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Davashuum

Tyrrol Radanavich's page

327 posts. Alias of Luke_Parry.


Full Name

Tyrrol Radanavich

Race

'Half-Elf'

Classes/Levels

Fighter (Two-Handed) 4 / Oracle (Battle) 1 / Barbarian (Urban) 1 / Ranger (Trophy Hunter) 1

Gender

Male

Size

Medium

Age

66

Alignment

Chaotic Neutral

Deity

Groetus

Location

Riddleport

Languages

Common, Elven, Aklo*

Strength 23
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 7
Charisma 13

About Tyrrol Radanavich

Appearance:

Tyrrol is a huge bear of a man, with a broad nose and high cheek-bones, suggesting Ulfen 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.

Background:

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Afterwards, his father became quite withdrawn and morose, taking only a distracted interest in his son, and dealt with his pain by producing a series of truly soul-scouring Tragedies for the stage.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.

Goals/Motivations:

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).

At present, he has ended-up in Riddleport, a wretched hive of scum and villainy, hoping to find what he is looking for amidst the dregs of humanity...

Initiative: +1* [+1 Dex] (*Roll twice and pick the best result due to War Sight.)
Senses: 60' Darkvision, Perception +13
Speed: 30 ft (20ft in Armor)

AC: 23 (10 + 10 (+1 Defiant(Elf) Fullplate) + 1 Dex + 1 Trait + 1 (Amulet of NA +1))
Touch: 11 (10 + 1 Dex)
Flat-footed: 22 (10 + 10 (+1 Defiant(Elf) Fullplate) + 1 Dex + 1 Trait + 1 (Amulet of NA +1))

Hit Points: 46 + 7 (Con) + 4 (FC) = 57/57

Fort: +9 Ref: +4 Will: +1

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

+4 competence bonus on saves made against disease

Combat:
Base Atk: +6/+1; CMB: +12; CMD: 23

Melee
+1 Silversheen Nodachi: +14 to Hit; Dmg 2d10+23; crit 18-20/x2; Type: Piercing/Slashing

Ranged
Sling: +7 to Hit; Dmg 1d4+6; crit 20/x2; Type: Bludgeoning; Range: 50'

Skills:
Skill Points per level:
Fighter: 2 (Class) + 1 (Int)
Oracle: 4 (Class) + 1 (Int)
Barbarian: 4 (Class) + 1 (Int)
Ranger: 6 (Class) + 1 (Int)
Acrobatics +0 (+1 Dex + 1 rank + 3 class skill - 5 ACP)
Appraise +1
Bluff -3 (+1 Cha - 4 Curse)
Climb +5 (+6 Str + 1 rank + 3 class skill - 5 ACP)
Craft (Alchemy) +5 (+1 Int + 1 rank + 3 class skill)
Diplomacy -3 (+1 Cha - 4 Curse)
Disguise -3 (+1 Cha - 4 Curse)
Escape Artist -4 (+1 Dex - 5 ACP)
Heal -2
Intimidate +13 (+1 Cha + 7 ranks + 3 class skill + 2 Tool)
Knowledge(Local) +5 (+1 Int + 1 rank + 3 class skill)
Linguistics +13 (+1 Int + 7 ranks + 3 class skill + 2 racial)
Perception +13 (-2 Wisdom + 7 ranks + 3 class skill + 5 Eyes)
Perform(Any) -3 (+1 Cha - 4 Curse)
Ride -4 (+1 Dex - 5 ACP)
Sense Motive +0 (-2 Wisdom + 2 racial)
Spellcraft +5 (+1 Int + 1 rank + 3 class skill)
Stealth +0 (+1 Dex + 1 rank + 3 class skill - 5 ACP)
Survival +2 (-2 Wisdom + 1 rank + 3 class skill)
Swim +5 (+6 Str + 1 rank + 3 class skill - 5 ACP)

Traits:

Defender of the Society:
Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor.

Benefit: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Birthmark:
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.

Feats:
1st: Weapon Focus: Nodachi
1st (Fighter Bonus): Power Attack
2nd (Fighter Bonus): Furious Focus
3rd: Extra Revelation
5th: Arcane Strike
5th (Fighter Bonus): Weapon Specialization: Nodachi
7th: Vital Strike

Racial Abilities:
Darkvision:
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Truespeaker:
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Scion of Humanity:
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Spell-Like Ability (Sp):
Angel-blooded aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Class Features:
Mystery: Battle
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.
Wasting:Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
Spells
Orisons
Revelation: War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result.
Revelation: 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.

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.
This ability replaces Bravery.

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):
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.

Controlled Rage (Ex):
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Favored Enemy(Elf) (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.

Equipment:
-=Worn=-
Explorer's Outfit
Helm of the Grinning Moon (MW Tool - Intimidate) (50gp)
Eyes of the Eagle (2500)
Amulet of Natural Armor +1 (2000)
+1 Defiant(Elf) Fullplate (5650)
Sleeves of Many Garments (200)
Belt of Giant Strength +2 (4000)
+1 Consecrated Silversheen Nodachi (2960) + Locked Gauntlet (8) + Weapon Cord (0.1)

Pocket Watch (Engraved with Groetus' Holy Symbol) (260)

Spring-loaded wrist sheath #1: (5)
Wand of Lead Blades [50/50] (750)

Spring-loaded wrist sheath #2: (5)
Oil of Bless Weapon (50)

Waterskin (1)

-=MW Backpack (50)=-
Bedroll (0.1)
Waterproof Bag (0.5)
Crowbar (2)
Grappling Hook (1)
100' Silk Rope (20)
10 x Piton (1)
Shovel (0.02)
10' Pole (0.05)
Traveler's Any Tool (250)

-=Adventurer's Sash (20)=-
2 x Oil of Bless Weapon (100)
2 x Potion of Enlarge Person (100)
Scroll of Instant Armor (150)
Scroll of Airwalk (700)

-=Belt Pouch #1 (1)=-
Oil of Bless Weapon (50)
2 x Potion of Enlarge Person (100)

-=Belt Pouch #2 (1)=-
Flint and Steel (1)
Small Steel Mirror (10)
Fishhook (0.1)
Iron Vial (0.1)
2 x Chalk (0.02)
50' String (0.01)

Coins: 3gp, 0sp, 0cp


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