Drizzt Do'Urden & Artemis Entreri
Posted: Sun Jan 14, 2007 11:55 pm
Hey. I have decided to create characters based on Drizzt Do'Urden and Artemis Entreri. You may recognize them from Baldurs Gate Dark AllianceII. Tell me what you think of my starting info that I will base them on. If you see a con please give a suggestion.
Name: Drizzt Do'Urden
Class: Ranger
Race: Dark Elf (Dunmer)
Gender: Male
Birthsign: The Warrior
Specialization: Combat
Attributes: Agility, Strength
Major Skills: Destruction, Security, Sneak, Marksman,
Light Armor, Blade, Block
Health: 100
Magicka: 80
Fatigue: 180
Max Level: 49.5
Encumbrance: 275
Abilities:
- Summon Ghost (daily: for 1 min.)
- Resist Fire (constant: 75 pt. Self)
Stats:
INTELLIGENCE -40:
Alchemy -5
Mysticism -10
Conjuration -5
WILLPOWER -30:
Destruction -35
Alteration -5
Restoration -5
PERSONALITY -30:
Illusion -5
Mercantile -5
Speechcraft -5
AGILITY -45:
Security -25
Sneak -25
Marksman -30
SPEED -50:
Athletics -15
Acrobatics -5
Light Armor -30
STRENGTH -55:
Blunt -15
Blade -40
Hand to Hand -10
ENDURANCE -50:
Block -30
Armorer -10
Heavy Armor -10
LUCK -50
Appearance: Drizzt stands at about 5′4″ (about 162 cm) and weighs about 130 pounds (59 kg). His eyes are a lavender hue, as compared to the typical red, and are also unusual because they appear the same color even when he switches to infravision. He normally wears a fur-collared forest green cloak and high black boots, with a necklace attached to a white unicorn head (made out of Knucklehead trout bone for him by Regis), the symbol of his goddess, Mielikki.
Magical Items:
Drizzt carries a magical figurine, which summons his black panther companion, Guenhwyvar. Drizzt wears a pair of "Bracers of the Blinding Strike," which increase the agility of the bearer, although he wears them on his ankles, as opposed to his wrists, claiming that footwork is just as important, if not more than, the speed of the strike. For many years, Drizzt wore an enchanted suit of Mithril chainmail provided by Bruenor, but it was damaged recently, and now wears a spider silk shirt.
Weapons:
His main weapons are his two scimitars, Twinkle and Icingdeath. Twinkle is a magical elven forged blade. It emits a blue hue whenever orcs or other enemies are near. Icingdeath was found in the treasures of a frost dragon, whom Drizzt and Wulfgar slew together. It gives its wielder protection from any form of fire. In the earlier of the series, (namely, Sojourn and the Icewind Dale Trilogy), Drizzt used Montolio Debrouchee's longbow in occasions, which he took after the death of Montolio Debrouchee. He also carries a long dagger and two throwing knives in a hidden sheath in his boots.
Twinkle:
Shield - Fire Shield Enchantment
Sword - Light on Strike Enchantment
Icing Death:
Shield - Resist Fire Enchantment
Sword - Frost Damage Enchantment
LongBow:
Bow - No Enchantments
Arrows - Any or No Enchantments
Dagger:
Dagger - No Enchantments
Magic:
Fire Damage Spells on Target. And anything else.
Name: Artemis Entreri
Class: Rogue, Assassin
Race: Imperial
Gender: Male
Birthsign: The Thief
Specialization: Stealth
Attributes: Agility, Speed
Major Skills: Alchemy, Security, Sneak, Marksman, Athletics, Light Armor, Blade
Health: 80
Magicka: 80
Fatigue: 115
Max Level: 51
Encumbrance: 200
Abilities:
- Absorb Fatigue (daily: 100 pt. Touch)
- Charm (daily: 30 pt. Touch)
Stats:
INTELLIGENCE -40:
Alchemy -25
Mysticism -5
Conjuration -5
WILLPOWER -30:
Destruction -5
Alteration -5
Restoration -5
PERSONALITY -50:
Illusion -5
Mercantile -20
Speechcraft -20
AGILITY -45:
Security -30
Sneak -30
Marksman -30
SPEED -55:
Athletics -25
Acrobatics -10
Light Armor -30
STRENGTH -40:
Blunt -10
Blade -30
Hand to Hand -10
ENDURANCE -40:
Block -5
Armorer -5
Heavy Armor -10
LUCK -60
Appearance: Artemis Entreri is compact with wiry muscles. He is possessed of angular features, striking high cheekbones, and heavy facial hair growth. Though he is usually clean shaven, Artemis always seems to need a shave. His skin is a grayish hue resulting from an encounter with a shade, in which his vampiric dagger pulled the shade's lifeforce into his own. His raven black hair is thick and full, but his eyes are gray and lifeless, portraying the emptiness of his life and his soul.
