Randiin Taiolu Neutral None 0 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Fighter (Gladiator) 3 / Sorcerer (Crossblooded) 3 / Rogue (Acrobat) 3 / Humanoid 2 / Commoner 9 4500000 Drow Small / 5 ft. by 5 ft. 4' 8" 83 lbs. Darkvision (120 ft.), Low-Light Vision
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
20 ??? 80 Male Red White, Messy
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
25 +7 25 +7
DEX
Dexterity
31 +10 31 +10
CON
Constitution
22 +6 22 +6
INT
Intelligence
27 +8 27 +8
WIS
Wisdom
23 +6 23 +6
CHA
Charisma
29 +9 29 +9

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
199




  
Walk 30 ft.
AC
Armour Class
20 : 22 : 9 = 10 + 0 + 0 + 10 + 1 + -2 + 1 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+14 = +10 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+11/+6/+1


0 +0 31  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+19 = +11 + +6 + +0
+ +0
+ +2
+
Reflex
Dexterity
+19 = +8 + +10 + +0
+ +0
+ +1
+
Will
Wisdom
+13 = +8 + +6 + +0
+ +0
+ -1
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+19/+14/+9 = +11/+6/+1
+ +7 + +1
+ 0
+ +0
+
RANGED
ATTACK BONUS
+22/+17/+12 = +11/+6/+1
+ +10 + +1
+ 0
+ +0
+
CMB
ATTACK BONUS
+17 = +11
+ +7 + +0
+ +0
+ +4
+
CMB +17 +17 +17 +17 +17 +17
CMD 38 38 38 38 38 38
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
+1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+19/+14/+9
1d2+7
20/x2
5 ft.

