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Tyrrol Radanavich's page

404 posts. Alias of Luke_Parry.

Full Name

Tyrrol Radanavich




Magus (Bladebound/Hexcrafter) 2












Common, Varisian, Aklo

Strength 12
Dexterity 18
Constitution 13
Intelligence 15
Wisdom 12
Charisma 16

About Tyrrol Radanavich


Tyrrol is a tall, thin man, with a frame lightly covered in muscle, 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Afterwards, his father became quite withdrawn and morose, taking only a distracted interest in his son, and dealt with his pain by producing a series of truly soul-scouring Tragedies for the stage.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: +6 [+4 Dex + 2 Trait]
Senses: 60' Darkvision, Low Light Vision, Perception +5
Speed: 30 ft

AC: 18 (10 + 10 + 4 MW Chain Shirt + 4 Dex)
Touch: 14 (10 + 4 Dex)
Flat-footed: 14 (10 + 4 MW Chain Shirt)

Hit Points: 15/15 (13 (Class) + 2 (Con))

Fort: +4 Ref: +4 Will: +4

+2 racial bonus on saving throws against disease and mind-affecting effects.

Base Atk: +1; CMB: +2; CMD: 16


MW Alchemical Silver Battle Aspergillum: +6 to Hit; Dmg 1d6+1; crit 20/x2, Bludgeoning



Skill Points per level:
Ranger: 2 (Class) + 2 (Int) + 1 FC
Acrobatics +4
Appraise +2
Bluff +7 (+3 Cha + 2 ranks + 2 racial)
Climb +1
Craft(Any) +2
Diplomacy +3
Disguise +3
Escape Artist +4
Heal +1
Intimidate +3
Knowledge(Arcana) +7 (+2 Int + 2 ranks + 3 class skill)
Knowledge(Dungeoneering) +7 (+2 Int + 2 ranks + 3 class skill)
Perception +5 (+1 Wisdom + 2 ranks + 2 Racial)
Perform(Dance) +5 (+3 Cha + 2 ranks)
Ride +4
Sense Motive +1
Stealth +4
Survival +1
Swim +1

Chance Saviour:

Benefit: You gain a +2 trait bonus on Initiative checks.

1st: Weapon Finesse

Racial Abilities:
Undead Resistance:
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex):
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Dhampire gain a +2 racial bonus on Bluff and Perception checks

A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Dhampir see perfectly in the dark up to 60 feet.

Low-light vision:
In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Negative Energy Affinity:
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Class Features:
Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su):
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Cantrips: Brand, Disrupt Undead, Prestidigitation, Read Magic

1st level (3): Shocking Grasp (0/3 used)

MW Courtier's Outfit (80)
MW Chain Shirt (250)
MW Alchemical Silver Battle Aspergillum (325) + Locked Gauntlet (8)
Pocket Watch engraved with a skull-faced moon (250gp)

Belt Pouch (1)
Flint and Steel (1)
Iron Vial [x4] (0.4)
Glass Bottle (2)
Small Steel Mirror (10)

Waterskin (1)

MW Backpack (50)
50' Silk Rope (10)
Grappling Hook (1)
Crowbar (2)
Hammer (0.5)
Piton [x10] (1)
Bedroll (0.1)

Coins: 7gp, 0sp, 0cp

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