Magical Items (weapons):
Vampiric Dagger
Often referred to as a "Jeweled Dagger" in various novels, this emerald-studded dagger is Entreri's signature weapon, and is the most recognized and feared weapon in Calimport. With a single strike, the magical weapon could suck the life force of the victim and use it to heal the wielder.(Absorb Health) For a time, the dagger was taken by Regis after Drizzt defeated Entreri and left him to die at the edge of a cliff. Regis later gave this weapon to Catti-brie to assist her in her search for Drizzt in the Underdark. Entreri retrieved his dagger after he captured Catti-brie in Menzoberranzan.In battle, Entreri's favorite wielding technique with this dagger is to wield it as a main-gauche in his left hand with a sword or sabre in his right. His common interrogation technique is to force the victim's palm open and use the dagger to make a single blood-drawing tear on it, thus starting the life-draining magic. He usually doesn't have to wait long before the victim yields and pleads for him to stop. When Entreri is seriously hurt and under pursuit, he would commonly use the dagger to heal himself at the expense of a poor begger or drunkard who happens to pass by.
Charon’s Claw
"The sword had a slender, razor-edged, gleaming red blade, its length inscribed with designs of cloaked figures and tall scythes, accentuated by a black blood trough running along its center. Entreri opened his hand enough for the wizard to see the skull-bobbed pommel, with a hilt that appeared like whitened vertebrae. Running from it toward the crosspiece, the hilt was carved to resemble a backbone and rib-cage, and the crosspiece itself resembled a pelvic skeleton, with legs spread out wide and bent back toward the head, so that the wielder's hand fit neatly within the 'bony' boundaries. All of the pommel, hilt and crosspeice was white, like bleached bones—perfectly white, except for the eye sockets of the skull pommel, which seemed like black pits at one moment and flared with red fires the next." — Servant of the Shard.
In the later books, after losing his deadly sabre in his first battles with Drizzt, Artemis was given a longsword upon allying with Bregan D'aerthe. This and his jeweled dagger served as his weapons up until he stole a deadly, sentient, ancient, evil blade forged by the Netherese called Charon's Claw in the novel Servant of the Shard. Anyone who touches the blade or handle of this sword unprotected must compete with it in a battle of wills. This is a highly difficult task, as the sword is immensely strong-minded. Failure means it burns away the flesh and skin of your head, leaving nothing but a corpse with a skull. This ability can be used by the bearer of the sword, but it requires prolonged contact with the enemy, several seconds (Entreri has been seen to impale an enemy with it and let it work). Charon's Claw can be willed by its wielder to leave trails of ash in the air, creating temporary opaque walls to give an edge in battle and also to produce a strange black glow to act as a light in the darkness which renders the wielder invisible to infravision. The sword is also enchanted so that even a small nick or cut will prove eventually fatal, as the wound will fester and eventually poison the victim (Drain Health). Without defeating the blade in a battle of wills, the only way for the wielder to safely use the item is to cover his or her hand with an enchanted, black, red-stitched, magical gauntlet to protect him or her from the blade's effects. This is in fact how Entreri stole the weapon. He had a fake duplicate of the gauntlet created and then switched it for the real one during a duel with the Charon Claw's former wielder. In addition, the real gauntlet can detect, absorb and redirect magical energy as well as psionics, so long as the spell's target is the wearer. Entreri and now Grandmaster Kane are the only known people who have defeated the sword's will, and thus can wield the sword without the gauntlet and not suffer a horrible death.
The gauntlet, however, was recently destroyed when Entreri braved a lich's tower with his partner, the dark elf Jarlaxle. Although Entreri could still suppress Charon's Claw through sheer willpower, he had lost the formidable defenses against magic and psionics that the gauntlet had granted him. However, near the end of Road of the Patriarch, Jarlaxle has the gauntlet "repaired" (he has an almost identical copy of it made, with the same powers, most likely the work of one of the many wizards in Bregan D'aerthe) and gives it back to Entreri.
In Salvatore's short story "That Curious Sword" in the Realms of Shadow: Return of the Archwizards • Anthology, it is revealed that Charon's Claw is a Netherese artifact. After killing a Shadovar messenger sent to retrieve the blade with his vampiric dagger, Entreri absorbed some of the shade's life-force, thus becoming more attuned to the blade and gaining some shade (a creature infused with the stuff of shadow) characteristics.
