The Philosophers' Stone Campaign

Drizzt Do'Urden
D&D v3.5 Epic Character Stats

Drizzt Do'Urden

Home City: Menzoberranzan
Symbol: Crossed Scimitars
Alignment:
Chaotic Good
Race: Drow
Class:

Fighter 10/Barbarian 3/Ranger 7
Hit Dice:10d10+20(Fgt) /3d12+6(Bar) /7d8+14(Rgr)
Hit Points: 150
Initiative: +9
Move: 70'
AC: 26
Attacks:
Incingdeath: Frostbrand Scimitar +2 (+24/+19/+14/+9) and
Twinkle: Defending Scimitar +2 (+16/+11/+6), or
Composite Longbow: +1 Str (+21/+16/+11/+6)

Damage:
Incingdeath: (1d6+6+1d6 Cold/18-20) and
Twinkle: (1d6+4/18-20), or
Composite Longbow (1d8+1/x3)

Face/Reach: 5' / 5'
Special Attacks:
1/day—dancing lights, darkness, faerie fire (as 16th-level sorcerer);
1/day
Rage
Special Qualities:
Drow Traits (Ex): +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they suffer a –1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Saves:

Reflex: +15 Fortitude: +12 Will: +9
Abilities:
Str: 13 Dex: 20 Con: 15 Int: 17 Wis: 17 Chr: 14
Skills:
Appraise +3, Balance +5, Bluff +7, Climb +8, Concentration +2, Decipher Script +0, Diplomacy +5, Disable Device +0, Disguise +4, Escape Artist +5, Forgery +3, Gather Information +2, Handle Animal +9, Heal +3, Hide +10, Intimidate +10, Jump +6, Listen +20, Move Silently +15, Open Lock +5, Ride +8, Search +13, Sense Motive +3, Sleight of Hand +7, Speak Language +6, Spellcraft +3, Spot +15, Survival +7, Swim +2, Tumble +5,
Use Magic Device +2, Use Rope +7, Knowledge (Nature)+5,
Knowledge (Arcana)+5, Knowledge (Dungeon)+5, Knowledge (Geography)+5, Knowledge (Local)+5,
Feats:
Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Defense, Greater Two-Weapon Fighting, Combat Expertise, Power Attack, Dodge, Blindfight, Endurance, Track, Improved Initiative, Weapon Focus: Scimitar, Weapon Specialization: Scimitar, Iron Will

Character Sheet PDF

Possesions
Icingdeath (+2 Scimitar), Twinkle (+4 Scimitar), Onyx Panther Wonderous Figurine (Guenhwyvar), Bracers of the Blinding Strike, +1 Longbow, +4 Mithral Chainmai

 

 

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Icingdeath
This +2 frost scimitar is made of Solarian Truesteel which gives it a silvery gleam (as well as a +1 to confirm critical). It sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take . Icingdeath extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells , but not instantaneous effects , though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11+ the caster level of the fire spell.

In addition to the frost brand abilities, Icingdeath is also an intelligent evil outsider bane scimitar with the following properties and powers; AL NG; Int 15, Wis 15, Cha 10; Empathy, 60ft. darkvision and hearing; Ego score 16.

Special Purpose : Slay/Defeat Evil Outsiders
Dedicated Lesser Power : Icingdeath has +10 ranks in sense motive against evil outsiders.
Dedicated Power : Icingdeath has the Magic Strike ability which treats damage inflicated as cold iron, silver, and good-aligned against evil outsiders.

Icingdeath communicates to the wielder by urges and sometimes emotions. This happens when the presence of evil outsiders is detected by the scimitar. Against evil outsiders (even in disguise or with an alter-self/polymorph spell in effect), Icingdeath will have a rank of +12 in sense motive to check to avoid being bluffed.

History: During the middle of the thirteenth century, some defenders of the high forrest banded together to help stem the corruption of the fiends of Hellgate Keep. Andrath, a cleric of Eldath created a scimitar with the help of his goddess for a half-elf ranger/druid of Meilikki name Celina. A fierce defender of the forrest, she (and Andrath) eventually fell to the fiends but not without taking a whole group with them. Part of Celina's soul still powers the intelligence and the hatred against the fiends that defiled her beloved forrest. Sadly, the scimitar stayed unnamed until a little more than a century later, when the famed ranger Drizzt Do'urden named it after the dragon whose lair he found it from.

