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Please note: in no way do I intend to challenge WotC's IP.
You should have named him "World's Most Famous Dual Scimitar Drow Ranger" then. :)
Unless you really want for Paizo to be hit with a "your forums are are spawning den for blatant violations of our IP. Cease, desist, or die." letter. ;)

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Nice conversion :)
It would be a shame if it had to be taken down. I'm a fan of good stat blocks.
Though I'm not quite the Drizzt fanboy that I used to be (after Transitions, I'll no longer be collecting any of the Drizzt novels as from that point on they'll be full on into the 4E era of the Realms), I too liked the conversion that was done. I was going to type that you forgot to take his Two-Weapon Defense feat and the dodge bonus from the bracers into account in regards to his AC (+1 shield and another +1 dodge bonus respectively). Or did you withhold the dodge bonus to simulate his need to activate the bracers to benefit?

Ash Mantle |
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Thank you kindly, all! :)
I tend to focus a lot of effort on statblocks (probably more than is necessary; it's probably because of some form of OCD lol).
Righty-o, here's take two; enjoy
D CR 17
XP 51,200
Male drow barbarian 1/fighter 10/ranger 6
CG Medium humanoid (elf)
Init +10; Senses darkvision 120 ft.; Perception +21
DEFENSE
AC 28, touch 18, flat-footed 22 (+10 armor, +6 Dexterity, +1 dodge, +1 shield)
hp 137 (1d12+10d10+6d10+34)
Fort +16, Ref +15, Will +8; +2 vs. enchantment
Immune sleep; SR 28
OFFENSE
Speed 80 ft.
Melee Icingdeath +23/+18/+13/+8 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and Twinkle +25/+20/+15 melee (1d6+8/15–20/x2)
Spell-Like Abilities (CL 16th)
1/day—dancing lights, deeper darkness, faerie fire, feather fall, levitate
Spells Prepared (CL 3rd)
1st—calm animal (DC 14)
STATISTICS
Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14
Base Atk +17; CMB 23; CMD 36
Feats Agile Maneuvers, Blind Fight, Combat Expertise, Combat Reflexes, Daylight Adaptation, Deft Hands, Dodge, Double Slice B, Endurance B, Greater Two-Weapon Fighting, Improved Initiative B, Improved Two-Weapon Fighting B, Mobility, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting B, Two-Weapon Rend, Weapon Focus (scimitar)
Skills Acrobatics +20, Climb +10, Escape Artist +8 (+10 with ropes), Handle Animal +9, Intimidate +5, Knowledge (dungeoneering) +8, Knowledge (geography) +3, Knowledge (nature) +12, Perception +21, Ride +10, Sleight of Hand +12, Stealth +21, Survival +18, Use Rope +12
Languages Common, Drow Sign, Elven, Goblin, Undercommon
SQ ambidexterity, animal companion (Guenhwyvar), armor training, bravery +3, drow traits, fast movement, favored enemy (goblinoids +4, magical beasts +2), favored terrain (cold), hunter's bond (Guenhwyvar), rage, track, weapon training, wild empathy
ECOLOGY
Environment Mithral Hall or Icewind Dale, the Sword Coast North
Organization unique (solitary) or pair (D and Guenhwyvar) or party (Companions of the Hall)
Treasure standard plus Icingdeath, Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chain shirt
SPECIAL ABILITIES
Armor Training (Ex): D gains added protection from the armor he is wearing. While wearing his mithral chain shirt, he benefits from a further +2 armor bonus to armor class and a -2 reduced armor check penalty.
Favored Terrain (Ex): Whenever D is within tundra or otherwise glacial environments, he receives a +2 bonus on Knowledge (geography), Perception, Stealth and Survival skill checks. Likewise, he gains a +2 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above. While traveling through his favored terrain, D normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Rage (Ex): With shimmering fires in his lavender eyes, D may draw upon his primal ferocity and call upon his alter persona of the Hunter, granting him additional combat prowess. D can rage for 6 rounds per day; these rages can be entered as free actions. During his rage, D gains a +4 bonus to his Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. While raged, D cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
During his rage, D has the following statistics instead of those given above; hp 171; AC 25, touch 15, flat-footed 19; Full Attack Icingdeath +25/+20/+15/+10 melee (1d6+8 + 1d6 cold/15–20/x2) and Twinkle +27/+22/+17 melee (1d6+10/15–20/x2); SV Fort +18, Will +10; Str 17, Con 19; Skills: Climb +12.
D can end his rage as a free action and is fatigued thereafter for 2 times the number of round spent in the rage.
Weapon Training (Ex): D's tutelage and training under Z and his tenure within the drow warrior academy means his proficiency with weapons greatly exceeds the norm. He receives a +2 bonus on attack and damage rolls while wielding heavy blades and benefits from a +1 bonus to attack and damage rolls while wielding light blades.
Bracers of Blinding Strike: Taken from the deceased House B Weaponmaster, Dg, this powerful magic item confers different abilities depending on the body slot it occupies.
When worn as bracers, these bracers of armor +5 give the wearer free access to the Improved Initiative feat. In addition, the wearer may, as part of a full attack option, make additional attacks at the wielder's full base attack bonus. This benefit does not stack with cumulative effects, for example, wearers with the bracers will not additionally benefit from weapons of speed or a haste spell.
When occupying the boot slot, these anklets effectively double the speed of the wearer. It likewise grants Improved Initiative as a virtual feat but disallows additional attacks. In addition, wearers gain a +1 dodge bonus to Armor Class and Reflex saves.
Icingdeath: Cold forged to a diamond edge from hard-packed ice taken from a glacier, this beautiful weapon has a silvery blade and gem-encrusted pommel. Its hilt is crafted from adamantine and is sculpted into the likeness of the toothed maw of a great hunting cat. Icingdeath is a +3 evil outsider bane keen frost band scimitar that constantly protects D from fire, extinguishing fires in its radius and hungering for more flames to absorb.
Twinkle: Presented to D from M of the H as a replacement for a lost scimitar, this priceless gift was forged by elves in the magic of the powers of starlight, moonlight, the mysteries of elven souls, rainbows and imbued with everything the elves hold dear. This +5 defending keen scimitar has a single star-cut sapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling Twinkle by its name elicits a radiant sapphire shine from within, this glow trails light when D wields it in combat.