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Name: Drizzt Do'Urden
Class: Ranger
Race: Dark Elf (Dunmer)
Gender: Male
Birthsign: The Warrior
Specialization: Combat
Attributes: Agility, Strength
Major Skills: Destruction, Security, Sneak, Marksman,
Light Armor, Blade, Block
Health: 100
Magicka: 80
Fatigue: 180
Max Level: 49.5
Encumbrance: 275
Abilities:
- Summon Ghost (daily: for 1 min.)
- Resist Fire (constant: 75 pt. Self)
Stats:
INTELLIGENCE -40:
Alchemy -5
Mysticism -10
Conjuration -5
WILLPOWER -30:
Destruction -35
Alteration -5
Restoration -5
PERSONALITY -30:
Illusion -5
Mercantile -5
Speechcraft -5
AGILITY -45:
Security -25
Sneak -25
Marksman -30
SPEED -50:
Athletics -15
Acrobatics -5
Light Armor -30
STRENGTH -55:
Blunt -15
Blade -40
Hand to Hand -10
ENDURANCE -50:
Block -30
Armorer -10
Heavy Armor -10
LUCK -50
Appearance: Drizzt stands at about 5′4″ (about 162 cm) and weighs about 130 pounds (59 kg). His eyes are a lavender hue, as compared to the typical red, and are also unusual because they appear the same color even when he switches to infravision. He normally wears a fur-collared forest green cloak and high black boots, with a necklace attached to a white unicorn head (made out of Knucklehead trout bone for him by Regis), the symbol of his goddess, Mielikki.
Magical Items:
Drizzt carries a magical figurine, which summons his black panther companion, Guenhwyvar. Drizzt wears a pair of "Bracers of the Blinding Strike," which increase the agility of the bearer, although he wears them on his ankles, as opposed to his wrists, claiming that footwork is just as important, if not more than, the speed of the strike. For many years, Drizzt wore an enchanted suit of Mithril chainmail provided by Bruenor, but it was damaged recently, and now wears a spider silk shirt.
Weapons:
His main weapons are his two scimitars, Twinkle and Icingdeath. Twinkle is a magical elven forged blade. It emits a blue hue whenever orcs or other enemies are near. Icingdeath was found in the treasures of a frost dragon, whom Drizzt and Wulfgar slew together. It gives its wielder protection from any form of fire. In the earlier of the series, (namely, Sojourn and the Icewind Dale Trilogy), Drizzt used Montolio Debrouchee's longbow in occasions, which he took after the death of Montolio Debrouchee. He also carries a long dagger and two throwing knives in a hidden sheath in his boots.
Twinkle:
Shield - Fire Shield Enchantment
Sword - Light on Strike Enchantment
Icing Death:
Shield - Resist Fire Enchantment
Sword - Frost Damage Enchantment
LongBow:
Bow - No Enchantments
Arrows - Any or No Enchantments
Dagger:
Dagger - No Enchantments
Magic:
Fire Damage Spells on Target. And anything else.
Name: Artemis Entreri
Class: Rogue, Assassin
Race: Imperial
Gender: Male
Birthsign: The Thief
Specialization: Stealth
Attributes: Agility, Speed
Major Skills: Alchemy, Security, Sneak, Marksman, Athletics, Light Armor, Blade
Health: 80
Magicka: 80
Fatigue: 115
Max Level: 51
Encumbrance: 200
Abilities:
- Absorb Fatigue (daily: 100 pt. Touch)
- Charm (daily: 30 pt. Touch)
Stats:
INTELLIGENCE -40:
Alchemy -25
Mysticism -5
Conjuration -5
WILLPOWER -30:
Destruction -5
Alteration -5
Restoration -5
PERSONALITY -50:
Illusion -5
Mercantile -20
Speechcraft -20
AGILITY -45:
Security -30
Sneak -30
Marksman -30
SPEED -55:
Athletics -25
Acrobatics -10
Light Armor -30
STRENGTH -40:
Blunt -10
Blade -30
Hand to Hand -10
ENDURANCE -40:
Block -5
Armorer -5
Heavy Armor -10
LUCK -60
Appearance: Artemis Entreri is compact with wiry muscles. He is possessed of angular features, striking high cheekbones, and heavy facial hair growth. Though he is usually clean shaven, Artemis always seems to need a shave. His skin is a grayish hue resulting from an encounter with a shade, in which his vampiric dagger pulled the shade's lifeforce into his own. His raven black hair is thick and full, but his eyes are gray and lifeless, portraying the emptiness of his life and his soul.
