Male Drow, Noble: Barbarian 1 Fighter (Two-Weapon Fighter) 10 Ranger 6
CG Medium Humanoid (Elf)
Init + 10, Senses Darkvision (120 feet), Low-Light Vision, Perception + 23
AC 26, touch 15, flat-footed 21 (+ 10 armor, + 1 shield, + 4 Dex, + 1 dodge)
hp 137 (1d12+ 16d10+ 34)
Fort + 16, Ref + 14, Will + 8
Defensive Abilities Bravery + 3, Defensive Flurry, Immune sleep, Resist Elven Immunities, SR 28
Weakness Light Blindness
Spd 40 ft.
Melee Icingdeath + 21/+ 16/+ 11/+ 6 (1d6+6+1d6 cold/15- 20/x2) and
Twinkle + 20/+ 15/+ 10 (1d6+ 8/15- 20/x2)
Special Attacks Doublestrike, Twin Blades + 2
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day)
Ranger Spells Known (CL 3, 18 melee touch, 23 ranged touch):
1 (2/day) Longstrider (DC 14), Feather Step (DC 14)
Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14
Base Atk + 17, CMB + 18, CMD 33
Feats Blind-Fight, Combat Expertise + /- 5, Combat Reflexes (7 AoO/round), Dodge, Double Slice, Endurance, Greater Two-weapon Fighting, Improved Critical: Scimitar, Improved Initiative, Improved Twoweapon Fighting, Mobility, Two-weapon Defense, Two-Weapon Feint, Two-weapon Fighting, Two-weapon Rend, Weapon Finesse, Weapon Focus: Scimitar, Weapon Specialization: Scimitar
Skills Acrobatics + 13, Appraise + 5, Bluff + 3, Climb + 8, Diplomacy + 6, Disguise + 4, Escape Artist + 8, Handle Animal + 12, Heal + 9, Intimidate + 10, Knowledge (Dungeoneering) + 10, Knowledge (Geography) + 13, Knowledge (Nature) + 18, Knowledge (Planes) + 10, Perception + 23, Ride + 11, Sense Motive + 10, Sleight of Hand + 8, Stealth + 19, Survival + 15, Swim + 3, Use Magic Device + 3
Languages Common, Drow Sign Language, Elven, Goblin, Undercommon
SQ Enemies: Humanoids (Goblinoid) (+ 2 bonus) (Ex), Enemies: Humanoids (Orc) (+ 2 bonus) (Ex), Fast Movement + 10 (Ex), Hunting Companions (3 rounds) (Ex), Poison Use (Ex), Rage (6 rounds/day) (Ex), Terrains: Underground (+ 2 bonus) (Ex), Track + 3, Wild Empathy + 8 (Ex)
Combat Gear + 4 Mithral Chainmail, Icingdeath, Twinkle
Other Gear Boots of Speed
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery (Ex) + 3 Will save vs. Fear
Combat Expertise +/- 5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of apportunity per round, and may make
Appearance: Somewhat larger than a typical dark elf, Drizzt stands 5’4" and weighs about 130 lbs. His handsome features are sharp and well proportioned; his white hair is long, flowing, and smooth. His violet eyes are 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 old—still a young adult by elven standards.
Female unique panther Rogue 3
NG Large Magical Beast
Init + 8, Senses Low-Light Vision, Scent, Perception + 17
AC 18, touch 13, flat-footed 14 (+ 4 Dex, – 1 size, + 5 natural)
hp 105 (11d8+ 55)
Fort + 12, Ref + 13, Will + 5
Defensive Abilities Evasion, Trap Sense + 1
Spd 40 ft.
Melee Bite + 15 (1d8+ 8/20/x2) and Claw x2 + 16 x2 (1d6+ 8/20/x2)
Rake x2 + 15 x2 (1d6+ 8/20/x2)
Space 10 ft. Reach 5 ft.
Special Attacks Grab, Pounce, Sneak Attack + 2d6
Str 26, Dex 19, Con 21, Int 4, Wis 14, Cha 12
Base Atk + 8, CMB + 17 (+ 21 Grappling), CMD 31 (35 vs. Trip)
Feats Alertness, Improved Initiative, Improved Natural Armor, Rogue Weapon Proficiencies, Run, Skill Focus: Perception, Weapon Focus: Claw
Tricks Attack [Trick], Come [Trick], Defend [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics + 13, Climb + 12, Intimidate + 6, Perception + 17, Sense Motive + 4, Stealth + 18, Survival + 4, Swim + 12 Modifiers + 4 Stealth in undergrowth
SQ Attack [Trick], Come [Trick], Defend [Trick], Fast Stealth (Ex), Seek [Trick], Stay [Trick], Track [Trick], Trapfinding + 1
Magic Strike (Ex): This ability allows Guenhwyvar to treat her natural weapons as cold iron, silver, magic, and good-aligned.
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.
+ 4 Stealth in undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15 + feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak Attack + 2d6 damage if you flank your target or your target is flat-footed.
Stay [Trick] The animal will stay where it is.