2007年9月30日

[1HI006S]小崔的3.5版人物資料


picture by Todd Lockwood

Drizzt Do'Urden Stats for D&D v3.5
Based on the character created by R. A. Salvatore
Updated for 3.5 Edition D&D by Mon Yao

Drizzt Do'Urduen


Male Drow Ranger6 Fighter8 Rogue2 Dervish1 Barbarian1; CR 20; Medium-size humanoid (elf); HD (6d8)+(8d10)+(2d6)+(1d10)+(1d12)+36; hp 137; Init +10; Spd Walk 70'; AC 26 (flatfooted 19, touch 18); Base Atk +17; Grp +18; Full Atk +26/+21/+16/+11 Melee (1d6+7/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +24/+19/+14 Melee (1d6+4 plus 1d6 cold/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ); SA dervish dance, rage 1/day, sneak attack +1d6, spell-like abilities; SQ animal companion, darkvision 120 ft., drow traits, evasion, favored enemy outsider (evil) +4, favored enemy humanoid (goblinoid) +2, improved combat style, movement mastery, slashing blades, SR 29, trapfinding, wild empathy +10; AL: CG; SV: Fort +15, Ref +19, Will +9; Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.

Skills and Feats : Balance +16, Climb +8, Concentration +5, Handle Animal +9, Heal +6, Hide +15, Jump +28, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Nature) +11, Knowledge (The Planes) +5, Listen +20, Move Silently +17, Perform (Dance) +14, Ride +13, Search +13, Spot +15, Survival +13, Tumble +18, Use Rope +9, Blind Fight, Combat Expertise, Combat Reflexes, Dodge, Endurance[B], Greater Two Weapon Fighting, Improved Initiative, Mobility, Quick Draw, Improved Two Weapon Fighting[B], Track[B], Two Weapon Fighting[B], Twin Sword Style, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar).

Dervish Dance (Ex): Once per day for 6 rounds, Drizzt can make a single move action and still make a full attack, but he must move 5 feet between each attack and cannot return to a square he just exited. He gains a +1 bonus on attack and damage rolls when performing the dervish dance with a slashing weapon. The following changes are in effect during the dance : Atk +27/+22/+17/+12 Melee (1d6+8/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +25/+20/+15 Melee (1d6+5 plus 1d6 cold/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ). At the end of his dance, Drizzt is fatigued for the duration of the encounter. *NOTE, Drizzt cannot perform a dance while under the effect of the rage ability.

Rage (Ex): Once per day, Drizzt can enter a state of fierce rage that lasts for 7 rounds. The following changes are in effect as long as he rages: hp 173; AC 24 (flat-footed 17, touch 16); Grp +20; Atk +26/+21/+16/+11 Melee (1d6+9/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +24/+19/+14 Melee (1d6+5 plus 1d6 cold/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ); SV Fort +17, Will +11; Str 17, Con 19; Climb +10; Jump +30. At the end of his rage, Drizzt is fatigued for the duration of the encounter.

Spell-Like Abilities: 1/day— dancing lights, darkness, faerie fire. Caster level 18th; save DC 12 + spell level.

Animal Companion: Drizzt has no animal companion.

Drow Traits: Drizzt is immune to magic sleep spells and effects. He has a +2 racial bonus on saves against enchantment spells or effects and a +2 racial bonus on Will saves against spells or spell-like abilities. He is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As a drow, Drizzt has light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light). He also has a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.

Favored Enemy (Ex): Drizzt gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil outsiders. He gains the same bonus on weapon damage.

Full Atk +26/+21/+16/+11 Melee (1d6+11/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +26/+21/+16 Melee (1d6+10 plus 1d6 cold plus 2d6 bane/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) )

or [Atk +27/+22/+17/+12 Melee (1d6+12/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +27/+22/+17 Melee (1d6+11 plus 1d6 cold plus 2d6 bane/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ) (dervish dance)]

or [Atk +26/+21/+16/+11 Melee (1d6+13/18-20/x2, *Twinkle (+4 defending scimitar) ); Atk +26/+21/+16 Melee (1d6+11 plus 1d6 cold plus 2d6 bane/18-20/x2, *Icingdeath (+2 bane frostbrand scimitar) ) (rage)]

Against goblinoids, he gains a +2 bonus on these skill checks and on weapon damage rolls

Improved Combat Style (Ex): Drizzt has chosen two-weapon style. He acts as if he has the Two-Weapon Fighting and Improved Two-Weapon Fighting feats when in light or no armor.

