Davashuum

Tyrrol Radanavich's page

437 posts. Alias of Luke_Parry.


Full Name

Tyrrol Radanavich

Race

Aasimar (Plumekith)

Classes/Levels

Occultist (Psychodermist/Reliquarian) (AC 25/17/20; HP 52/52; Fort +9, Ref +10, Will +8; Init +8, Perception +17, CMD 22)

Gender

Male

Size

Medium

Age

42

Alignment

Neutral Good

Deity

Neith

Languages

Common, Celestial, Kelish

Strength 14
Dexterity 23
Constitution 14
Intelligence 12
Wisdom 18
Charisma 7

About Tyrrol Radanavich

Initiative: +8 [+6 Dex + 2 Trait]
Senses: 60' Darkvision, Perception +17
Speed: 40 ft (40ft in Armor)

AC: 25* (10 + 5 (+1 Mithril Chain Shirt) + 6 Dex + 2 (+1 Sanctified Buckler) + 1 (Ring of Protection+1) + 1 (Amulet of Natural Armour +1))
Touch: 17* (10 + 6 Dex + 1 (Ring of Protection+1) )
Flat-footed: 20* (10 + 6 (+1 Mithril Chain Shirt) + 2 (+1 Sanctified Buckler) + 1 (Ring of Protection+1) + 1 (Amulet of Natural Armour +1))
*+1 to AC Vs. Evil Outsiders

Hit Points: 52/52 (38 class + 14 Con)

Fort: +9 Ref: +10 Will: +8

Combat:

Base Atk: +5; CMB: +7; CMD: 23

Melee
+1 Consecrated Mighty[+2] Composite Longbow +12/+12/+7* (+7 BAB + 6 Dex + 1 Enhancement - 2 Rapid Shot); 1d8+3; 20/x3; Range 110' (Type: P/B)
*+1 to hit Vs. Evil Outsiders

Skills:

Skill Points per level: Occultist: 4 (Class) + 1 (Int) + 1 (FC)
Acrobatics +6
Appraise +1
Bluff -2
Climb +2
Craft +1
Diplomacy +16 (+4 Wis + 7 ranks + 3 class skill + 2 Racial)
Disguise -2
Escape Artist +6
Heal +4
Intimidate -2
Knowledge(Arcana) +11 (+1 Int + 7 ranks + 3 class skill)**
Knowledge(Planes) +11 (+1 Int + 7 ranks + 3 class skill)**,@
Knowledge(Religion) +11 (+1 Int + 7 ranks + 3 class skill)**
Perception +17 (+4 Wis + 7 ranks + 3 class skill + 3 Domain)
Perform -2
Profession(Merchant) +4 (+4 Wis + 1 rank + 3 class skill)
Ride +6
Sense Motive +4
Spellcraft +10 (+1 Int + 6 ranks + 3 class skill)
Stealth +6
Survival +4
Swim +2

**+1/2 x CL to checks to ID monsters (+3)
@+2 Racial on Knowledge(Planes) checks Vs. Evil Outsiders

Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

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

Empathic Diplomat:
You have long followed the path of common sense and empathic insight when using diplomacy.

Benefit: You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.

Feats:
1st: Point Blank Shot
1st (Human Bonus): Precise Shot
3rd: Craft Wondrous Item
5th: Rapid Shot
7th: Boon Companion
9th: Manyshot
11th:
13th: Clustered Shots
15th: Improved Critical (Longbow)
17th: Weapon Focus (Longbow)
19th:

Racial Abilities:
Native Outsider:
Aasimars are outsiders with the native subtype.
Darkvision:
Aasimars can see in the dark up to 60 feet.
Celestial Crusader:
Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
Spell-Like Ability:
Aasimars can use See Invisibility once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).

Class Features:
Trophies (Su):
At 1st level, a psychodermist learns how to siphon power from pieces of creatures he has slain. The psychodermist gains Harvest Parts as a bonus feat, and he can select one monster part per implement school he knows to become a permanently preserved trophy so long as it remains in his possession. Each trophy functions as the psychodermist’s implement for its associated implement school. A trophy that fits multiple implement categories, such as a hand with clawed fingers, can function for only one implement school at a time. A trophy can be integrated into another item, such as an ornament or a magic item, but otherwise does not take up a magic item slot, even when worn. A psychodermist can replace trophies with new ones harvested from slain foes, although doing so causes the old trophies to rot at their normal rate. In order to craft a trophy, the psychodermist must have been present during the creature’s death.

This ability alters implements.

Monster Hunting Lore (Ex):
At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.

This ability replaces magic item skill.

Discern Death (Su):
At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biographyAPG, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.

This ability replaces object reading.

Seek Prey (Su):
At 5th level, a psychodermist can supernaturally detect creatures around him as a standard action. This functions as the spell aura sightACG, except the duration is 1 round and the psychodermist learns the locations and power of all auras of a specific creature type, similar to detect undead except the psychodermist can choose any creature type represented among the trophies he has selected for that day.

