drizztin character sheeti

Sorularınız mı var? O zaman cevapları olan kişileri burada bulabilirsiniz.
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tifileray
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Post by tifileray »

bu arada arkadaşlar biraz alakasız olcak ama drizztin character sheetini nerden bulabilirim?Ve entreri nin?ve Wulfgar'ın?ve catti brieın?ve Regis'in?
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Ona sarılıyım mı?
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Post by Azalin »

abicim

eğer bunları 2e için isteren hmen yazabilirim buraya...

3e için ise sanırım FRCS ye bakman gerekecek.
Sonsuz gücü elinde tutanın içindeki boşluktan daha büyük ne olabilir?

Tanrıların getirdiği çaresizliğe tanık olun...
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tifileray
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Post by tifileray »

2nd için istiyorum azalin yazarsan sevinirim
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Ona sarılıyım mı?
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Post by TarNeldor »

eksisozluk e girer drizzt yazarsan biraz bilgi veriyorlar. enson 17 leveldi ama şafağa karşı geçitte ertula olan savaşta 20 falan olmuştur bence
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Post by sphnx »

azalinin de dediği gibi frcs de var.ben gördüm ama neden 2nd yi istiyorsun ki orda aldığı son level,equipment zart zurt yoktur...
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Post by Cryptwind »

alustrieli söliyim en çok ilgimi çeken o olmuştu :)
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Post by Zincau »

3E icin

Drizzt Do"Urden

Male drow Ftr10/Bbn1/Rgr5 of Mielikki: CR 17; Medium-size humanoid (elf); HD 10d10+20 plus 1d12+2 plus 5d10+10; hp 124; Init +9; Spd 40 ft.; AC 23 (touch 14, flat-footed 19); Atk +17/+12/+7/+2 melee (1d6+6 plus 1d6 cold/18"20, +3 frost scimitar), +16/+11 melee (1d6+4/18"20, +2 defending scimitar); SQ Drow traits, favored enemy (goblins +2, magical beasts +1), light blindness, rage, spell-like abilities; SR 27; AL CG; SV Fort +15, Ref +9, Will +7; Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.

Skills and Feats: Climb +8, Handle Animal +9, Hide +13, Intuit Direction +5, Jump +8, Knowledge (nature) +5, Listen +20, Move Silently +15, Ride (horse) +7, Search +13, Spot +15, Use Rope +7, Wilderness Lore +8; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Track, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar).

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. Rage (Ex): During his rage, Drizzt has the following statistics instead of those given above: hp 156; AC 21 (touch 12, flat-footed 17); Atk +19/+14/+9/+4 melee (1d6+8 plus 1d6 cold/18"20, +3 frost brand scimitar) and +18/+13 melee (1d6+5/18"20, +2 defender scimitar); SV Fort +17, Will +9; Str 17, Con 19. Skills: Climb +10, Jump +10. The rage lasts 7 rounds, after which Drizzt is fatigued. He can rage once per day.

Spell-Like Abilities: 1/day"dancing lights, darkness, faerie fire. These abilities are as the spells cast by a 16th-level sorcerer.

Spells Prepared (1; base DC = 14): 1"detect animals or plants.

Possessions: +4 mithral chainmail, Icingdeath (+3 frost scimitar), Twinkle (+2 defending scimitar), figurine of wondrous power: onyx panther (name Guenhwyvar; 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. Guen understands Common and Undercommon, and has the following statistics:

Guenhwyvar: Female panther; CR 5; Medium-size animal; HD 6d8+12; hp 39; Init +4; Spd 40 ft., climb 20 ft.; AC 15 (touch 14, flat-footed 11); Atk +8 melee (1d6+3, bite), +6 melee (1d3+1, 2 claws); SA Pounce, improved grab, rake 1d3+1; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +9, Will +3; Str 16, Dex 19, Con 15, Int 6, Wis 12, Cha 8.

