The conversion below has been produced by Mon Yao and is used here with permission by Candlekeep. See also Drizzt's 3rd Edition D&D Statistics by Wizards of the Coast.
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.
Male Human Barbarian7 Fighter4; CR 11; Medium humanoid; HD (7d12)+(4d10)+33; hp 115; Init +2; Spd Walk 40'; AC 15 (flatfooted 15, touch 12); Base Atk +11; Grp +16; Full Atk +21/+16/+11 Melee (1d10+13 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul) ); Atk +18 Ranged (1d10+11 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul/Thrown) , Range 30' ); SA rage 2/day; SQ damage reduction 1/--, improved uncanny dodge, literate, trap sense +2, uncanny dodge; AL: CG; SV: Fort +12, Ref +5, Will +4; Str 20, Dex 15, Con 17, Int 13, Wis 12, Cha 13 . Height 6' 10".
Skills and Feats : Climb +10, Craft (Blacksmithing) +5, Handle Animal +6, Intimidate +5, Jump +14, Knowledge (the North local) +3, Knowledge (Nature) +5, Listen +9, Profession (Bouncer) +2, Ride +5, Spot +9, Survival +12, Swim +12, Alertness, Cleave, Dodge, Endurance, Improved Critical (Maul), Power Attack, Weapon Focus (Maul), Weapon Specialization (Maul).
Rage (Ex): Twice a day, Wulfgar can enter a state of fierce rage that lasts for 8 rounds. The following changes are in effect as long as he rages: hp 137; AC 13 (flatfooted 13, touch 10); Grp +18; Full Atk +23/+18/+13 Melee (1d10+16 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul) ); Atk +18 Ranged (1d10+13 plus 1d4 special/19-20/x3, *Aegis-Fang (+3 mithral dwarven thrower maul/Thrown) , Range 30' ); SV Fort +14, Will +6; Str 24, Con 21; Climb +12; Jump +16, Swim +14. At the end of his rage, Wulfgar is fatigued for the duration of the encounter.
Improved Uncanny Dodge (Ex): Wulfgar cannot be flanked and can only be sneak attacked by a character who has at least eleven levels of rogue.
Uncanny Dodge (Ex): Wulfgar retains his Dexterity bonus to Armor Class even when flat-footed or targeted by an unseen foe (he still loses his Dexterity bonus if paralyzed or otherwise immobile).
Languages: Common, Dwarven, Illuskan.
Possessions : Aegis-Fang (+3 mithral dwarven thrower maul; see below); Wolfskin armor (count as masterwork studded leather );
Bruenor Battlehammer :
Male Dwarf Fighter14; CR 14; Medium humanoid; HD (14d10)+84; hp 175; Init +2; Spd Walk 20'; AC 22 (flatfooted 20, touch 12, with shield 25); Base Atk +14; Grp +18; Atk +23/+18/+13 Melee (1d10+11/19-20/x3, *Bruenor's Axe (+3 mithral keen dwarven waraxe) ); Atk +15/+10/+5 Melee (1d8+5/20/x2, +1 bashing shield ); SQ darkvision 60 ft., dwarf traits; AL: NG; SV: Fort +15, Ref +6, Will +7; Str 18, Dex 14, Con 22, Int 15, Wis 13, Cha 13 . Height 4' 6".
Skills and Feats : Bluff +6, Climb +5, Craft (weaponsmithing) +14 (+16 for stone or metal weapons), Diplomacy +7, Handle Animal +3, Intimidate +5, Jump +3, Knowledge (the North history) +5, Knowledge (the North local) +5, Ride +8, Spot +3, Blind Fight, Bullheaded, Cleave, Great Cleave, Greater Weapon Focus (dwarven waraxe), Greater Weapon Specialization (dwarven waraxe), Improved Bull Rush, Improved Shield Bash, Improved Sunder, Leadership, Power Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Dwarf Traits: Bruenor has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. He also has stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth) and stability (+4 bonus on ability checks made to avoid being bull rushed or tripped when standing on the ground). In addition, Rurik has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (already figured into the statistics above).
Languages: Chondathan, Common, Dwarven, Illuskan.
Possessions : Bruenor's weapon and armor(see below) : Bruenor's Axe (+3 mithral keen dwarven waraxe); Bruenor's Gauntlet of Ogre Power; Bruenor's Plate (+2 mithral full plate of moderate fortification) ; Bruenor's Shield (+1 bashing mithral shield);
New Equipment and Magic Items
"If yer talent for the craft is keen," his father had said, "and ye're lucky enough to live long and feel the strength of the earth, ye'll find a special day. A special blessin' - some would say a curse - has been placed upon our people, for once, and only once, the very best of our smiths may craft a weapon of their choosing that outdoes any work they'd ever done. Be wary of that day, son, for ye'll put a great deal of yerself into that weapon. Ye'll never match its perfection in yer life again and, knowing this, ye'll lose a lot of the craftsman's desire that drives the swing of yer hammer. Ye may find an empty life after yer day, but if yer good as yer line says ye'll be, ye'll have crafted a weapon of legend that will live on long after yer bones are dust. "
- excerpt from The Crystal Shard
Aegis Fang : This weapon appears to be an extra large hammer made of mithral and functions as a +3 maul. However, a character of good alignment and with sufficient strength (at least 19) finds that the maul gains an additional +1 enhancement bonus (for a total enhancement bonus of +4) and deals additional +1d4 points of bonus damage on any hit. It also gains the ability to be hurled with a 30-foot range increment. It returns to its thrower on the round after it was thrown or when called and is then ready to be wielded or thrown again:
Moderate evocation[divine] and transmutation; CL 10th, Craft Magic Arms and Armor, divine favor , magic stone, teleport, telekinesis , creator must be a dwarf of at least 10th level, Price 87015 gp; Cost 43515 gp + 3280 XP.
