tifileray wrote:2nd için istiyorum azalin yazarsan sevinirim
valla kusura bakma geç oldu ama... işte aşağıda...
Drizzt DoÃÂUrden
Drow male 16th-level ranger
ARMOR CLASS: -8
MOVE: 12
HIT POINTS: 92
THAC0: 5
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1d8+7 (x3), 1d8+5 (x2)
MAGIC RESISTANCE: 82%; +2 on saves vs. magic
ALIGNMENT: 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 spells (3/3/3): Drizzt is a follower of Mielikki. Spells
that he prefers or that he most often finds it necessary to carry
include: 1stó animal friendship, entangle, pass without trace;
2ndó charm person or mammal, speak with animals, warp wood;
3rdó hold animals, snare, spike growth.
Weapons of Proficiency: scimitars (two-handed fighting
style from The Complete FighterÃÂs Handbook); short sword; dagger;
long sword; short bow, flight arrow; 3 open.
Ranger/Thief Abilities: MS 99, HS 99, DN 60, CW 99.
Nonweapon Proficiencies: direction sense; languages,
modern (Undercommon); light-fighting (the reverse of blindfighting);
rope use; running; survival (Underdark and northern
wilderness); tracking; 6 open.
Equipment: A curious mix of adventuring gear; some drow
and much dwarven equipment is commonly used by Drizzt.
Magical Items: mithral chain mail +4; a frostbrand +3 scimitar
(named Twinkle); a defender +5 scimitar; and a figurine of
wondrous power: onyx panther (named Guenhwyvar; see the end
of this entry).
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 his high Dexterity)
allow him to continue to use this mode of fighting. DrizztÃÂs
ranger species enemy is goblins.
Allies/Companions: BRUENOR Battlehammer, WULFGAR,
CATTI-BRIE, and REGIS.
Foes/Enemies: The drow of Menzoberranzan, particularly
any surviving members of the DoÃÂUrden family; the fiend Errtu.
Appearance: Somewhat larger than a typical dark elf,
Drizzt stands 5ÃÂ4î and weighs about 130 pounds. His 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 causes creaturesàeyes to
glow red), and are the windows to his passionate soul. He normally
wears a fur-collared forest green cloak and high black
boots. It has been more than 70 years since he first ventured
into the surface world, and at present he is in the neighborhood
of 140 years oldóstill a young adult by elven standards.
Personality: Outwardly calm and composed, Drizzt still has
a burning rage with him, the legacy of his dark elven heritage.
While heÃÂs mastered that side of his psycheóhe refers to it as
ìthe hunterîóit can still surface when Drizzt is hard pressed.
In all other cases, he is the cool head, the peacemaker, and is
always willing to avoid a fight if he can. When the situation
calls for it, however, he can be incredibly daringóso daring, in
fact, that several of his friends are convinced that someday heÃÂll
leap into a situation that will land Drizzt in real trouble.
He loves the surface world, and his place in it. Anyone who
threatens either of these things is likely to find that a pair of
twirling scimitars is the last thing he sees in this life.
Locales Frequented: Icewind Dale; Mithral Hall; the
North in general; Calimport; and the Underdark leading to and
from Menzoberranzan.
Motivations/Goals: Drizzt is a perfectionist, holding himself
to standards that would be impossible for most people. He
strives to attain the highest ideals in all he attempts, yet he is
careful not to impose his standards on others. Despite the harsh
treatment he has received from the ìgoodî races of the surface
world, Drizzt remains a valuable ally and a dear friend to those
close to him.
Campaign Uses: Since he has become one of the most
popular characters in the Realms, many players look forward to
having their characters meet Drizzt during an adventure. If this
occurs, it should be in a situation where Drizzt is not the star of
the scenario at the expense of the PCs. Despite his powers and
his appeal, the player characters are the central figures of the
campaign and should remain so.
Sources: Homeland, Exile, Sojourn, The Crystal Shard,
Stream of Silver, The HalflingÃÂs Gem, The Legacy, Starless Night,
Siege of Darkness.
Guenhwyvar: AC 4; MV 15; HD 6+6; hp 45; THAC0 13;
#AT 3; Dmg 1d4(x2)/1d12, plus rear claws rake for 2d4(x2) if
both front paws score hits; SD never surprised; SZ M (6àlong);
ML fanatic (18); AL N; XP 1,400.
DrizztÃÂs closest companion is the animal that emerges from
his figurine of wondrous power, the onyx panther called Guenhwyvar.
The panther can be summoned forth from the figurine
up to three times per week, for a total of 24 hours altogether
during that time. If she is slain while activated, she reverts to
the figurine form and can be called forth again later.
While Guen cannot speak, it is clear that the panther dearly
loves her drow master and his comrades. On occasions too
many to number, GuenÃÂs fighting prowess and sharp claws have
been the difference between victory and defeat for Drizzt.
gördüğünüz üzere 2n da adamın Rp sine kadar herşeyle ilgili bilgi ve ip ucu var arkadaşlar...
umarım faydalı olur...