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
Show Outfit
SKILLS MAX
RANKS
20/20
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 30 = 10
+ 13
+ 7
  Appraise INT 17 = 8
+ 6
+ 3
  Bluff CHA 18 = 9
+ 6
+ 3
  Bluff (Pass messages) CHA 22 = 9
+ 6
+ 7
  Climb STR 20 = 7
+ 10
+ 3
  Craft (Alchemy) INT 12 = 8
+ 1
+ 3
  Craft (Armor) INT 15 = 8
+ 4
+ 3
  Craft (Blacksmithing) INT 15 = 8
+ 4
+ 3
  Craft (Books) INT 12 = 8
+ 1
+ 3
  Craft (Calligraphy) INT 12 = 8
+ 1
+ 3
  Craft (Carpentry) INT 15 = 8
+ 4
+ 3
  Craft (Cloth) INT 12 = 8
+ 1
+ 3
  Craft (Clothing) INT 12 = 8
+ 1
+ 3
  Craft (Leather) INT 12 = 8
+ 1
+ 3
  Craft (Locks) INT 12 = 8
+ 1
+ 3
  Craft (Pottery) INT 12 = 8
+ 1
+ 3
  Craft (Rope) INT 12 = 8
+ 1
+ 3
  Craft (Shoes) INT 12 = 8
+ 1
+ 3
  Craft (Traps) INT 12 = 8
+ 1
+ 3
  Craft (Untrained) INT 8 = 8
+ 0
+ 0
  Craft (Weapons) INT 15 = 8
+ 4
+ 3
  Diplomacy CHA 26 = 9
+ 10
+ 7
  Disable Device DEX 15 = 10
+ 2
+ 3
  Disguise CHA 14 = 9
+ 2
+ 3
  Escape Artist DEX 27 = 10
+ 10
+ 7
  Fly DEX 14 = 10
+ 0
+ 4
  Handle Animal CHA 22 = 9
+ 10
+ 3
  Heal WIS 15 = 6
+ 6
+ 3
  Intimidate CHA 16 = 9
+ 2
+ 5
  Knowledge (Arcana) INT 12 = 8
+ 1
+ 3
  Knowledge (Dungeoneering) INT 12 = 8
+ 1
+ 3
  Knowledge (Local) INT 20 = 8
+ 9
+ 3
  Linguistics(Common, Drow, Drow Sign Language, Elven, Read Lips, Undercommon) INT 17 = 8
+ 6
+ 3
  Perception WIS 20 = 6
+ 9
+ 5
  Perform (Act) CHA 20 = 9
+ 8
+ 3
  Perform (Comedy) CHA 20 = 9
+ 8
+ 3
  Perform (Dance) CHA 20 = 9
+ 8
+ 3
  Perform (Untrained) CHA 9 = 9
+ 0
+ 0
  Profession (Baker) WIS 10 = 6
+ 1
+ 3
  Profession (Barrister) WIS 10 = 6
+ 1
+ 3
  Profession (Brewer) WIS 10 = 6
+ 1
+ 3
  Profession (Butcher) WIS 10 = 6
+ 1
+ 3
  Profession (Clerk) WIS 10 = 6
+ 1
+ 3
  Profession (Cook) WIS 10 = 6
+ 1
+ 3
  Profession (Courtesan) WIS 20 = 6
+ 11
+ 3
  Profession (Driver) WIS 10 = 6
+ 1
+ 3
  Profession (Farmer) WIS 10 = 6
+ 1
+ 3
  Profession (Fisherman) WIS 10 = 6
+ 1
+ 3
  Profession (Fortune-teller) WIS 10 = 6
+ 1
+ 3
  Profession (Gambler) WIS 10 = 6
+ 1
+ 3
  Profession (Gardener) WIS 10 = 6
+ 1
+ 3
  Profession (Herbalist) WIS 10 = 6
+ 1
+ 3
  Profession (Innkeeper) WIS 10 = 6
+ 1
+ 3
  Profession (Librarian) WIS 10 = 6
+ 1
+ 3
  Profession (Merchant) WIS 10 = 6
+ 1
+ 3
  Profession (Midwife) WIS 10 = 6
+ 1
+ 3
  Profession (Miller) WIS 10 = 6
+ 1
+ 3
  Profession (Miner) WIS 10 = 6
+ 1
+ 3
  Profession (Porter) WIS 10 = 6
+ 1
+ 3
  Profession (Sailor) WIS 10 = 6
+ 1
+ 3
  Profession (Scribe) WIS 10 = 6
+ 1
+ 3
  Profession (Shepherd) WIS 10 = 6
+ 1
+ 3
  Profession (Siege Engineer) WIS 10 = 6
+ 1
+ 3
  Profession (Soldier) WIS 10 = 6
+ 1
+ 3
  Profession (Soothsayer) WIS 10 = 6
+ 1
+ 3
  Profession (Stable Master) WIS 10 = 6
+ 1
+ 3
  Profession (Tanner) WIS 10 = 6
+ 1
+ 3
  Profession (Trapper) WIS 10 = 6
+ 1
+ 3
  Profession (Woodcutter) WIS 10 = 6
+ 1
+ 3
  Ride DEX 15 = 10
+ 2
+ 3
  Sense Motive WIS 14 = 6
+ 5
+ 3
  Sleight of Hand DEX 15 = 10
+ 2
+ 3
  Spellcraft INT 16 = 8
+ 5
+ 3
  Stealth DEX 31 = 10
+ 10
+ 11
  Survival WIS 15 = 6
+ 6
+ 3
  Swim STR 21 = 7
+ 11
+ 3
  Use Magic Device CHA 15 = 9
+ 3
+ 3
   =
+
+
   =
+
+
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
EQUIPMENT
ITEM LOCATION QTY WT. COST
 




ITEM LOCATION QTY WT. COST
TOTAL WEIGHT CARRIED/VALUE   0 lbs. 0 gp
WEIGHT ALLOWANCE
Light 200 Medium 400 Heavy 600
Lift Over Head 600 Lift Off Ground 1200 Push or Drag 3000

