Amiel
2010-07-05, 06:52 AM
Drizzt Do'Urden, of House Daermon N'a'shezbaernon CR 17
XP 51,200
Male drow barbarian 1/fighter 10/ranger 6 of Mielikki
CG Medium humanoid (elf)
Init +10; Senses darkvision 120 ft.; Perception +21
DEFENSE
AC 27, touch 17, flat-footed 21(+10 armor, +6 Dexterity, +1 dodge)
hp 137 (1d12+10d10+6d10+34)
Fort +16, Ref +15, Will +8; +2 vs. enchantment
Immune sleep; SR 28
OFFENSE
Speed 80 ft.
Melee Icingdeath +23/+18/+13/+8 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and Twinkle +25/+20/+15 melee (1d6+8/15–20/x2)
Spell-Like Abilities (CL 16th)
1/day—dancing lights, deeper darkness, faerie fire, feather fall, levitate
Spells Prepared (CL 3rd)
1st—calm animal (DC 14)
STATISTICS
Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14
Base Atk +17; CMB 23; CMD 36
Feats Agile Maneuvers, Blind Fight, Combat Expertise, Combat Reflexes, Daylight Adaptation, Deft Hands, Dodge, Double Slice B, Endurance B, Greater Two-Weapon Fighting, Improved Initiative B, Improved Two-Weapon Fighting B, Mobility, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting B, Two-Weapon Rend, Weapon Focus (scimitar)
Skills Acrobatics +20, Climb +10, Escape Artist +8 (+10 with ropes), Handle Animal +9, Intimidate +5, Knowledge (dungeoneering) +8, Knowledge (geography) +3, Knowledge (nature) +12, Perception +21, Ride +10, Sleight of Hand +12, Stealth +21, Survival +18, Use Rope +12
Languages Common, Drow Sign, Elven, Goblin, Undercommon
SQ ambidexterity, animal companion (Guenhwyvar), armor training, bravery +3, drow traits, fast movement, favored enemy (goblinoids +4, magical beasts +2), favored terrain (cold), hunter's bond (Guenhwyvar), rage, track, weapon training, wild empathy
ECOLOGY
Environment Mithral Hall or Icewind Dale, the Sword Coast North
Organization unique (solitary) or pair (Drizzt and Guenhwyvar) or party (Companions of the Hall)
Treasure standard plus Icingdeath, Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chain shirt
SPECIAL ABILITIES
Armor Training (Ex): Drizzt gains added protection from the armor he is wearing. While wearing his mithral chain shirt, he benefits from a further +2 armor bonus to armor class and a -2 reduced armor check penalty.
Favored Terrain (Ex): Whenever Drizzt is within tundra or otherwise glacial environments, he receives a +2 bonus on Knowledge (geography), Perception, Stealth and Survival skill checks. Likewise, he gains a +2 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above. While traveling through his favored terrain, Drizzt normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Rage (Ex): With shimmering fires in his lavender eyes, Drizzt may draw upon his primal ferocity and call upon his alter persona of the Hunter, granting him additional combat prowess. Drizzt can rage for 6 rounds per day; these rages can be entered as free actions. During his rage, Drizzt gains a +4 bonus to his Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. While raged, Drizzt cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
During his rage, Drizzt has the following statistics instead of those given above; hp 171; AC 25, touch 15, flat-footed 19; Full Attack Icingdeath +25/+20/+15/+10 melee (1d6+8 + 1d6 cold/15–20/x2) and Twinkle +27/+22/+17 melee (1d6+10/15–20/x2); SV Fort +18, Will +10; Str 17, Con 19; Skills: Climb +12.
Drizzt can end his rage as a free action and is fatigued thereafter for 2 times the number of round spent in the rage.
Weapon Training (Ex): Drizzt's tutelage and training under Zaknafein and his tenure within Melee-Magthere means his proficiency with weapons greatly exceeds the norm. He receives a +2 bonus on attack and damage rolls while wielding heavy blades and benefits from a +1 bonus to attack and damage rolls while wielding light blades.
Bracers of Blinding Strike: Taken from the deceased House Baenre Weaponmaster, Dantrag, this powerful magic item confers different abilities depending on the body slot it occupies.
When worn as bracers, these bracers of armor +5 give the wearer free access to the Improved Initiative feat. In addition, the wearer may, as part of a full attack option, make additional attacks at the wielder's full base attack bonus. This benefit does not stack with cumulative effects, for example, wearers with the bracers will not additionally benefit from weapons of speed or a haste spell.
When occupying the boot slot, these anklets effectively double the speed of the wearer. It likewise grants Improved Initiative as a virtual feat but disallows additional attacks. In addition, wearers gain a +1 dodge bonus to Armor Class and Reflex saves.
Icingdeath: Cold forged to a diamond edge from hard-packed ice taken from a glacier, this beautiful weapon has a silvery blade and gem-encrusted pommel. Its hilt is crafted from adamantine and is sculpted into the likeness of the toothed maw of a great hunting cat. Icingdeath is a +3 evil outsider bane keen frost band scimitar that constantly protects Drizzt from fire, extinguishing fires in its radius and hungering for more flames to absorb.
Twinkle: Presented to Drizzt from Malchor of the Harpells as a replacement for a lost scimitar, this priceless gift was forged by elves in the magic of the powers of starlight, moonlight, the mysteries of elven souls, rainbows and imbued with everything the elves hold dear. This +5 defending keen scimitar has a single star-cut sapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling Twinkle by its name elicits a radiant sapphire shine from within, this glow trails light when Drizzt wields it in combat.
