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Pathfinder Drizzt
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<blockquote data-quote="Ash Mantle" data-source="post: 4808328" data-attributes="member: 11010"><p>And now for something completely different. </p><p>Hope you like this version of the ever trusty Drizzt! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>I'm operating under the premise that total feats equals (HD/2)+1.</p><p></p><p><strong>Drizzt Do’Urden, of House Daermon N’a’shezbaernon</strong></p><p><strong>Barbarian 1/Fighter 10/Ranger 6 of Mielikki</strong></p><p><strong>Medium Humanoid (Drow, Elf)</strong></p><p><strong>Hit Dice:</strong> 1d12 + 10d10 + 6d10 + 34 (137 hp)</p><p><strong>Initiative:</strong> +10 (+6 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 80 ft. (16 squares)</p><p><strong>Armor Class:</strong> 27 (+10 armor, +6 Dexterity, +1 dodge), touch 17, flat-footed 21</p><p><strong>Base Attack/CMD:</strong> +17/+18; <strong>Combat Maneuver Bonus:</strong> 24</p><p><strong>Attack:</strong> <em>Icingdeath</em> +24 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and <em>Twinkle</em> +26 melee (1d6+8/15–20/x2)</p><p><strong>Full Attack:</strong> <em>Icingdeath</em> +24/+19/+14/+9 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and <em>Twinkle</em> +26/+21/+16 melee (1d6+8/15–20/x2)</p><p><strong>Space/Reach:</strong> 5 ft./ 5 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, spell resistance 28, spells</p><p><strong>Special Qualities:</strong> Ambidexterity, animal companion (Guenhwyvar), armor training, bravery, drow traits, fast movement, favored enemy (goblinoids +4, magical beasts +2), favored terrain (cold), hunter’s bond (Guenhwyvar), rage, track, weapon training, wild empathy</p><p><strong>Saves:</strong> Fort +16, Ref +15, Will +8 (+11 against fear)</p><p><strong>Abilities:</strong> Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14 </p><p><strong>Skills:</strong> 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</p><p><strong>Feats:</strong> 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, Mobility, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (scimitar), Weapon Swap B</p><p><strong>Environment:</strong> Mithral Hall or Icewind Dale, the Sword Coast North</p><p><strong>Organization:</strong> Unique (solitary) or pair (Drizzt and Guenhwyvar) or party (Companions of the Hall)</p><p><strong>Challenge Rating:</strong> 19</p><p><strong>Treasure:</strong> Standard plus <em>Icingdeath</em>, <em>Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chain shirt</em></p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Advancement:</strong> ––</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p><strong>Combat</strong></p><p></p><p><strong>Armor Training (Ex):</strong> 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. </p><p></p><p><strong>Drow Traits:</strong> Drizzt receives a +2 bonus on sight- and sound-based Perception checks. Drizzt is immune to magic sleep effects and gets a +2 racial saving throw against spells and spell-like abilities. He has darkvision out to 120 ft. </p><p></p><p><strong>Favored Terrain (Ex):</strong> 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 +1 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above. </p><p></p><p><strong>Rage (Ex):</strong> With shimmering fires in his lavender eyes, Drizzt may draw upon his primal ferocity and call upon his alter persona of the Hunter. 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 or any ability that requires patience or concentration. </p><p>During his rage, Drizzt has the following statistics instead of those given above; hp 171; AC 25, touch 15, flat-footed 19; Full Attack <em>Icingdeath</em> +26/+21/+16/+11 melee (1d6+8 + 1d6 cold/15–20/x2) and <em>Twinkle</em> +28/+23/+18 melee (1d6+10/15–20/x2); SV Fort +18, Will +10; Str 17, Con 19; Skills: Climb +12.</p><p></p><p><strong>Ranger Spells per Day:</strong> 1st – <em>calm animal</em>. Drizzt casts spells as a 3rd level caster. Save DC = 13 + spell level.</p><p></p><p><strong>Spell-Like Abilities:</strong> 1/day – <em>dancing lights, darkness, faerie fire</em>. Caster level 16th. Save DC = 12 + spell level.</p><p></p><p><strong>Weapon Training (Ex):</strong> 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. </p><p></p><p><strong>Bracers of Blinding Strike:</strong> Taken from the deceased House Baenre Weaponmaster, Dantrag, this powerful magic item confers different abilities depending on the body slot it occupies. </p><p>When worn as bracers, these <em>bracers of armor +5</em> 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 <em>speed</em> or a <em>haste</em> spell. </p><p>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. </p><p></p><p><strong>Icingdeath:</strong> 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 <em>+3 evil outsider bane keen frost band scimitar</em> that constantly protects Drizzt from fire, extinguishing fires in its radius and hungering for more flames to absorb. </p><p></p><p><strong>Twinkle:</strong> 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 they hold dear. This <em>+5 defending keen scimitar</em> has a single star-cut stapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling <em>Twinkle</em> by its name elicits a radiant sapphire shine from within, this glow trails light when Drizzt wields it in combat.</p></blockquote><p></p>
