About Tyrrol Radanavich
Blessing of Virashi: +4 morale bonus on all saving throws against mind-affecting effects and a +2 morale bonus on all attack rolls and skill checks.
Clearly favoring his human heritage, Tyrrol is a huge bear of a half-elf. 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, an Elf with a whimsical attitude to life, who had been with the Theatre for over a hundred 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Afterwards, his father became quite withdrawn and morose, taking only a distracted interest in his son, and dealt with his pain by producing a series of truly soul-scouring Tragedies for the stage.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.
Tyrrol has traveled across the surface of Golarion for years now, searching for the subtle traces of entropy that infest the world, trying to divine his Lord's purpose (a desire which is doomed to failure, as no-one except Groetus knows his plans).
When he heard of the meteorite, a rock from the Dark Tapestry itself, that had crashed near Riddleport, Tyrrol knew that he needed to be there - such things do not happen purely by chance...
Initiative: +1* [+1 Dex] (*Roll twice and pick the best result due to War Sight.)
AC: 22 (10 + 1 Dex + 10 Armor (Full Plate+1) + 1 trait)
Hit Points: 48 + 12 (Con) + 5 (FC) = 41/65
Fort: +8 Ref: +2 Will: +1
Immune to Magic Sleep effects.
Base Atk: +5; CMB: +10; CMD: 21
Skill Points per level:
Fighter: 2 (Class) + 1 (Int)
Oracle: 4 (Class) + 1 (Int)
Barbarian: 4 (Class) + 1 (Int)
Acrobatics -4 (+1 Dex - 5 ACP)
Climb +9 (+5 Str + 6 ranks + 3 class skill - 5 ACP)
Escape Artist -4 (+1 Dex - 5 ACP)
Intimidate +5 (+1 Cha + 1 rank + 3 class skill)
Knowledge(Dungeoneering) +5 (+1 Intelligence + 1 rank + 3 class skill)
Knowledge(History) +5 (+1 Intelligence + 1 rank + 3 class skill)
Knowledge(Local) +5 (+1 Intelligence + 1 rank + 3 class skill)
Knowledge(Planes) +5 (+1 Intelligence + 1 rank + 3 class skill)
Knowledge(Religion) +5 (+1 Intelligence + 1 rank + 3 class skill)
Perception +14 (-2 Wisdom + 6 ranks + 3 class skill + 2 racial bonus + 3 skill focus + 2 MW Spectacles)
Ride -4 (+1 Dex - 5 ACP)
Sense Motive +2 (-2 Wis + 1 rank + 3 class skill)
Spellcraft +5 (+1 Intelligence + 1 rank + 3 class skill)
Stealth -4 (+1 Dex - 5 ACP)
Survival +2 (-2 Wis + 1 rank + 3 class skill)
Swim +4 (+5 Str + 1 rank + 3 class skill - 5 ACP)
**3 selected due to 'Additional Traits' feat**
Defender of the Society:
Your time spent fighting and studying the greatest warriors of the Society has taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances and your starting cash increases to 900 gp.
You carry a weapon that has been passed down from generation to generation in your family. This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.
1st (racial bonus): Skill Focus (Perception)
1st (Fighter Bonus): Power Attack
2nd (Fighter Bonus): Furious Focus
3rd: Weapon Focus: Heavy Flail
5th: Weapon Specialization: Heavy Flail
5th (Fighter Bonus): Bludgeoner
Half-elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Half-elves receive Skill Focus as a bonus feat at 1st level.
Half-elves count as both elves and humans for any effect related to race.
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Half-elves receive a +2 racial bonus on Perception skill checks.
Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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.
Revelation: War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result.
Shattering Strike (Ex):
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Overhand Chop (Ex):
At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces Armor Training 1.
Crowd Control (Ex):
This ability replaces fast movement.
Controlled Rage (Ex):
4+Con modifier rounds / day (6/day)
Orisons : Create Water, Detect Magic, Guidance, Light.
1st (0/4 used): Comprehend Languages, Cure Light Wounds, Shield of Faith.
+1 Consecrated Ancestral Heavy Flail (2165) + Weapon Cord (0.1)
MW Cold-Iron Greatsword (400)
MW Bladed Light Crossbow (Bolts: 20/20)
+1 Full Plate (2,650)
MW Spectacles (55)
Pocket Watch (Engraved with Groetus' Holy Symbol) (260)
Spring-loaded wrist sheath #1: (5)
Spring-loaded wrist sheath #2: (5)
Wand of CLW (15/15 charges) (225)
-=MW Backpack (50)=-
-=Belt Pouch #1 (1)=-
-=Belt Pouch #2 (1)=-
Coins: 13pp, 56gp, 0sp, 0cp