Strong evocation ; CL 15th; Craft Magic Arms and Armor, ice storm, aura against flame (MoF), summon monster I; Price 77,420 gp; Cost 39340 gp and 5 sp + 3097 XP.

Twinkle
This elven made +4 defending scimitar has a star cut sapphire adorning the pommel. When wielded in battle, Twinkle glows with bluish light that can illuminate an area with a 20-foot radius. On occasion, this ability can be turned off by the wielder.

Moderate abjuration[force]; CL 14th; Craft Magic Arms and Armor, shield ; Price 55315 gp; Cost 30315 gp + 2213 XP

Guenhwyvar
Female unique panther; CR 7; Medium magical beast (extraplanar); HD 9d10+36; hp 85; Init +6; Spd 40 ft., climb 20 ft.; AC 24, touch 16, flat-footed 18; Base Atk +9; Grp +13; Atk +15 melee (1d8+4, bite); Full Atk +15 melee (1d8+4, bite) and +13 melee (1d4+2, 2 claws); SA improved grab, magic strike, pounce, rake 1d4+2; SQ darkvision 60 ft., devotion, evasion, low-light vision, plane shift 2/day, scent, share spells, tricks; AL NG; SV Fort +10, Ref +12, Will +5; Str 19, Dex 22, Con 18, Int 5, Wis 15, Cha 9.

Skills and Feats: Balance +14, Climb +12, Hide +12, Jump +12, Listen +8, Move Silently +12, Spot +8; Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack, Weapon Finesse.

Improved Grab (Ex): To use this ability, Guenhwyvar must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake.
Magic Strike (Ex): This ability allows Guenhwyvar to treat her natural weapons as cold iron, silver, magic, and good-aligned.
Pounce (Ex): If Guenhwyvar charges a foe, she can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +15 melee, damage 1d4+2.
Devotion (Ex): Guenhwyvar's devotion to her master is so complete that she gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex): If Guenhwyvar is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a successful saving throw.
Plane Shift (Su): Guenhwyvar can plane shift upon command of her master as the spell with up to one other being from The House of Nature to her master and back to the House of Nature every other day for a period of 6 hours. Guenhwyvar cannot heal naturally on the Material Plane but heals at double the rate (18 hp/day) when on The House of Nature. If slain, she reverts to her figurine form and automatically plane shifts back to The House of Nature where she begins to heal as if she were stabilized at -9 hp.
Scent (Ex): Guenhwyvar can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Share Spells (Ex): As a former animal companion, Guenhwyvar retains her ability share the spells her master casts. At her master's option, she may have any spell her master casts upon himself also affect her so long as she is within 5 feet. Additionally, her master may cast a spell with a target of "You" on Guenhywvar (as a touch range spell) instead of on himself.
Tricks (Ex): Guenhwyvar knows the following ten tricks, as described under the Handle Animal skill in Chapter 4 of the Player's Handbook: attack, come, defend, down, fetch, guard, heel, seek, stay, and track.
Languages: Guenhwyvar understands, but cannot speak, Common and Undercommon
Skills: Guenhwyvar has a +8 racial bonus on Balance and Jump checks, and a +4 racial bonus on Hide and Move Silently checks. She has a +8 racial bonus on climb checks, and she can always choose to take 10 on a Climb check, even if rushed or threatened.

Note: Guenhwyvar is owned by the owner of the figurine.

Bracers of the Blinding Strike
These bracers of armor +6 give the wearer the benefits of the Improved Initiative feat. When making a full attack action, the wearer may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

When worn as anklets, it takes the slot of shoes/boots. The wearer gains a +1 dodge bonus to AC and Reflex saves. All of the wearer's modes of land movement increase by 30 feet, to a maximum of twice the wearer's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Strong transmutaion; CL 12th; Craft Wondrous Item, haste, mage armor; Price 85000 gp; Weight: 1lb.

A Brief History...

Drizzt Do'Urden is a fictional character in the Forgotten Realms setting based on the Dungeons & Dragons fantasy role-playing game. Drizzt was originally created by author R. A. Salvatore as a supporting character in the Icewind Dale Trilogy. Salavatore created him on a whim when his publisher needed to replace another character in Salvatore's first novel, The Crystal Shard. Drizzt has since become a popular heroic character of the Forgotten Realms setting, featured as the main character of a long series of books, starting chronologically with The Dark Elf Trilogy. As a non-archetypal drow (dark elf), Drizzt has forsaken both the evil ways of his people and their home (in the Underdark, in the drow city of Menzoberranzan).

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