XP 51,200
Male drow barbarian 1/fighter 10/ranger 6 of Mielikki
CG Medium humanoid (elf)
Init +10; Senses darkvision 120 ft.; Perception +21
DEFENSE
AC 27, touch 17, flat-footed 21(+10 armor, +6 Dexterity, +1 dodge)
hp 137 (1d12+10d10+6d10+34)
Fort +16, Ref +15, Will +8; +2 vs. enchantment
Immune sleep; SR 28
OFFENSE
Speed 80 ft.
Melee Icingdeath +23/+18/+13/+8 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and Twinkle +25/+20/+15 melee (1d6+8/15–20/x2)
Spell-Like Abilities (CL 16th)
1/day—dancing lights, deeper darkness, faerie fire, feather fall, levitate
Spells Prepared (CL 3rd)
1st—calm animal (DC 14)
STATISTICS
Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14
Base Atk +17; CMB 23; CMD 36
Feats Agile Maneuvers, Blind Fight, Combat Expertise, Combat Reflexes, Daylight Adaptation, Deft Hands, Dodge, Double Slice B, Endurance B, Greater Two-Weapon Fighting, Improved Initiative B, Improved Two-Weapon Fighting B, Mobility, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting B, Two-Weapon Rend, Weapon Focus (scimitar)
Skills Acrobatics +20, Climb +10, Escape Artist +8 (+10 with ropes), Handle Animal +9, Intimidate +5, Knowledge (dungeoneering) +8, Knowledge (geography) +3, Knowledge (nature) +12, Perception +21, Ride +10, Sleight of Hand +12, Stealth +21, Survival +18, Use Rope +12
Languages Common, Drow Sign, Elven, Goblin, Undercommon
SQ ambidexterity, animal companion (Guenhwyvar), armor training, bravery +3, drow traits, fast movement, favored enemy (goblinoids +4, magical beasts +2), favored terrain (cold), hunter's bond (Guenhwyvar), rage, track, weapon training, wild empathy
ECOLOGY
Environment Mithral Hall or Icewind Dale, the Sword Coast North
Organization unique (solitary) or pair (Drizzt and Guenhwyvar) or party (Companions of the Hall)
Treasure standard plus Icingdeath, Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chain shirt
SPECIAL ABILITIES
Armor Training (Ex): Drizzt gains added protection from the armor he is wearing. While wearing his mithral chain shirt, he benefits from a further +2 armor bonus to armor class and a -2 reduced armor check penalty.
Favored Terrain (Ex): Whenever Drizzt is within tundra or otherwise glacial environments, he receives a +2 bonus on Knowledge (geography), Perception, Stealth and Survival skill checks. Likewise, he gains a +2 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above. While traveling through his favored terrain, Drizzt normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Rage (Ex): With shimmering fires in his lavender eyes, Drizzt may draw upon his primal ferocity and call upon his alter persona of the Hunter, granting him additional combat prowess. Drizzt can rage for 6 rounds per day; these rages can be entered as free actions. During his rage, Drizzt gains a +4 bonus to his Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. While raged, Drizzt cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
During his rage, Drizzt has the following statistics instead of those given above; hp 171; AC 25, touch 15, flat-footed 19; Full Attack Icingdeath +25/+20/+15/+10 melee (1d6+8 + 1d6 cold/15–20/x2) and Twinkle +27/+22/+17 melee (1d6+10/15–20/x2); SV Fort +18, Will +10; Str 17, Con 19; Skills: Climb +12.
Drizzt can end his rage as a free action and is fatigued thereafter for 2 times the number of round spent in the rage.
Weapon Training (Ex): Drizzt's tutelage and training under Zaknafein and his tenure within Melee-Magthere means his proficiency with weapons greatly exceeds the norm. He receives a +2 bonus on attack and damage rolls while wielding heavy blades and benefits from a +1 bonus to attack and damage rolls while wielding light blades.
Bracers of Blinding Strike: Taken from the deceased House Baenre Weaponmaster, Dantrag, this powerful magic item confers different abilities depending on the body slot it occupies.
When worn as bracers, these bracers of armor +5 give the wearer free access to the Improved Initiative feat. In addition, the wearer may, as part of a full attack option, make additional attacks at the wielder's full base attack bonus. This benefit does not stack with cumulative effects, for example, wearers with the bracers will not additionally benefit from weapons of speed or a haste spell.
When occupying the boot slot, these anklets effectively double the speed of the wearer. It likewise grants Improved Initiative as a virtual feat but disallows additional attacks. In addition, wearers gain a +1 dodge bonus to Armor Class and Reflex saves.
Icingdeath: Cold forged to a diamond edge from hard-packed ice taken from a glacier, this beautiful weapon has a silvery blade and gem-encrusted pommel. Its hilt is crafted from adamantine and is sculpted into the likeness of the toothed maw of a great hunting cat. Icingdeath is a +3 evil outsider bane keen frost band scimitar that constantly protects Drizzt from fire, extinguishing fires in its radius and hungering for more flames to absorb.
Twinkle: Presented to Drizzt from Malchor of the Harpells as a replacement for a lost scimitar, this priceless gift was forged by elves in the magic of the powers of starlight, moonlight, the mysteries of elven souls, rainbows and imbued with everything the elves hold dear. This +5 defending keen scimitar has a single star-cut sapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling Twinkle by its name elicits a radiant sapphire shine from within, this glow trails light when Drizzt wields it in combat.