This ability replaces aura sight.

Faithful:
A reliquarian must worship a deity, and must be within one step of her deity’s alignment, along either the law/chaos axis or the good/evil axis. A reliquarian is proficient with her deity’s favored weapon in addition to her normal weapon and armor proficiencies.

Spells:
A reliquarian’s spells are considered divine spells, not psychic spells. The reliquarian’s spells use verbal components instead of thought components, and somatic components instead of emotional components, and she uses a sacred implement (see below) as a divine focus. This ability alters the occultist’s spells.

Domain:
A reliquarian gains access to one of her deity’s domains. She treats her occultist level as her cleric level for the purposes of access to domain powers and their strength. Additionally, the reliquarian adds the domain’s spells to her occultist spell list and her spells known.

Diminished Focus Power (Su):
A reliquarian learns only the base focus power from one implement school at 1st level. She gains additional focus powers as normal. This ability alters focus powers.

Sacred Implements (Su):
A reliquarian gains one implement school at 1st level. Additionally, the reliquarian gains a relic of her god, typically a holy symbol of significant age, a fixture from a lost temple, or bone or hair from a prominent historical figure of the religion. This grants the reliquarian access to one of her deity’s domains, as detailed above. Without this implement, the reliquarian cannot use her domain powers and must succeed at a Concentration check to cast spells from her domain. All of a reliquarian’s future implements must be somehow representative of her faith. This ability modifies implements.

Orisons:
A reliquarian gains one orison, or 0-level divine spell, each time she selects an implement school (including when she again selects a school that she has already learned to use.) These orisons otherwise behave as an occultist’s knacks. This ability replaces knacks.

Divine Focus (Su):
A reliquarian uses her Wisdom modifier, rather than her Intelligence modifier, to determine the amount of mental focus available to her each day Occultist Level + Wisdom Modifier / day = 11). This ability modifies mental focus.

Implements:
Animal(Feather) Domain - 1st:
Replacement Power:
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (+3). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex):
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your Occultist level.

Spells:
1st—Calm Animals, 2nd—Feather Fall, 3rd—Fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—Mass Fly

Abjuration - 1st ((MENTAL FOCUS INVESTED: 5/5)): ((+2 Resistance))
Resonant Power - Warding Talisman (Su):
The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Base Focus Power - Mind Barrier (Sp):
As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Energy Shield (Sp) - 3rd:
As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.

Loci Sentry (Sp) - 7th:
As a standard action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry’s activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered. When you set the sentry, you can set any number of specif ic creatures to be immune to the sentry and thus avoid triggering it.

Spells:
Orison—Resistance, 1st—Shield, 2nd—Resist Energy, 3rd—Dispel Magic, 4th—Break Enchantment, 5th—Greater Dispel Magic, 6th—Antimagic Field

Transmutation - 2nd ((MENTAL FOCUS INVESTED: 6/6)): ((+4 Dex)
Resonant Power - Physical Enhancement (Su):
The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Base Focus Power - Legacy Weapon (Su):
As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Quickness (Sp) - 5th:
As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.

Telekinetic Mastery (Sp) - 9th:
As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 1 round per occultist level you possess. You must be at least 9th level to select this focus power.

Spells:
Orison—Mending, 1st—Gravity Bow, 2nd—Rope Trick, 3rd—Haste, 4th—Air Walk, 5th—Overland Flight, 6th—Disintegrate

Trappings of the Warrior - 6th:
Resonant Power - Martial Skill (Ex): ((+2 to BAB))
When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action (for example, a 12th-level occultist with 12 points of mental focus invested among the associated implements would be treated as having a base attack bonus of +11, with iterative attacks at a base attack bonus of +6 and +1).

Base Focus Power - Combat Trick (Ex):
As a move action, you can expend 3 points of mental focus to gain a single combat feat for which you qualify. This benefit lasts for 1 minute.

Spells:
Orison—Message, 1st—Liberating Command, 2nd—Weapon of Awe, 3rd—Magic Vestment, 4th—Life Bubble, 5th—Particulate Form, 6th—Freedom of Movement (4th level)

Conjuration - 10th:
Resonant Power - Casting Focus (Su):
The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Base Focus Power - Servitor (Sp):
As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Purge Corruption (Sp) - 11th:
As a standard action, you can expend 1 point of mental focus to draw out the corruption from a creature. You must touch the target with your implement to use this power. This ability functions as either neutralize poison or remove disease, using your occultist level as the caster level. Each use of this ability can cure only one poison or one disease. You must be at least 5th level to select this focus power.

Conjure Implement (Sp) - 13th:
You can expend 1 point of mental focus to conjure any item that qualif ies as an implement that you know how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, and can also be used to cast your psychic spells, even though you did not select it at the beginning of the day. If you have more than one implement for the same school, decide which set of spells the conjured implement will grant when you first conjure it. The implement can’t be used to store mental focus or create any effects that require mental focus. The implement lasts for 10 minutes per occultist level you possess.

