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Tyrrol Radanavich's page

387 posts. Alias of Luke_Parry.

Full Name

Tyrrol Radanavich




Oracle (Dual-Cursed) 1 / Ranger (Trophy Hunter) 1








Chaotic Neutral


Common, Elven, Aklo*

Strength 20
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Tyrrol Radanavich


Tyrrol is a huge bear of a man, with a broad nose and high cheek-bones, suggesting Nordic heritage at some point in his distant ancestry. This alone would normally make him quite intimidating, but it pales in comparison to the unsettling effect of his eyes, which glow with a lambent blue light. He is otherwise quite pale, with almost chalk-white skin, and fine flaxen hair.

He tends to be quite somber, rarely smiling, let alone laughing – he also has a habit of staring at people just longer than is comfortable, and compulsively checks the time on his silver pocket-watch every few minutes.


Tyrrol’s mother was a chorus girl in the Karcau Opera, who caught the eye of one of the playwrights, a man with a whimsical attitude to life, who had been with the Theatre for over twenty years.

His early years were filled with laughter and music, and his first playground was backstage amongst the discarded scenery, where he dreamed of strange worlds, and tales where he was the hero, and always rescued the damsel in distress.

However, all of that changed one day, when his mother was killed in a freak accident; no-one was ever able to explain why the rope on the set failed, or why his mother was standing in just the right spot to be crushed…

Afterwards, his father became quite withdrawn and morose, taking only a distracted interest in his son, and dealt with his pain by producing a series of truly soul-scouring Tragedies for the stage. For his part, Tyrrol was never able to come to terms with his mother’s death. He sought, in vain, for some tangible reason why she should have been so cruelly taken away from him.

Ultimately, he realised that there was no reason; it was simple another random act of cruelty in an uncaring universe. As a result, Tyrrol became obsessed with Fate, and the forces of Entropy; unsurprisingly, when he first caught wind of it in some moldy scrolls describing the Boneyard, he was drawn to the doctrine of the Lord of the End Times like a moth to the flame. He subsequently became fixated on collecting relics imbued by Groetus, hoping that through the tools of the God of Oblivion, he can gain an understanding of the vicissitudes of fate, and gain some measure of peace.

Unfortunately, as his quest has become ever-more single-minded, his tolerance for things, creatures, and people that stand in his way his dramatically lessened. Whilst he ignores most things in a manner that is borderline dissociative, this is more like a layer of deceiving calm atop a see roiling with deep currents of rage, meaning that he can quickly shift from placidly ignoring someone, to disemboweling them, or in one extreme case, spiking the doors of a pub shut, and burning it to the ground during happy hour. Ironically, as he has withdrawn more and more from his fellow creatures, other things (whether they be true otherworldly creatures, or simply fragments of his own psyche) have imprinted themselves on him more and more, offering suggestions, advice, and imprecations at the most inopportune times...

Initiative: +1* [+1 Dex] (*Roll twice and pick the best result due to War Sight.)
Senses: Perception +13
Speed: 30 ft

AC: 11 (10 + 10 + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 10 (10)

Hit Points: 10 + 2 (Con)

Fort: +4 Ref: +3 Will: +1

+2 trait bonus on all saving throws against charm and compulsion effects

+4 competence bonus on saving throws made against mind-affecting effects

Immune to magic sleep effects

+2 racial saving throw bonus against enchantment spells and effects

Base Atk: +1; CMB: +6; CMD: 17



Skill Points per level:
Ranger: 6 (Class) + 0 (Int)
Acrobatics +1
Appraise -2 (+0 Int - 2 Curse)
Bluff +4
Climb +9 (+5 Str + 1 rank + 3 class skill)
Craft(Any) -2 (+0 Int - 2 Curse)
Diplomacy +8 (+4 Cha + 1 rank + 3 class skill)
Disguise +4
Escape Artist +1
Handle Animal +8 (+4 Cha + 1 rank + 3 class skill)
Heal -3 (-1 Wis - 2 Curse)
Intimidate +8 (+4 Cha + 1 rank + 3 class skill)
Knowledge(Planes) +5 (+0 Int + 1 rank + 3 class skill - 2 Curse + 3 Skill Focus)
Perception +3 (-1 Wisdom + 1 rank + 3 class skill + 2 Racial - 2 Curse)
Perform(Any) +4
Ride +1
Sense Motive -3 (-1 Wis - 2 Curse)
Stealth +1
Survival -3 (-1 Wis - 2 Curse)
Swim +5

You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefit: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.


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

1st: Extra Revelation
1st (Racial Bonus): Skill Focus (Knowledge[Planes])

Racial Abilities:
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Arcane Training:
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class (Wizard). They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Class Features:
Mystery: Time
Oracle's Curse:
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Tongues: In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand Aklo. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Shattered Psyche: Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a –2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mind-affecting effects. At 5th level, you’re immune to charm effects. At 10th level, you’re immune to compulsion effects. At 15th level, you’re immune to all mind-affecting effects.
Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Favored Enemy(Human) (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Improved Tracking (Ex):
At 1st level, a trophy hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the trophy hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.
This ability replaces wild empathy.

Spells Known:
Orisons : Create Water, Detect Magic, Guidance, Read Magic.

1st (0/4 used): Comprehend Languages, Cure Light Wounds, Protection from Evil.


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