Ash Mantle |

Cesare wrote:Though I'm not quite the Drizzt fanboy that I used to be (after Transitions, I'll no longer be collecting any of the Drizzt novels as from that point on they'll be full on into the 4E era of the Realms), I too liked the conversion that was done. I was going to type that you forgot to take his Two-Weapon Defense feat and the dodge bonus from the bracers into account in regards to his AC (+1 shield and another +1 dodge bonus respectively). Or did you withhold the dodge bonus to simulate his need to activate the bracers to benefit?Nice conversion :)
It would be a shame if it had to be taken down. I'm a fan of good stat blocks.
That's a good point, the benefits conferred by the feat do not unnecessarily imbalance the advantages granted by the bracers; I'll go edit that in. Incidently, the dodge modifier should already be factored into his statblock :)

Kierato |

Drizzt Do'Urden
Male Noble Drow Fighter 10, Bar 1, Rng 5
CG Medium humanoid (Elf)
Init +9 Senses Darkvision 120ft, Perception +22
Defences
AC 27, touch 16, flat-footed 21 (+10 armor, +5 Dex, +1 Dodge, +1 Shield)
hp 126 (10d10+20 plus 1d12+2 plus 5d10+10)
Fort +15 Ref +12 Will +7; +2 vs. Enchantments, +3 vs. Fear
Immune Sleep SR 27
Weakness Light Blindness
Offense
Speed 40 ft
Melee Icing Death +20/+15/+10/+5 (1d6+8 plus 1d6 cold 18-20)
Twinkle +20/+15/+10 (1d6+7 18-20)
Ranged
Special Attacks Rend (1d10+1), Weapon Training (Heavy Blades +2, Light Blades +1), Rage 6 rounds/day, Favored Enemy (Humanoids (Orc) +4, Magical Beasts +2)
Spell-like Abilities (CL 16)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—divine favor, dispel magic, suggestion (DC 15)
Statistics
Str 13, Dex 20, Con 14, Int 16, Wis 16, Cha 14
Base Atk +16; CMB +17; CMD 22
Feats Blind Fight, Combat Reflexes, Dodge, Double Slice, Endurance, Greater Two Weapon Fighting, Greater Weapon Focus (Scimitar), Improved Initiative, Improved Two Weapon Fighting, Mobility, Quick Draw, Two Weapon Defense, Two Weapon Fighting, Two Weapon Rend, Weapon Focus (Scimitar), Weapon Specialization (Scimitar),
Skills Acrobatics +24, Climb +20, Handle Animal +21, Knowledge (Nature) +14, Perception +22, Ride +16, Stealth +24, Survival +22
Languages Common, Elven, Drow Hand Sign, Dwarven
SQ Poison Use, Armor Training 2, Favored Terrain (Cold +2), Wild Empathy (+7), Track (+2),
Combat Gear Gwynhivar Other Gear Icing Death (+3 Frost Scimitar), Twinkle (+2 Defending Scimitar), +4 Mithral Chainmail
FYI his attributes were created with Epic Fantasy Point buy.