[QUOTE="Ash Mantle, post: 4808328, member: 11010"] And now for something completely different. Hope you like this version of the ever trusty Drizzt! :) I'm operating under the premise that total feats equals (HD/2)+1. [B]Drizzt Do’Urden, of House Daermon N’a’shezbaernon Barbarian 1/Fighter 10/Ranger 6 of Mielikki Medium Humanoid (Drow, Elf) Hit Dice:[/B] 1d12 + 10d10 + 6d10 + 34 (137 hp) [B]Initiative:[/B] +10 (+6 Dex, +4 Improved Initiative) [B]Speed:[/B] 80 ft. (16 squares) [B]Armor Class:[/B] 27 (+10 armor, +6 Dexterity, +1 dodge), touch 17, flat-footed 21 [B]Base Attack/CMD:[/B] +17/+18; [B]Combat Maneuver Bonus:[/B] 24 [B]Attack:[/B] [I]Icingdeath[/I] +24 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and [I]Twinkle[/I] +26 melee (1d6+8/15–20/x2) [B]Full Attack:[/B] [I]Icingdeath[/I] +24/+19/+14/+9 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and [I]Twinkle[/I] +26/+21/+16 melee (1d6+8/15–20/x2) [B]Space/Reach:[/B] 5 ft./ 5 ft. [B]Special Attacks:[/B] Spell-like abilities, spell resistance 28, spells [B]Special Qualities:[/B] Ambidexterity, animal companion (Guenhwyvar), armor training, bravery, drow traits, fast movement, favored enemy (goblinoids +4, magical beasts +2), favored terrain (cold), hunter’s bond (Guenhwyvar), rage, track, weapon training, wild empathy [B]Saves:[/B] Fort +16, Ref +15, Will +8 (+11 against fear) [B]Abilities:[/B] Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14 [B]Skills:[/B] 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 [B]Feats:[/B] 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, Mobility, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (scimitar), Weapon Swap B [B]Environment:[/B] Mithral Hall or Icewind Dale, the Sword Coast North [B]Organization:[/B] Unique (solitary) or pair (Drizzt and Guenhwyvar) or party (Companions of the Hall) [B]Challenge Rating:[/B] 19 [B]Treasure:[/B] Standard plus [I]Icingdeath[/I], [I]Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chain shirt[/I] [B]Alignment:[/B] Chaotic Good [B]Advancement:[/B] –– [B]Level Adjustment:[/B] +2 [B]Combat[/B] [B]Armor Training (Ex):[/B] 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. [B]Drow Traits:[/B] Drizzt receives a +2 bonus on sight- and sound-based Perception checks. Drizzt is immune to magic sleep effects and gets a +2 racial saving throw against spells and spell-like abilities. He has darkvision out to 120 ft. [B]Favored Terrain (Ex):[/B] 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 +1 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above. [B]Rage (Ex):[/B] With shimmering fires in his lavender eyes, Drizzt may draw upon his primal ferocity and call upon his alter persona of the Hunter. 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 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 [I]Icingdeath[/I] +26/+21/+16/+11 melee (1d6+8 + 1d6 cold/15–20/x2) and [I]Twinkle[/I] +28/+23/+18 melee (1d6+10/15–20/x2); SV Fort +18, Will +10; Str 17, Con 19; Skills: Climb +12. [B]Ranger Spells per Day:[/B] 1st – [I]calm animal[/I]. Drizzt casts spells as a 3rd level caster. Save DC = 13 + spell level. [B]Spell-Like Abilities:[/B] 1/day – [I]dancing lights, darkness, faerie fire[/I]. Caster level 16th. Save DC = 12 + spell level. [B]Weapon Training (Ex):[/B] 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. [B]Bracers of Blinding Strike:[/B] 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 [I]bracers of armor +5[/I] 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 [I]speed[/I] or a [I]haste[/I] 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. [B]Icingdeath:[/B] 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 [I]+3 evil outsider bane keen frost band scimitar[/I] that constantly protects Drizzt from fire, extinguishing fires in its radius and hungering for more flames to absorb. [B]Twinkle:[/B] 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 they hold dear. This [I]+5 defending keen scimitar[/I] has a single star-cut stapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling [I]Twinkle[/I] by its name elicits a radiant sapphire shine from within, this glow trails light when Drizzt wields it in combat. [/QUOTE]
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