MONEY
Unspent Funds = 450.0

TEMPLATES
Young Creature

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
Show Outfit
FEATS
Acrobatic [Paizo Inc. - Core Rulebook, p.113]
    You are skilled at leaping, jumping, and flying.
Dodge [Super Genius Games - Core Rulebook, p.122]
    Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
Eschew Materials [Super Genius Games - Core Rulebook, p.123]
    You can cast many spells without needing to utilize minor material components.
Feign Death [Super Genius Games - Adventurer's Handbook: Genius Guide Volume 1, p.61]
    Play dead.
Improved Initiative [Paizo Inc. - Core Rulebook, p.127]
    Your quick reflexes allow you to react quickly to danger.
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
Low Profile [Paizo Inc. - Advanced Player's Guide, p.164]
    Your small stature helps you avoid ranged attacks.
Mocking Dance [Paizo Inc. - Ultimate Combat, p.109]
    You do a little dance that mocks your foe and entertains the crowd.
Performance Weapon Mastery [Paizo Inc. - Ultimate Combat, p.112]
    You wield all your weapons with the flair of a performer.
Persuasive [Paizo Inc. - Core Rulebook, p.131]
    You are skilled at swaying attitudes and intimidating others into your way of thinking.
Run [Paizo Inc. - Core Rulebook, p.132]
    You are swift of foot.
Secret Signs [Paizo Inc. - Inner Sea World Guide, p.288]
    You are particularly adept at communicating with others via innuendo, gestures, and secret hand signs. You can hide somatic components of spellcasting.
Stealthy [Paizo Inc. - Core Rulebook, p.135]
    You are good at avoiding attention and slipping out of bonds.
Subtle [Super Genius Games - Adventurer's Handbook: Genius Guide Volume 1, p.70]
    Your actions are difficult to notice.
LANGUAGES
Abyssal, Aquan, Common, Draconic, Drow, Drow Sign Language, Elven, Gnome, Goblin, Polyglot, Read Lips, Shadowtongue, Skald, Undercommon
PROFICIENCIES
Aldori Dueling Sword, Amentum, Amentum (Javelin), Atlatl, Axe (Boarding), Axe (Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Sling (Stone Bloodline), Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
Archetypes
Acrobat Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues.
Crossblooded A crossblooded bloodline combines the powers of two distinct heritages.
Gladiator Most fighters battle out of necessity, with each battle a contest of life and death. Some, however, fight for glory and for the adulation of the crowd. The gladiator is both a cunning warrior and a consummate performer, knowing life and death are balanced not only on a sword's edge, but also on the cheers or jeers of the crowd.
Traits
Charming [Paizo Inc. - Advanced Player's Guide, p.330]
     Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Forlorn [Paizo Inc. - Advanced Player's Guide, p.331]
     Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
SPECIAL ATTACKS
Sneak Attack (Ex) [Paizo Inc. - Core Rulebook, p.68]
     If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
SPECIAL QUALITIES
Armor Training (Ex) [Paizo Inc. - Core Rulebook, p.55]
     You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bloodline Arcana [Paizo Inc. - Core Rulebook, p.74]
     Whenever you cast a spell of the summoning subschool, the creature summoned gain DR 1/evil. This does not stack with any DR the creature might have.
Bloodline Arcana [Paizo Inc. - Advanced Player's Guide, p.140]
     Whenever you cast a spell with the darkness descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell's level for 1d4 rounds.
Bonus Feats [Paizo Inc. - Ultimate Combat, p.47]
     A gladiator may choose to take combat or performance feats as bonus feats.
Bonus Sorcerer Add Spell Known (2x) [Paizo Inc. - Advanced Race Guide, p.104]
     Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.
Cantrips [Paizo Inc. - Core Rulebook, p.71]
     You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Celestial Bloodline [Paizo Inc. - Ultimate Magic, p.74]
     Your bloodline is blessed by a celestial power, either through having a celestial relative or through divine intervention. Although this power drives you along the path of good, your fate is your own to determine.
Celestial Resistances (Ex) [Paizo Inc. - Core Rulebook, p.74]
    
Darkvision (Ex) [Paizo Inc. - Bestiary]
     Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Drow Immunities (Ex) [Paizo Inc. - Bestiary]
     Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Evasion (Ex) [Paizo Inc. - Core Rulebook]
     You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Expert Acrobat (Ex) [Paizo Inc. - Advanced Player's Guide, p.132]
     At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding.
Fame (Ex) [Paizo Inc. - Ultimate Combat, p.47]
     At 2nd level, when a gladiator begins a performance combat (see page 153), he always starts with at least 1 victory point. If he already has victory points, he gains 1 extra victory point. At 10th level, the gladiator starts out with at least 2 victory points. If he already has victory points, he gains 2 extra victory points. This ability replaces bravery.
Keen Senses (Ex) [Paizo Inc. - Bestiary]
     Drow receive a +2 racial bonus on Perception checks.
Low-Light Vision (Ex) [Paizo Inc. - Bestiary]
     You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Permanency Spell / Comprehend Languages (20) [Paizo Inc. - Core Rulebook]
     Self Only, (2,500GP), Caster Level 20. You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text.
Permanency Spell / Detect Magic (20) [Paizo Inc. - Core Rulebook]
    

Self Only, (2,500GP), Caster Level 20. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. [Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.]