Skills and Feats: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +12, Spot +6; Multiattack, Weapon Finesse (bite), Weapon Finesse (claw). Includes +4 racial bonus on Hide and Move Silently checks, +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, her Hide bonus improves to +8.
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Post by Zincau »

Bu da;

Lady Alustriel:

Female human (Chosen of Mystra) Wiz20/Sor2/Acm2: CR 28; Medium-size humanoid (5 ft. 11 in. tall); HD 20d4+120; hp 162; Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 23 (touch 15, flat-footed 20); Atk +10/+5 melee (1d8/crit 19"20, longsword-arm from sword pendant); SA spells; SQ Archmage special abilities, Chosen bonus spells, Chosen immunities, Chosen spell immunities, high level benefits, immune to nonmagical metal (ring of lesser ironguard), silver fire; AL CG; SV Fort +11, Ref +8, Will +19; Str 11, Dex 16, Con 23, Int 20, Wis 17, Cha 17.

Skills and Feats: Appraise +8, Bluff +11, Concentration +33, Craft (gemcutting) +10, Diplomacy +10, Gather Information +11, Intimidate +8, Intuit Direction +5, Knowledge (arcana) +28, Knowledge (religion) +10, Perform (dancing) +8, Profession (herbalist) +8, Scry +20, Search +14, Sense Motive +8, Spellcraft +32; Combat Casting, Craft Rod, Craft Wand, Craft Wondrous Item, Forge Ring, Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spellcasting Prodigy, Still Spell.

Archmage Special Abilities: Mastery of shaping (create safe pockets within a spell's area or effect), spell power +2 (add +2 to her caster level check to overcome SR and to her target's saving throw DCs).

Chosen Bonus Spells (Sp): Alustriel may cast each of the following once per day as a spell-like ability: antimagic field, clairaudience/clairvoyance, comprehend languages, detect thoughts, hold monster, minor creation, polymorph any object, shapechange, teleport without error. She must still provide any necessary material components.

Chosen Immunities (Ex): As one of the Chosen of Mystra, Alustriel is immune to aging, disease, disintegration, and poison. She need not sleep, although she must rest normally to be able to cast spells.

Chosen Spell Immunities (Su): Alustriel is completely unaffected by attacks that duplicate these effects: chill touch, disintegrate, feeblemind, flesh to stone, forcecage, maze, lightning bolt, polymorph other, time stop, web.

Detect Magic (Su): Line of sight range.

High Level Benefits: 4 epic levels of wizard (included in the above totals).

Name and Song Attunement (Su): Whenever Alustriel's name or the rune of the Chosen is spoken, she hears it and the next nine words that person speaks.

Possessions: +8 bracers of armor, boots of elvenkind, cloak of elvenkind, +2 ring of protection, ring of lesser ironguard, wand of light, amulet of proof against detection and location, potion of cure serious wounds x 3, Alustriel's sword pendant (transforms the wearer's arm into a nondisarmable longsword blade for 40 minutes 1/day; dismissable). As a 24th-level character and the ruler of a small country, Alustriel has many other items not listed here at her disposal.

Wizard Spells Per Day (4/6/6/5/5/5/4/3/4/4): Base save DC 17. Wizard caster level 22.

Sorcerer Spells Known (Cast per Day: 6/5; Base DC = 13 + Spell Level): 0"detect magic, detect poison, light, mage hand, read magic; 1st"comprehend languages, feather fall.
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Post by Azalin »

tifileray wrote:2nd için istiyorum azalin yazarsan sevinirim
valla kusura bakma geç oldu ama... işte aşağıda...

Drizzt DoíUrden
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 Fighterís 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. Drizztís
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 DoíUrden family; the fiend Errtu.
Appearance: Somewhat larger than a typical dark elf,
Drizzt stands 5í4î 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 creaturesí eyes 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 heís 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 heíll
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 Halflingís 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 (6í long);
ML fanatic (18); AL N; XP 1,400.
Drizztís 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, Guenís 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...
Sonsuz gücü elinde tutanın içindeki boşluktan daha büyük ne olabilir?

Tanrıların getirdiği çaresizliğe tanık olun...
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