Nolveniss Azrinae

Szordrin Arkenheld's page

195 posts. Alias of Jovich.

Full Name

Szordrin Arkenheld




Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120







Special Abilities





Under Common, Elven, Draconic, Giant, Dwarven, Abyssal, Celestial, Infernal, Common, Drow Hand Sign, Terran, Aklo


Gem Cutter

Strength 10
Dexterity 18
Constitution 10
Intelligence 20
Wisdom 15
Charisma 14

About Szordrin Arkenheld


0-Level (4)
Acid Splash
Ray of Frost
1-Level (5)
Mage Armor
Magic Missile
Magic Missile
Magic Missile
2-Level (3)
Scorching Ray
Scorching Ray

Szordin Arkenheld
Male Elf (Drow, Noble)
Wizard(Universalist, Arcane Crafter)4
Favored Class: Wizard (Skills)
Size / Type: Medium Humanoid (Elf, Drow)
Alignment: NE
Deity: None
Age: 126
Speed: 30 Ft.
Initiative: +8
Senses: Perception +8, Dark Vision 120
Languages: Under Common, Elven, Draconic, Giant, Dwarven, Abyssal, Celestial, Infernal, Common, Drow Hand Sign, Terran, Aklo


STR 10 (+0)
DEX 18 (+4)
CON 10 (+0)
INT 20 (+5)
WIS 15 (+2)
CHA 14 (+2)


BAB: +2

Attack: 1d20 + 8 (+2 BAB + 0 Str + 0 Dex + 0 Magic)
Damage: 1d6 + 0 (+0 Str)
Crit: 18-20x2

Range: +6
Melee: +2

Spell Resistance: 15 (11+4)

HP: 20 (4d6 + 0 Con ) (6+4+4+6)
AC: 15 (10 Base + 4 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
Touch: 15 Flat-Footed: 10
With Mage Armor Spell: AC: 19 (10 Base + 4 Dex + 4 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
With Shield Spell: 19 (10 Base + 4 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
With Mage Armor and Shield Spells: 23 (10 Base + 4 Dex + 4 Armor +4 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
CMB: +2 (2 BAB +0 Str)
CMD: 16 (10 Base + 2 BAB +0 Str +4 Dex)

Fort: +1 (+1 Base +0 Con)
Refl: +5 (+1 Base +4 Dex)
Will: +6 (+4 Base +2 Wis)
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.


Per Level: 9 (2 Base + 5 Int +2 Extra Skills)=36
Skills List:
Acrobatics: +4 (+0 Ranks +0 Class Skill +4 Dex)
Appraise: +13 (+4 Ranks +3 Class Skill +5 Int +1 Trait)
Bluff: +2 (+0 Ranks +0 Class Skill +2 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft:Gem Cutting +13 (+4 Ranks +3 Class Skill +5 Int +1 Trait)
Diplomacy: +2 (+0 Ranks +0 Class Skill +2 Cha)
Disable Device: +4 (+0 Ranks +0 Class Skill +4 Dex)
Disguise: +2 (+0 Ranks +0 Class Skill +2 Cha)
Escape Artist: +4 (+0 Ranks +0 Class Skill +4 Dex)
Fly: +4 (+0 Ranks +0 Class Skill +4 Dex)
Handle Animal: +2 (+0 Ranks +0 Class Skill +2 Cha)
Heal: +2 (+0 Ranks +0 Class Skill +2 Wis)
Intimidate: +2 (+0 Ranks +0 Class Skill +2 Cha)
Knowledge (arcana): +12 (+4 Ranks +3 Class Skill +5 Int)
Knowledge (dungeoneering): +12 (+4 Ranks +3 Class Skill +5 Int)
Knowledge (engineering): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (geography): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (history): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (local): +10 (+2 Ranks +3 Class Skill +5 Int)
Knowledge (nature): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (nobility): +11 (+1 Ranks +3 Class Skill +5 Int +2 Feat)
Knowledge (planes): +12 (+4 Ranks +3 Class Skill +5 Int)
Knowledge (religion): +5 (+0 Ranks +0 Class Skill +5 Int)
Linguistics: +10 (+1 Ranks +3 Class Skill +5 Int +1 Feat)
Perception: +8 (+4 Ranks +0 Class Skill +2 Wis +2 Keen Senses)
Perform (any): +2 (+0 Rank +0 Class Skill +2 Cha)
Profession (Gem Cutter): +9 (+4 Rank +3 Class Skill +2 Wis)
Ride: +4 (+0 Ranks +0 Class Skill +4 Dex)
Sense Motive: +2 (+0 Ranks +0 Class Skill +2 Wis)
Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex)
Spell craft: +13 (+4 Ranks +3 Class Skill +5 Int +1 Trait)
Stealth: +4 (+0 Ranks +0 Class Skill +4 Dex)
Survival: +2 (+0 Ranks +0 Class Skill +2 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +2 (+0 Rank +0 Class Skill +2 Cha)


Classically Schooled:
Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Magic Crafter:
Benefits: You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items.
Craft Wondrous Items:
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item Creation rules in Magic Items for more information.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.


Noble Scion:
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative:
Benefit: You get a +4 bonus on initiative checks.

Racial Abilities:

+4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con
Proficient with Hand Crossbow, Rapier, Short Sword
Immune to Magical Sleep
+2 racial bonus on saving throws vs. enchantment spells and effects.
Spell Resistance 15 (11 Base + 4 Character Level)
Keen Senses- +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Dark vision: 120 feet.
Weakness Racial Traits: Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Spell-Like Abilities (Su):
Divine Favor, Dispel Magic, Suggestion 1/Day
Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate At will.
Detect Magic: Constant

Class Abilities:

Arcane Bone
Arcane School:Universalist
Illusion Arcane School
Metacharge (Ex)
As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.


Scribe Scroll


Spells per a day
0-Level (ALL) DC:15
Acid Splash
Detect Magic
Detect Poison
Read Magic
Breeze (Prohibited School)
Dancing Lights (Prohibited School)
Flare (Prohibited School)
Light (Prohibited School)
Penumbra (Prohibited School)
Ray of Frost (Prohibited School)
Scoop (Prohibited School)
Spark (Prohibited School)
*Ghost Sound
*Haunted Fey Aspect
Mage Hand
Arcane Mark

1-Level (9) DC:16
Protection from Evil
Protection from Good
Mage Armor
Detect Secret Doors
Magic Missile
Ray of Enfeeblement
Expeditious Retreat

2-Level(4) DC:16 Illusions: 17
Mirror Image
Acid Arrow
Scorching Ray

Magical Items:

Hat of disguise


Belt Pouch
Spell Component Pouch
Spell Book

Back Ground:

Background: Szordrin was a promising wizard in a moderately powerful drow house. One night while on patrol his group ambushed a derro caravan. The battle that followed was quick and deadly. Szordrin claimed as his combat prize a magical gem known as a Ioun Stone, but before he was able claim his prize a lowly ranked priestess tried to claim it as her own. He had to submit to her will and his prized was forfeited. Later the next night Szordrin claimed his prized back and was successful in removing in from her cold dead hands, but not without a few witnesses. He was forced to flee for his very life and was found by a person known only as the cardinal. Szordrin has worked for this person ever since.