Slashing Blades (Ex): Drizzt treats the scimitar as a light weapon rather than a one-handed weapon.

Trapfinding: Drizzt can use the Search skill to locate traps when the task has a DC higher than 20.

Wild Empathy (Ex): Drizzt can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. His bonus on the check is +10. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Drizzt and the animal must study each other for 1 minute. This ability can also be used to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Ranger Spells Prepared : 1 --- Calm Animals (DC:14), Pass without Trace (DC:14)

Languages: Common, Drow Sign Language, Elven, Goblin, Illuskan, Undercommon

Possessions: Twinkle (+4 defending scimitar; see below); Icingdeath (+2 bane frostbrand scimitar; see below); figurine of wondrous power: onyx panther (name Guenhwyvar; see below); Ad'non's silkshirt (+5 spidersilk shirt of moderate fortification); Bracers of the Blinding Strike (as anklets; see below);

Onyx Panther: This magical figurine summons the black panther Guenhwyvar, a friend and loyal companion to Drizzt. She can be summoned every other day for a period of 6 hours. If slain, she reverts to her figurine form and cannot be summoned for 48 hours. Guenwhyvar is about 8 feet long and weighs about 600 pounds.

Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 28,500 gp.

Guenhwyvar: Female unique dire panther; CR 9; Large magical beast (extraplanar); HD 10d10+50; hp 105; Init +4; Spd 40 ft., climb 20 ft.; AC 20, touch 13, flat-footed 16; Base Atk +10; Grp +22; Atk +18 melee (1d6 +8, claw); Full Atk +18 melee (1d6+8, 2 claws) and +15 melee (1d8+4, bite); SA improved grab, magic strike, pounce, rake 1d6+4; SQ darkvision 60 ft., devotion, evasion, low-light vision, plane shift 2/day, scent, share spells, tricks; AL NG; SV Fort +12, Ref +11, Will +9; Str 26, Dex 19, Con 21, Int 4, Wis 14, Cha 12.

Skills and Feats: Balance +14, Climb +12, Hide +12*, Jump +16, Listen +8, Move Silently +9, Spot +8; Alertness, Run, Weapon Focus (claw), Multiattack.

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 1d6+4.

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.



New Equipment and Magic Items

“… He sifted through the portion of the pile he had just freed from the ice, uncovering a gem-encrusted sword pommel, its black adamantite hilt masterfully sculpted into the likeness of the toothed maw of a hunting cat. The lure of the intricate workmanship pulled at Drizzt, and with trembling fingers he slid the rest of the weapon out from under the gold.

A scimitar. Its curving blade was of silver, and diamond-edged. Drizzt raised it before him, marveling at its lightness and perfect balance.

"A few baubles . . . and this," he corrected. “ – excerpt from The Crystal Shard

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.

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.

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.

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.

This item appeared in the Magic of Faerun and has been updated.

Ad'non's Silkshirt : Found on the body of Ad'non, a renegade drow working with the orc king Obould, this +5 spidersilk shirt is also moderately fortified. A magical force protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +8, and no armor check penalty. It is considered light armor and weighs 5 pounds. Total AC Bonus is +8.

Strong abjuration; CL 13th; Craft Magic Arms and Armor, miracle ; Price 64,900 gp; Cost 32900 gp + 2596 XP

"I see that one of your scabbards is empty," he said to Drizzt. Malchor pulled a beautifully crafted scimitar from its mount. "Perhaps this will fill it properly."

Drizzt sensed the power of the weapon as he took it from the wizard, felt the care of its crafting and the perfection of its balance. A single, star-cut blue sapphire glittered in its pommel.

"Its name is Twvinkle," Malchor said. "Forged by the elves of a past age."

"Twinkle," echoed Drizzt. Instantly a bluish light limned the weapon's blade. Drizzt felt a sudden surge within it, and somehow sensed a finer edge to its cut. He swung it a few times, trailing blue light with each motion. How easily it arced through the air; how easily it would cut down a foe! Drizzt slid it reverently into his empty scabbard.

"It was forged in the magic of the powers that all the surface elves hold dear," said Malchor. "Of the stars and the moon and the mysteries of their souls. You deserve it, Drizzt Do'Urden, and it will serve you well."

- excerpt from The Halfing's Gem

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.

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