RPG Stats

Drizzt Do'Urden

Drow Male, 16th Level Ranger (was 18th level fighter)

Armour Class: -8

Move: 12

Hit Points: 92

THACO: 5

No. of Attacks: 5

Damage/Attack: 1d8+7 (x3), 1d8+5 (x2).

Magic Resistance: 82%, +2 on saves vs. Magic

Alignemnt: Chaotic Good

STR 13

DEX 20

CON 15

INT 17

WIS 17

CHA 14

Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, and detect magic each once per day.

Priest spell: (3/3/3): Drizzt is a follower of Mielikki. Spells that he prefers or that he most often finds it necessary to carry include: 1st - animal friendship, entangle, pass without trace; 2nd - charm person or mammal, speak with animals, warp wood; 3rd - hold animals, snare, spike growth. Weapons or Proficiency: scimitars (two-handed fighting style), short sword, dagger, long sword, short bow, flight arrow; (3 open)

Nonweapon Proficiencies: direction sense, languages: modern (undercommon); light-fighting (opposite of Blind-fighting), rope use, running, survival (underdark, and northern wilderness), tracking. (6 open)

Combat/Tactics: Drizzt fights in the two-handed style common to drow warriors. While few could hope to duplicate his style, his current profession as a ranger (and due to his high DEX) allow him to continue to use this mode of fighting. Due to his Stealth, Drizzt has a backstab attack as a thief of similar level (x5 damage). Also, so accurate are his attacks, that if his attack roll exceeds the minimum required for a hit by more than 5, her scores double damage (also applying to backstab) and has a base 10% plus or minus 3% per level difference between him and his opponent, chance of killing the foe instantly. Drizzt's ranger species enemy is Goblins.

Items Carried

Magical Items: Mithral Chain Mail +4(given to him by Bruenor); a frostbrand +3 scimitar (found in the lair of the white dragon Icingdeath, which makes Drizzt ammune while weilding it, to all types of fire), a Defender +5 scimitar (named Twinkle, given to him by the famed wizard Malchor Harpel. Forged by surface elves and glows an eerie bluish light when enemies are near), and a figuring of wonderous power: onyx panther (Guenhwyvar).

Non Magical Items: A curious mix of adventuring dear, some Drow and much dwarven equiptment is commonly used.

Appearance and Personality

Appearance: Somewhat larger than a typical dark elf, he stands at 5'4" and weighs about 130lbs. Handsome features are sharp and well proportioned; his white hair is long, flowing and smooth. His eyes are violet in hue, even when he uses his infravision (which normally makes a creatures eyes' glow red). He normally wears a fur-collared forest green cloak and high black boots. He is currently around 140 years old, still a young adult by elven standards.

Personality: Drizzt is a peacemaker, the level head in any situation, always willing to avoid an unnecessary fight if possible. But when all of the options have been exhausted and a fight is unavoidable, a battle-lust burns within him that makes everyone, even his closest friends, step back and shudder. Several of his friends are convinced that someday he will leap into a situation that will land Drizzt in real trouble. While he has masted this side of his psyche - he refers to it as "the hunter" - it can still surface when Drizzt is hard pressed.

Guenhwyvar

AC: 4

MV: 15

HD: 6+6

THAC0: 13

Number of attacks: 3

Dmg: 1d4(2)/1d12, plus rear claws rake for 2d4(2) if both front paws score hits.

Special defenses: never surprised

Size: M (6'long)

Weight: 600 lbs

Moral: fanatic (18)

Alignment: Neutral

XP: 1,400

Catti-Brie

Human female 6th level fighter

Armor Class :2

Move: 12

Hit points : 42

THAC0: 15

No of attacks: 1

Alignment : Chaotic good

STR: 12

DEX: 16

CON: 15

INT: 14

WIS: 16

CHA: 17

Weapons of Proficiency: dagger, long bow (specialized); long sword, short sword

Non Weapons Proficiencies: cooking, endurance, riding : land based (horse), survival (arctic climate), 3 open

Equipment: elven chain mail, standard adventuring gear.