Bruenor accepted the compliment silently and bent to dust the dirt from Garumn's helm. "Garumn wears still the armor and weapons of Bruenor, me namesake and the hero of me clan. Me guess is that they cursed this place as they died," he said, "for the gray ones did not return and loot."
Drizzt agreed with the explanation, aware of the power of the curse of a king when his homeland has fallen.
Reverently, Bruenor lifted Garumn's remains and bore them into a side chamber. Drizzt did not follow, allowing the dwarf his privacy in this moment. Drizzt returned to Catti-brie and Wulfgar to help them comprehend the importance of the scene around them.
They waited patiently for many minutes, imagining the course of the epic battle that had taken place and their minds hearing clearly the sounds of axe on shield, and the brave war cries of Clan Battlehammer.
Then Bruenor returned arid even the mighty images the friends' minds had concocted fell short of the sight before them. Regis dropped the few baubles he had found in utter amazement, and in fear that a ghost from the past had returned to thwart him.
Cast aside was Bruenor's battered shield. The dented and one-horned helm was strapped on his backpack. He wore the armor of his namesake, shining mithril, the mug standard on the shield of solid gold, and the helm ringed with a thousand glittering gemstones. "By me owns eyes, I proclaim the legends as true," he shouted boldly, lifting the mithril axe high above him. "Garumn is dead and me father, too. Thus I claim me title: Eighth King of Mithril Hall!"
- excerpt from The Streams of Silver
Handed down from King to King, the armor and weapon of the first Bruenor of Clan Battlehammer consist of the following items :
Bruenor's Axe : This finely crafted +3 mithral keen dwarven waraxe has dwarven runes inlaid along both sides of the blade. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Moderate transmution; CL 10th, Craft Magic Arms and Armor, keen edge ; Price: 35780 gp; Cost 19780 gp + 1431 XP.
Bruenor's Gauntlet : Made of mithral, these mailed gauntlets are equivalent to gauntlets of ogre power . They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective.
Faint transmutation; CL 6th; Craft Wondrous Item, bull's strength ; Price 4,500 gp; Weight 1 lb.
Bruenor's Plate : This +2 mithral fullplate is built for any Dwarf sized character. This suit of armor is 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.
Speed while wearing a suit of mithral full plate is 20 feet for Dwarves. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -3. It is considered medium armor and weighs 25 pounds. Total AC Bonus is +10.
Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish ; Price 35500 gp; Cost 23000 gp + 1420 XP
Bruenor's Shield : Made of mithral and gold, this +1 bashing heavy shield bears the foaming mug emblem the standard of Clan Battlehammer.
The shield has an arcane spell failure chance of 5%, no armor check penalty and weighs 7.5 pounds. Total AC Bonus is +3.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength ; Price 5,020 gp; Cost 3020 gp + 200 XP
Catti-Brie Battlehammer :
Female Human Fighter6 Ranger3; CR 9; Medium humanoid; HD (6d10)+(3d8)+18; hp 65; Init +3; Spd Walk 30'; AC 18 (flatfooted 15, touch 13); Base Atk +9; Grp +10; Full Atk +13/+8 Melee (1d8+3/17-20/x2, *Khazid'hea( +2 keen surestrike adamantine longsword) ) or +11/+6 Melee (1d4+2/19-20/x2, +1 Distance Dagger ) or +10/+5 Melee (1d6+1/0, *Taulmaril as club ) or +16/+11 Ranged (1d8+3 plus 1d6 force/19-20/x3, *Taulmaril , Range 30' ), or +15/+10 Ranged (1d8+2 plus 1d6 force/19-20/x3, *Taulmaril , Range 150' ), or +14/+14/+9 Ranged (1d8+3 plus 1d6 force/19-20/x3, *Taulmaril and Rapid Shot , Range 30' ) or +13/+13/+8 Ranged (1d8+2 plus 1d6 force/19-20/x3, *Taulmaril and Rapid Shot , Range 150' ), or +13/+8 Ranged (1d4+2/19-20/x2, +1 Distance Dagger, Range 30' ); SQ combat style (archery), favored enemy humanoid (goblinoid) +2, low-light vision, wild empathy +8 AL: CG; SV: Fort +10, Ref +8, Will +6; Str 12, Dex 17, Con 15, Int 14, Wis 16, Cha 17 . Height 5' 4".
