Personal Information
Name: Drizzt Do'Urden Player: R.A. Salvatore
Race: Dark (drow) elf Gender: Male Height: 5'4" Weight: 107 lbs
Class: Ranger Level: 16 Alignment: Chaotic Good
XP: 2,436,251 Next Level: 2,700,000
Worship: Mielikki
Ability Scores
Str: 13 Stamina: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Muscle: 13 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 20 Aim: 20 Missile Adjustment: +3 Pick Pockets: +20% Open Locks: +20%
Balance: 20 Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +20%
Con: 15 Health: 15 System Shock: 90% Poison Save: +0
Fitness: 15 Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 17 Reason: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Knowledge: 17 Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 17 Intuition: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 17 Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 14 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 14 Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 4 Poison: 4 Death Magic: 4 Petrification: 5 Polymorph: 5
Rod: 6 Staff: 6 Wand: 6 Breath Weapon: 4 Spell: 7
Combat
Hit Points: 92
Base THAC0: 5
Melee THAC0: 5
Missile THAC0: 2
Armor
Natural armor class 10
Full Armor, Mithral Chain Mail +4 -10
Magic Armor adj. -4
Balance Defensive adj. -4
FINAL: -8
Weapon Proficiencies
Dagger, stiletto
Knife, throwing
Long bow
Sword, scimitar (Expert, Chosen Weapon, Specialist)
Non-Weapon Proficiencies
Animal Handling 11
Animal Training 9
Carpentry 11
Etiquette 12
Fire-Building 12
Orienteering 11
Riding, Land 14
Rope Use 13
Animal Lore 11
Blind Fighting 16
Endurance 15
Running 9
Survival 15
Tracking 18
Hunting 11
Native Languages
Common, Dwarf - deep dialect, Elf, Elf - dark (drow) dialect, Gnome, Halfling, Undercommon
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Scimitar +3 Frost Brand (Icingdeath) 1 5/2 2 1d8+5 1d8+5 S M
Scimitar +5 Defender (Twinkle) 1 5/2 0 1d8+7 1d8+7 S M
Knife, throwing 5 2 2 8 2d4 1d6+1 P/S M 2 4 6
Long bow 2 2 7 None L
Long bow, sheaf arrow +1 1d8+1 1d8+1 P S 10 20 34
Racial Abilities
Infravision [Dark Elf] - 120' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Spell abilities - Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add levitate, detect magic, and know alignment.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.

Class Abilities
Ranger
    Climbing 119% - May climb natural objects.
    Detect noise 116% - May hear faint noises.
    Empathy with animals - May befriend animals.
    Followers - Attracts 2d6 followers at 10th level.
    Hide in shadows 99% - May hide in natural settings.
    Move silently 99% - May move silently through natural settings.
    Priest spells - May begin to cast Priest spells at 8th level.
    Speak with animals - May speak with animals as the spell, once per day.
    Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
    Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
    Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
    Weapon specialization - May specialize in one weapon.


Inventory
  • Items Carried
    • Knife, throwing x2
    • Long bow
  • Items Readied
    • Scimitar +3 Frost Brand (Icingdeath)
    • Scimitar +5 Defender (Twinkle)
  • Items Worn
    • Backpack
      • Chalk x3
      • Dry rations (1 week)
      • Flint and steel
      • Map or scroll case
      • Mirror, small metal
      • Piton x5
      • Rope, silk (50 ft)
      • Soap
      • Winter blanket
    • Belt pouch, small
      • Figurine of Wondrous Power, Onyx Panther (Guenhwyvar)
      • Holy item
    • Boots, soft
    • Drawers
    • Full Armor, Mithral Chain Mail +4
    • Gloves
    • Good cloth cloak
    • Quiver
      • Long bow, sheaf arrow +1 x17
    • Scabbard, hanger, baldric
    • Scabbard, hanger, baldric
    • Shirt
    • Signet ring/personal seal
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-45 46-69 70-93 94-117 118-140
Movement 15 10 7 5 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 51.40 pounds (Light Encumbrance, 10 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger 3 3 3
Spells Memorized
First Level:
  • Animal Friendship
  • Entangle
  • Pass Without Trace
Second Level:
  • Charm Mammal
  • Speak With Animals
  • Warp Wood
Third Level:
  • Hold Animals
  • Snare
  • Spike Growth

Ranger Spells Granted
Spell Time Range Area of Effect Components

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 08/08/99 15:26:28