Magical Items (weapons):
Vampiric Dagger
Often referred to as a "Jeweled Dagger" in various novels, this emerald-studded dagger is Entreri's signature weapon, and is the most recognized and feared weapon in Calimport. With a single strike, the magical weapon could suck the life force of the victim and use it to heal the wielder.(Absorb Health) For a time, the dagger was taken by Regis after Drizzt defeated Entreri and left him to die at the edge of a cliff. Regis later gave this weapon to Catti-brie to assist her in her search for Drizzt in the Underdark. Entreri retrieved his dagger after he captured Catti-brie in Menzoberranzan.In battle, Entreri's favorite wielding technique with this dagger is to wield it as a main-gauche in his left hand with a sword or sabre in his right. His common interrogation technique is to force the victim's palm open and use the dagger to make a single blood-drawing tear on it, thus starting the life-draining magic. He usually doesn't have to wait long before the victim yields and pleads for him to stop. When Entreri is seriously hurt and under pursuit, he would commonly use the dagger to heal himself at the expense of a poor begger or drunkard who happens to pass by.
Charon’s Claw
"The sword had a slender, razor-edged, gleaming red blade, its length inscribed with designs of cloaked figures and tall scythes, accentuated by a black blood trough running along its center. Entreri opened his hand enough for the wizard to see the skull-bobbed pommel, with a hilt that appeared like whitened vertebrae. Running from it toward the crosspiece, the hilt was carved to resemble a backbone and rib-cage, and the crosspiece itself resembled a pelvic skeleton, with legs spread out wide and bent back toward the head, so that the wielder's hand fit neatly within the 'bony' boundaries. All of the pommel, hilt and crosspeice was white, like bleached bones—perfectly white, except for the eye sockets of the skull pommel, which seemed like black pits at one moment and flared with red fires the next." — Servant of the Shard.
In the later books, after losing his deadly sabre in his first battles with Drizzt, Artemis was given a longsword upon allying with Bregan D'aerthe. This and his jeweled dagger served as his weapons up until he stole a deadly, sentient, ancient, evil blade forged by the Netherese called Charon's Claw in the novel Servant of the Shard. Anyone who touches the blade or handle of this sword unprotected must compete with it in a battle of wills. This is a highly difficult task, as the sword is immensely strong-minded. Failure means it burns away the flesh and skin of your head, leaving nothing but a corpse with a skull. This ability can be used by the bearer of the sword, but it requires prolonged contact with the enemy, several seconds (Entreri has been seen to impale an enemy with it and let it work). Charon's Claw can be willed by its wielder to leave trails of ash in the air, creating temporary opaque walls to give an edge in battle and also to produce a strange black glow to act as a light in the darkness which renders the wielder invisible to infravision. The sword is also enchanted so that even a small nick or cut will prove eventually fatal, as the wound will fester and eventually poison the victim (Drain Health). Without defeating the blade in a battle of wills, the only way for the wielder to safely use the item is to cover his or her hand with an enchanted, black, red-stitched, magical gauntlet to protect him or her from the blade's effects. This is in fact how Entreri stole the weapon. He had a fake duplicate of the gauntlet created and then switched it for the real one during a duel with the Charon Claw's former wielder. In addition, the real gauntlet can detect, absorb and redirect magical energy as well as psionics, so long as the spell's target is the wearer. Entreri and now Grandmaster Kane are the only known people who have defeated the sword's will, and thus can wield the sword without the gauntlet and not suffer a horrible death.
The gauntlet, however, was recently destroyed when Entreri braved a lich's tower with his partner, the dark elf Jarlaxle. Although Entreri could still suppress Charon's Claw through sheer willpower, he had lost the formidable defenses against magic and psionics that the gauntlet had granted him. However, near the end of Road of the Patriarch, Jarlaxle has the gauntlet "repaired" (he has an almost identical copy of it made, with the same powers, most likely the work of one of the many wizards in Bregan D'aerthe) and gives it back to Entreri.
In Salvatore's short story "That Curious Sword" in the Realms of Shadow: Return of the Archwizards • Anthology, it is revealed that Charon's Claw is a Netherese artifact. After killing a Shadovar messenger sent to retrieve the blade with his vampiric dagger, Entreri absorbed some of the shade's life-force, thus becoming more attuned to the blade and gaining some shade (a creature infused with the stuff of shadow) characteristics.
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