About Szordrin Arkenheld
Ray of Frost
STR 10 (+0)
DEX 18 (+4)
CON 10 (+0)
INT 20 (+5)
WIS 15 (+2)
CHA 14 (+2)
HP: 20 (4d6 + 0 Con ) (6+4+4+6)
Fort: +1 (+1 Base +0 Con)
Per Level: 9 (2 Base + 5 Int +2 Extra Skills)=36
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)
Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
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.
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.
Benefit: You get a +4 bonus on initiative checks.
+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
Illusion Arcane School
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)
Spells per a day
0-Level (ALL) DC:15
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)
*Haunted Fey Aspect
1-Level (9) DC:16
2-Level(4) DC:16 Illusions: 17
Hat of disguise
Spell Component Pouch
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.