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

|--------- Aura Power ---------

Spell or Object |Faint |Moderate |Strong |Overwhelming

Functioning spell [spell level] |3rd or lower |4th-6th |7th-9th |10th+ [deity-level]

Magic item [caster level] |5th or lower |6th-11th |12th-20th |21st+ [artifact]

Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power:

Original Strength |Duration of Lingering Aura

Faint |1d6 rounds

Moderate |1d6 minutes

Strong |1d6x10 minutes

Overwhelming |1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Permanency Spell / Read Magic (20) [Paizo Inc. - Core Rulebook]
     Self Only, (2,500GP), Caster Level 20. By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level].
Permanency Spell / Resistance (20) [Paizo Inc. - Core Rulebook]
     (2,500GP), Caster Level 20. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Permanency Spell / See Invisibility (20) [Paizo Inc. - Core Rulebook]
     Self Only, (5,000GP), Caster Level 20. You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Permanency Spell / Tongues (20) [Paizo Inc. - Core Rulebook]
     Self Only, (7,500GP), Caster Level 20. This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Poison Use (Ex) [Paizo Inc. - Bestiary]
     Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Resistance to Acid (Ex) [Paizo Inc. - Bestiary, p.303]
     You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) [Paizo Inc. - Bestiary, p.303]
     You may ignore 5 points of Cold damage each time you take cold damage.
Second Chance (Ex) [Paizo Inc. - Advanced Player's Guide, p.132]
     At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a -5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense.
Shadow Bloodline [Paizo Inc. - Ultimate Magic, p.140]
     Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.
Shadowstrike (Sp) [Paizo Inc. - Advanced Player's Guide, p.140]
     At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Skills [Paizo Inc. - Ultimate Combat, p.47]
     A gladiator gains Perform (act, comedy, and dance) (Cha) as class skills.
Spell-Like Abilities (Sp) [Paizo Inc. - Bestiary, p.103]
     Drow nobles can use dancing lights At Will, deeper darkness At Will, , detect magic At Will and faerie fire At Will . They also can use Dispel Magic 1/day , Divine Favor , Suggestion .
Stand Up (Ex) [Paizo Inc. - Core Rulebook, p.68]
     You can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surface Infiltrator [Paizo Inc. - Advanced Race Guide, p.103]
     Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.
Weapon and Armor Proficiency [Paizo Inc. - Ultimate Combat, p.47]
     A gladiator is not proficient with heavy armor or tower shields. Instead he gains the Performance Weapon Mastery feat (see page 112) at 1st level as a bonus feat. This bonus feat is in addition to the bonus feat a fighter gains at 1st level. Furthermore, a gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed.
Weapon Familiarity (Ex) [Paizo Inc. - Bestiary]
     Drow are proficient with the hand crossbow, rapier, and short sword.
[]
    

Innate Spell-like Abilities
Dancing Lights
Save: None
Time: 1 standard action, at will
Duration: 1 minute [D]
Rng: Medium (300 ft.)
Comp: V, S
SR: No
School: Evocation
Effect:  You create up to four lights that resemble lanterns or torches.
Source:  CR p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   20
Deeper Darkness
Save: None
Time: 1 standard action, at will
Duration: 20 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps.
Source:  CR p.265
Target Area:   Object touched
Caster Level:   20
Detect Magic
Save: None
Time: 1 standard action, at will
Duration: Concentration, up to 20 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You detect magical auras.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   20
Dispel Magic
Save: None
Time: 1 standard action, 1/Day
Duration: Instantaneous
Rng: Medium (300 ft.)
Comp: V, S
SR: No
School: Abjuration, VoidElementalSchool
Effect:  You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
Source:  CR p.272
Target Area:   One spellcaster, creature, or object
Caster Level:   20
Divine Favor
Save:
Time: 1 standard action, 1/Day
Duration: 1 minute
Rng: Personal
Comp: V, S, DF
SR:
School: Evocation
Effect:  Calling upon the strength and wisdom of a deity, you gain a +3 luck bonus on attack and weapon damage rolls.
Source:  CR p.273
Target Area:   You
Caster Level:   20
Faerie Fire
Save: None
Time: 1 standard action, at will
Duration: 20 minutes [D]
Rng: Long (1200 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
Effect:  A pale glow surrounds and outlines the subjects who shed light as candles.
Source:  CR p.280
Target Area:   Creatures and objects within a 5-ft.-radius burst
Caster Level:   20
Suggestion
DC: 22
Save: Will negates
Time: 1 standard action, 1/Day
Duration: 20 hours or until completed
Rng: Close (75 ft.)
Comp: V, M
SR: Yes
School: Enchantment
Effect:  You influence the actions of the target creature by suggesting a course of activity.
Source:  CR p.350
Target Area:   One living creature
Caster Level:   20


Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 6 3 0 0 0 0 0 0 0 0
PER DAY 0 8 0 0 0 0 0 0 0 0
LEVEL 0
Bleed
DC: 19
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying.
Source:  CR p.249
Target Area:   One living creature
Caster Level:   3
Mending
DC: 19
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Source:  CR p.312
Target Area:   One object of up to 3 lb.
Caster Level:   3
Message
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Medium (130 ft.)
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  You can whisper messages and receive whispered replies.
Source:  CR p.313
Target Area:   3 creatures
Caster Level:   3
Open/Close
DC: 19
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S, F
SR: Yes (object)
School: Transmutation
Effect:  You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Source:  CR p.317
Target Area:   Object weighing up to 30 lbs. or portal that can be opened or closed
Caster Level:   3
Scrivener's Chant
DC: 19
Save: Will (harmless, object)
Time: 1 standard action
Duration: Concentration, up to 3 minutes
Rng: 5 ft.
Comp: V, S, M (fine sand and a vial of ink)
SR: Yes (object)
School: Transmutation
Effect:  This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing [including spells and magical scrolls], though it can duplicate non-magical writing from a magical source.
Source:  SOS p.17
Target Area:   One or more written objects
Caster Level:   3
Touch of Fatigue
DC: 19
Save: Fortitude negates
Time: 1 standard action
Duration: 3 rounds
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
Effect:  You channel negative energy through your touch, fatiguing the target.
Source:  CR p.360
Target Area:   Creature touched
Caster Level:   3
LEVEL 1
Charm Person
DC: 20
Save: Will negates
Time: 1 standard action
Duration: 3 hours
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  This charm makes a humanoid creature regard you as its trusted friend and ally.
Source:  CR p.254
Target Area:   One humanoid creature
Caster Level:   3
True Strike
Save:
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR:
School: Divination, VoidElementalSchool
Effect:  You gain temporary, intuitive insight into the immediate future during your next attack.
Source:  CR p.363
Target Area:   You
Caster Level:   3
Ray of Enfeeblement
DC: 20
Save: Fortitude half
Time: 1 standard action
Duration: 3 rounds
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  A coruscating ray springs from your hand, the subject takes a penalty to Strength equal to 1d6+1.
Source:  CR p.329
Target Area:   Ray
Caster Level:   3
* = Domain/Specialty Spell


Racial Innate
At Will Dancing Lights (DC:)
At Will Deeper Darkness (DC:)
At Will Detect Magic (DC:)
Dispel Magic (DC:)
Divine Favor (DC:)
At Will Faerie Fire (DC:)
Suggestion (DC:22)


Permanency Spell Spells
At Will Comprehend Languages (DC:)
At Will Detect Magic (DC:)
At Will Read Magic (DC:)
At Will Resistance (DC:10)
At Will See Invisibility (DC:)
At Will Tongues (DC:10)




Randiin
Randiin's portrait
Drow Noble
RACE
80
AGE
4' 8"
HEIGHT
83 lbs.
WEIGHT
Red
EYE COLOR
Dark Grey
SKIN COLOR
White
HAIR COLOR
Messy
HAIR LENGTH
Absolute Freedom, Cruel Punishments
PHOBIAS
Overly Submissive Requires an owner to function right.
PERSONALITY TRAITS
Learning
INTERESTS
Stutters or talks very quickly, "M-My penis? S-Show it hard?"
SPOKEN STYLE
Description
Randiin is a young drow slave boy. His only real possession is a raggy shirt that does nothing to cover his lower parts. He's well hung at a solid 9 inches of penis, it's generally the first detail someone notices on him. Moving up to his face he has a timid look on his face, his red eyes and white hair confirm his drow blood and his ears lop to the side like a rare offshoot of an elf. Finally his movements have a bit of step to them, as if he seeks actively to have purpose.
Home
The Capital, At the slave market
Biography
Randiin is one of the end results to a group of legendary adventurers. He was specifically bred to be a slave, specifically a slave for a group of adventurers. He was trained from his infancy all the way to the current, he was enhanced in these physical ways and with the wizard of these adventurers magical ways. In time though, time claimed these adventurers. Their cruelty left Randiin what people would consider as mighty as can be, but he was brainwashed into servitude and he lacked the conviction to do anything else This broken boy meekly found his way into prostitution until he found himself on auction as a slave.