Magical Items: a long bow +1, a dagger +1 ( balanced to be thrown with a +3 bonus)

Bruenor

Dwarf male 13th-level fighter

Armor Class: -3

Move: 12

Hit points : 130

THAC0: 8

No of attacks: 2

Alignment : Neutral good

STR: 17

DEX: 15

CON: 19

INT: 12

WIS: 15

CHA: 15

Weapons of Proficiencies: battle axe, dagger, heavy crossbow, footman's mace, morning star, short sword, warhammer, 1 open.

Non Weapon Proficiencies: armorer, blacksmithing, heraldry ( dwarven ), mountaineering, weapon smithing, 2 opens.

Equipment : as the king of Mithril hall, Bruenor's wealth is almost endless, and this afford him to access to almost anything that money can buy.

Magical items: mithril field plate armor +2, a shield +1 (which bears the clan Battlehammer's standard of a foaming beer mug ) and an axe +3 (treat as an hand axe if Bruenor wield it one handed, and as a battle axe if he wears it two-handed.)

Wulfgar

Human male 9th-level fighter

Armor Class: 5

Move: 15

Hit points : 87

THAC0: 12

No of attacks: 3/2

Alignment : Chaotic good

STR: 19

DEX: 16

CON: 18

INT: 15

WIS: 14

CHA: 15

Weapons of Proficiency: war hammer ( thrown and wielded), two handed sword, bastard sword, dagger, long sword, spear.

Non Weapons Proficiencies: , endurance, blacksmithing, fire-building, hunting, riding land based (horse), survival (arctic climate), running, weather sense.

Equipment: wolf skin furs (that provide protection equal to studded leather armor ) and standard adventuring equipment for cold climates.

Regis

Halfling male 13th-level fighter

Armor Class: -3

Move: 12

Hit points : 130

THAC0: 8

No of attacks: 2

Alignment : Neutral good

STR: 17

DEX: 15

CON: 19

INT: 12

WIS: 15

CHA: 15

Weapons of Proficiency: footman's mace, dagger, short bow, flight arrow.

Thief Abilities: Pick Pocket: 50%, Find and remove traps: 55%, move silently: 60%, hide in shadows: 80%, detect noises: 35%, wall climbing : 70%, reading languages: 10%

Nonweapon Proficiencies : appraising, direction sense, rope use, tumbling, 3 open.

Equipment: thieves' tools, standard adventuring gear.

Magical Items: a +2 luck stone, a ruby pendant of beguiling ( functions as a rod of beguiling ), a mace +2.

Zaknafein Do'Urden

Drow male 24th level fighter

Armor Class:-4

Move: 12

Hit Points: 178

THAC0: -3

Numbers of attacks: 5

Damage/attack: 3.1d8+6 and 2.1d8+6

Magic resistance: 98 %

Alignment Chaotic Neutral

STR:15

DEX:19

CON:16

INT:15

WIS:15

CHA:14

Equipment : Drow chain mail +5, two long swords +5

Spell-like abilities : dancing lights, fearie fire, darkness, levitate, know alignment, detect magic. Weapon master of House Do' Urden , he earned a reputation , both for skills at arms ( and arms' training ) and for love of killing drow, that sent shivers along the spines of the rival matron mothers.