Spells:
Orison—Stabilize, 1st—CLW, 2nd—Delay Poison, 3rd—CSW, 4th—Dimension Door, 5th—Teleport, 6th—Heal

Divination - 14th:
Resonant Power - Third Eye (Su):
The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Base Focus Power - Sudden Insight (Sp):
As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Danger Sight (Sp) - 15th:
As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.

Mind Eye (Sp) - 17th:
As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.

Spells:
Orison—Read Magic, 1st—Identify, 2nd—See Invisibility, 3rd—Akashic Communion, 4th—Contact Other Plane, 5th—True Seeing, 6th—Legend Lore

Evocation - 18th:
Resonant Power - Intense Focus (Su):
The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.

Base Focus Power - Energy Ray (Sp):
As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).

Energy Blast (Sp) - 19th:
As a standard action that provokes attacks of opportunity, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals 5d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 at 9th, and so on, to a maximum of 12d6 at 19th level). The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire). You must be at least 5th level to select this focus power.

Spells:
Orison—Spark, 1st—Burning Hands, 2nd—Gust of Wind, 3rd—Tiny Hut, 4th—Resilient Sphere, 5th—Wall of Force, 6th—Contingency

Spells:
Orisons: Mending, Message, Resistance
1st level (0/4+1): Calm Animals, Gravity Bow, Liberating Command, Shield
2nd level (0/3+1): Feather Fall, Resist Energy, Rope Trick, Weapon of Awe
3rd level (0/1+1): Dispel Magic, Fly, Haste, Magic Vestment

Equipment:
Combat
+1 Consecrated Mighty[+2] Composite Longbow (2750)
+1 Mithril Chain Shirt (2100)
+1 Sanctified Buckler (1255)

--=Worn=--
Platinum ring (50gp) x2
Head: Dawnflower's Sash (1250) - crafted
Headband: Headband of Alluring Charisma +2 (2000) - crafted
Eyes:
Neck: Amulet of Natural Armour +1 (1000) - crafted
Shoulders:
Body:
Chest:
Wrist:
Hands:
Ring: Ring of Protection +1 (2000)
Ring:
Belt: Belt of Mighty Constitution +2 (2000) - crafted
Feet: Boots of Striding and Springing (2750) - crafted

Spring-loaded Wrist Sheath (x2) (10)

--=Handy Haversack (4lbs)=-- (1000) - crafted
Bedroll -5lbs (0.1)
Waterproof Bag (x2) (1)
Crowbar (2)
100' Silk Rope (20)
Shovel (2)

--=Side Pouch 1=--
Chalk (3) (0.03)
Fishhook (x2) (0.2)
Flint and Steel (1)
Small Steel Mirror (10)
Piton (x10) (1)
Whetstone (0.02)
Scroll Case (1)
Grappling Hook (1)
Glass Bottle (x2) (4)

--=Side Pouch 2=--
Smelling Salts (25)
Cold Iron Arrows x60 (6)
Alchemical Silver Arrows x60 (9)
Blunt Arrows x60 (6)
Wand of Infernal Healing #1 (5/5) (750)
Wand of Infernal Healing #2 (5/5) (750)
Wand of Infernal Healing #3 (5/5) (750)

Coins:
0 pp
537 gp
6 sp
5 cp

Shadow, Tiger Animal Companion 7:
N Large Animal
Init +3; Senses: Low-light vision, Scent; Perception +7, +15 if scent-based

DEFENSE
AC: 25, Touch: 12, Flat-footed: 22 (10 + 3 Dex + 7 natural + 6 Breastplate - 1 Size)
hp: 51/51 (8+5x5 (HD) + 18 (Con))
Fort: +8, Ref: +8, Will: +4

+4 morale bonus on Will saves against enchantment spells and effects.

OFFENSE
Speed 40 ft. (30ft. in Armor)
Melee Bite +9 (1d8+6+1d6+Grab), Claw +9 (1d6+6+1d6+Grab), Claw +9 (1d6+6+1d6+Grab)

STATISTICS
Str 23, Dex 17, Con 17, Int 3, Wis 15, Cha 10
BAB +4; CMB +11; CMD 24
Feats: Light Armor Proficiency (1st), Medium Armor Proficiency (2nd), Improved Unarmed Strike (5th), Dragon Style (8th), Eldritch Claws (10th), Combat Stamina (13th), *** (16th), *** (18th)
Skills: Acrobatics +5, Climb +2, Escape Artist -1, Intimidate +0, Linguistics (-3), Perception +7, Stealth -1, Survival +2, Swim +2
SQ: Link, Share Spells, Evasion, Rake(1d6), Devotion, Grab, Pounce
Languages: Ignan (can't speak)
Tricks: Air Walk, Attack, Attack(Anything), Come, Defend, Down, Exclusive, Flank, Guard, Heel, Serve, Stay
Equipment: Amulet of Mighty Fists (Merciful) - CRAFTED, Breastplate Barding