spells:

0-level 6 (DC 14):

Acid Splash
Detect Magic
Light
Mage Hand
Prestidigitation
Read Magic

1st level 3 (DC 15):

Entropic Shield
Mage Armor
Ray of Enfeeblement
Snapdragon Fireworks

2nd level 1 (DC 16):

Gusting Sphere (Bull Rush: +6)

Class Abilities:

Class Skill: Knowledge (planes).

Bonus Spells: entropic shield (3rd), blur (5th), gaseous form (7th), confusion (9th), major creation (11th), disintegrate (13th), greater polymorph (15th), polymorph any object (17th), shapechange (19th).

Bonus Feats: Agile Maneuvers, Defensive Combat Training, Enlarge Spell, Great Fortitude, Improved Great Fortitude, Skill Focus (Craft [any]), Spell Focus, Toughness.

Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.

Bloodline Powers: Your ancestral immersion in primordial chaos begets your curiously warped magical talents.

Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Protean Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws against polymorph, petrification, and transmutation spells or effects. At 9th level, you gain resist acid 10 and your save bonus increases to +4.

Reality Wrinkle (Sp): At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.

Spatial Tear (Sp): At 15th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. Both of these effects use your sorcerer level as the caster level. At 20th level, you can use this ability twice per day.

Avatar of Chaos (Ex): At 20th level, you are infused with the essence of raw chaos. You gain immunity to acid, petrification, and polymorph effects (except when cast on self), as well as a +2 bonus to save DCs and on checks to overcome spell penetration against creatures with the lawful subtype.

Armor:

Ring of Protection +1, 2,000 gp

Weapons:

Darkwood Hanbo, 1 lb. 60 gp (1d6, x2, Type: B)

Masterwork Cold Iron Dagger, 1 lb. 304 gp (1d4, 19-20/x2, Type: P or S)

Masterwork Silver Dagger, 1 lb. 322 gp (1d4, 19-20/x2, Type: P or S)

Equipment:

Traveler's Outfit, 5 lbs.
Cloak of Resistance +1, 1 lb. 1,000 gp

Bandolier, 5 sp
-Flint and Steel, 1 gp
-Potion of Cure Light Wounds, 50 gp
-Potion of Cure Light Wounds, 50 gp
-Potion of Feather Fall, 50 gp
-Spell Component Pouch, 2 lbs. 5 gp
-Vial of Anti-Plague, 50 gp
-Vial of Anti-Toxin, 50 gp
-Vial of Vermin Repellent, 5 gp

Handy Haversack, 5 lbs. 2,000 gp
-Bedroll, 5 lbs., 1 sp
-Blanket, 3 lbs., 5 sp
-Canteen, 1 lb. 2 gp
-Crowbar, 5 lbs., 2 gp
-Grappling Hook, 4 lbs, 1 gp
-Ink, 8 gp
-Ink Pen, 1 sp
-Journal, 1 lb., 10 gp
-Mess Kit, 1 lb., 2 sp
-Mug, 1 lb. 2 cp
-Rope (50'), 10 lbs., 1 gp
-Tent, 20 lbs., 10 gp
-Trail Rations (5 days), 5 lbs., 2 gp, 5 sp
-Whetstone, 1 lb., 2 cp

Remaining coin(s): 7 gp, 0 sp, 6 cp

Weight carried: 13.0 lbs. (light: < or 33 lbs., medium: 34-66 lbs., heavy: 67-100 lbs.