Wearing a chainmail +5 and wielding two long swords +5, this master feared no drow - in hand to hand combat. His respect for the powers of Lloth's evil priestesses kept him a virtual prisoner in House Do' Urden, serving Malice, whom he hated, in exchange for the occasional opportunity to slaughter the priestesses of rival houses. He was once the "patron" of house Do'Urden, meaning of course , that he was Malice's plaything until the time came that she tired of him. Likely because of his skill at arms, she allowed him to live. As his duty as a weapon master, he trained all the young Do'Urdens in martial skills. His most exeptional student was Drizzt. As the two trained together throghout Drizzt's youth, the two grew close, as a father and son should. Indeed, after Drizzt had fled Menzoberranzan and Malice declared his life forfeit, Zaknafein willingly gave his life in exchange for Drizzt's. Malice, tracherous to the last, however, used the vile Zin-carla spell to reanimate the dead body of Drizzt's father,and sent the undead weapon master out to seek and destroy his beloved son. After a long and arduous chase, the two met in combat for the final time. Realising that this thing was merely the instrument of Malcie's hatred and not truly Zaknafein, Drizzt was able to defeat the undead creature and allow his father to rest, finally free of Malice

Jarlaxle

Drow male 17th level fighter

Armor Class: -6

Move: 12

Hit Points: 99

THAC0: 4

Numbers of attacks: 9/2 or 5 (thrown daggers)

Magic resistance: 100 %

Alignment Neutral Evil

STR:14

DEX:20

CON:15

INT:18

WIS:15

CHA:18

Equipment : Drow chain mail +5, two long swords +5

Inherent spell-like abilities : dancing lights, faerie fire, darkness, levitate, know alignment, detect magic.

Weapons of proficiency : Hand crossbow, dagger ( melee and thrown, main-gauche ( damage as dagger, but +1 to parry and disarm attempts ), rapier ( 1d6+1 / 1d8+1, specialised ), long sword, short sword, two weapons fighting style

Nonweapon proficiencies : Dancing, direction sense, endurance,etiquette ( drow ), gaming, light fighting, riding : land based, rope use , set snares, singing, survival ( Underdark ), tracking

Jarlaxle, arrogant and brash, followed few of the customs of Menzoberranzan's inhabitants. He was most certainly not the norm of drow society and he flaunted the differences openly, brazenly. He wore not a cloak nor a robe , but a shimmering cape that showed every color of the spectrum, both in the glow of light and in the infra-red spectrum of heat sensing eyes. Jarlaxle's vest was sleeveless and cut so hight that his slender and tightly muscled stomach was open for all to view. He kept a patch over one eye, though careful observers would understand it as ornamental , for Jarlaxle often shifted it form one eye to the other."

His boots are hight and hard, his jewelry is abundant, and a wide-brimmed hat, overly plumed with the monstrous feathers of a giant dyatrima completes the swashbuckling image. Jarlaxle is not a large drow, slender, but finely-toned. Unlike other drow, he keep his head clean shaven.

By most accounts, Jarlaxle is covered head to toe with magical items. The specifics are vague, though his large, many stoned necklace might be a Necklace of Missiles, his eye patch reportedly gives him powers similar to those exhibited by a dreaded Eye of fear and flame ( 12 HD Fireball and Fear, as the wand ), his rings and bracelets seems to offer some armor like protection ( certainly he 's not an easy one to hit ) his boots can be silent as the best of Drow make, or as clunky as an hook horror in a tight passage. His cape, rumors say, acts much like a robe of Scintillating Colors, and he can pull more than a rabbit from that wondrous hat.

More is known about this odd drow weapons. Jarlaxle specializes ina two handed combat style, with a rapier of wounding +1 to hit as his primary weapon ( +1 to hit, +2 to damage ), 5/2 attacks due to specialization, and a main-gauche ( rumored to be a blade of life stealing ) + 2. Like his eye patch, he shifts these weapons from hand to hand, sometimes leading with his left, sometimes his right. Under the sleeve of his left wrist, he keeps a strange bracer, from which he can remove and hurl five throwing daggers ( + 4 = in a single round (once a turn ).

On his belt, Jarlaxle wears the most hated of all magical items in Menzoberranzan, a wand of illumination. He also keeps a Pouch of Holding on his jewelled belt, filled with light pellets and time bombs. ( it's believed he got the devious bombs from Gromph Baenre )