Skills and Feats : Balance +5, Climb +9, Handle Animal +8, Hide +6, Jump +6, Knowledge (Dungeoneering) +5, Knowledge (the North local) +4, Knowledge (Nature) +6, Listen +6, Move Silently +6, Profession (Sailor) +4, Ride +10, Search +5, Sense Motive +6, Spot +8, Survival +8, Swim +3, Use Rope +5 , Dodge, Endurance(B), Far Shot, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot(B), Shot on the Run, Track(B), Weapon Focus (Longbow, Longsword).
Combat Style: Cattie-Brie has selected archery as her combat style. She gains the benefits of the Rapid Shot feat as long as she wears light or no armor.
Favored Enemy (Ex): Cattie-Brie gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against goblins. She gets the same bonus on weapon damage rolls against creatures of this kind.
Wild Empathy (Ex): Cattie-Brie can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Her bonus on the check is +8. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Cattie-Brie 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.
Languages: Chondathan, Common, Dwarven, Illuskan.
Possessions: +1 mithral shirt, Khazid'hea (see below), +1 distance dagger, Taulmaril (a.k.a. Heartseeker; +3 force keen elven longbow ; see elven bow below), circlet of starlight sight (see below), quiver of Anariel (alchemical silver arrows; see below).
New Equipment and Magic Items
Khazid'hea, a.k.a. Cutter: +2 keen sure-striking adamantine longsword; AL CN; Int 17, Wis 10, Cha 17; Telepathy (Khazid'hea appears to lack the ability to speak or read); 120 ft. darkvision and hearing; Ego score 17.
Lesser Powers: Khazid'hea grants its wielder free use of the Cleave, Great Cleave, and Improved Sunder feats.
Special Purpose: Defeat/slay all (other than the item and wielder).
Dedicated Power: Cause rage in wielder as wizard spell.
Personality: Taken from Dantrag Baenre, a drow battle master, Khazid'hea has little personality of which to speak. The blade longs for little more than the chaos of battle and the blood of foes, and it constantly eggs its wielder into battle and is jealous of any kill for which it is not responsible. However, the blade makes little distinction between friend and foe and is likely to demand its wielder battle allies when all enemies have fallen. The blade grants its wielder the benefits of rage only if the wielder agrees to kill all "foes" or the blade is dominant. If Khazid'hea is dominated by its wielder, it alter its pommel to better suit the aesthetic tastes of its new master.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, align weapon , keen edge ; Price 104,015 gp; Cost 53,515 gp + 4,161 XP.
Circlet of Starlight Sight: This circlet grants the wearer low-light vision, which is the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Faint transmutation; CL 1st; Craft Wondrous Item, low-light vision (see Magic of Faerûn ); Price 1,800 gp.
Regis, meanwhile, had found something more, a golden plaque wedged in another crack in the pile. He managed to slip it free and brought it into the torchlight to read its carved runes.
" 'Taulmaril the Heartseeker,' " he read. " 'Gift of-' "
"Anariel, Sister of Faerun," Bruenor finished without even looking at the plaque. He nodded in recognition to Catti-brie's questioning glance.
"Free the bow, boy," he told Wulfgar. "Suren it might be put to a better use than this."
Wulfgar had already discerned the structure of the pile and started lifting away specific blocks at once. Soon Catti-brie was able to wiggle the longbow free, but she saw something else beyond its nook in the pile and asked Wulfgar to keep digging.
While the muscled barbarian pushed aside more stones, the others marveled at the beauty of the bow. Its wood hadn't even been scratched by the stones and the deep finish of its polish returned with a single brush of the hand. Catti-brie strung it easily and held it up, feeling its solid and even draw.
- From Streams of Silver
Taulmaril the Heartseeker: A gift from Lady Anariel to Clan Battlehammer, this beautifully crafted +3 force keen elven bow is made of polished wood. Though highly decorated, elf crafters also gave the bow metal inlays which gives the wielder the option to fend off attacks without sacrificing rate of fire and accuracy.
Taulmaril has a +3 enhancement and arrows launched from it emit a powerful jolt of magical force and deal an additional 1d6 points of force damage on a successful hit. If the arrow successfully hits a target protected by a force effect, such as a shield spell or bracers of armor, it might dispel the force effect in addition to damaging the target. Make a dispel check (1d20+10) against the effect (DC 11 + caster level). If the check succeeds, the force effect is dispelled (if a spell) or suppressed for 1d4 rounds (if a magic item). Incorporeal creatures get no miss chance against force weapons.
If used as an offensive weapon, Taulmaril acts as two-handed melee weapon that deals 1d6 points of bludgeoning damage. The wielder does not get any masterwork or enhancement bonuses when using the bow to attack in melee.
Moderate evocation and transmutation; CL 15th; Craft Magic Arms and Armor, creator must be an elf, keen edge , wall of force ; Price 98,450 gp; Cost 49,450 gp + 3938 XP; Weight 6 lb.
Quiver of Anariel: Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. This particular quiver creates arrows made of alchemical silver.
Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.
Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation ; Price 28,200gp for alchemical silver arrows; Weight 1 lb.
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