FormerFiend |

Necromancy.
One of the consistent problems with Drizzt at the conceptual stage is that he's a dex-based, two-weapon fighter who dual wields weapons that can't be used with Weapon Finesse and aren't light, meaning that his combat style is inherently deficient.
However over the last year or two Paizo's actually released a couple options that could be used to make his build more viable with Advanced Weapons Training.
Swap out two of his feats, one for Weapon Finesse and one for the Advanced Weapon Training feat, along with swapping out his light blades training for an advanced weapon training option. Specifically the two you want are effortless dual wielding - which treats both of his weapons as light weapons for the purposes of calculated two weapon fighting penalties, and Fighter's Finesse, which lets him use weapon finesse with any weapon in his chosen weapon category.

Gilfalas |

Necromancy.
One of the consistent problems with Drizzt at the conceptual stage is that he's a dex-based, two-weapon fighter who dual wields weapons that can't be used with Weapon Finesse and aren't light, meaning that his combat style is inherently deficient.
However over the last year or two Paizo's actually released a couple options that could be used to make his build more viable with Advanced Weapons Training.
Swap out two of his feats, one for Weapon Finesse and one for the Advanced Weapon Training feat, along with swapping out his light blades training for an advanced weapon training option. Specifically the two you want are effortless dual wielding - which treats both of his weapons as light weapons for the purposes of calculated two weapon fighting penalties, and Fighter's Finesse, which lets him use weapon finesse with any weapon in his chosen weapon category.
Or just use the build they have and put Effortless Lace on each Scimitar.
R.A. Salvatore always said that while he wrote it the Forgotten Realms that rules systems were never a thought when he was writing.

FormerFiend |

I've seen so many contradictory reports on that, even from the man himself. Most consistent story I've heard is that he initially tried to keep it to the rules but just stopped bothering as the editions kept rolling on.
Either way, he'd still actually need the weapon finesse feat for Effortless Lace to give it's maximum benefit so he'd have to switch something out. And that +1 to light blades isn't doing anything for him given that he never uses light blades - it's his scimitars or his girlfriend's bow, that's it. So there's no reason not to switch that out for an AWT option.

Zwordsman |
Yeah. Originally he stuck to the bare bones rules, while still sticking in "plot point" stuff with his own spin rule. But the stories kept with the general frame work. Then he just went on his own (like most stories in forgotten realms) because it got too hectic. But with the semi recent reboot, he also "soft rebooted" his story's item and magic rules to follow mostly suit with it.
Oh as a sidenote at some point, it was said Salvatore stated one of the video game presentations of Drizzt himself. I forget which (sure wasn't bauldersgate 2 on the consoles though. That drizzt is wack). I think it was the old turn based pc one. Icewind dale story. I think that was suppose to have been his stats at one point early into the stories. Granted anything Drizzt from the last decade and a half make him vastly different than that.
Also on the drizzt one..
Slayer, with the right feat choices for the double scimitar is quite doable these days. And several of the slayer abilities and archetypes are really honestly directly related to his combat style.
Oh.. and while he is def dex based, Drizzt is surprisingly strong. Not Barbarian strong, but he's overpowered strange amount of things in a straight muscle thing... Though that could easily (and if one were making him it should be) agile manuevers thingy feat.
Heh as totally carried a dwarf in heavy armour and avery large barbarian while movign fairly fast though. Just as a note.
Prior to getting his leg bracelets (well.. wrist ones he put on his legs) while he was fast, he was shown far less as pure dex, Just very skillful in his weapon usage. But early Mezzob stories he does have more power behind his skillful manuevers.
Really though Drizzt is just weird~

FormerFiend |

He's not weird, he's an escapist power fantasy character that does whatever his writer needs him to be able to do. One of the more recent books - last five years or so - has a scene where Drizzt sits down with another character and tells him his whole life story, with the narration going on about how enthralled and enraptured the other character was with the detailed and engrossing tale that Drizzt was weaving, making him feel like he was actually there. So I guess he has some skill points in perform(oratory) as well.
Not that this is inherently a bad thing - lord knows I'm not better with my own characters largely being, in one way or another, my idealized hero. I just like to think I'm more open to the flaws inherent in my ideal.
Honestly I think there could actually be a compelling character study in Drizzt if one were to run with the idea of him being an inherently poorly built character mechanically; play up the idea that he only comes off as so powerful because he's a level 16 that spends most of his time fighting cr 1/2 enemies, and that when matched up with someone "on his level", he's outmatched. With, of course, the appropriate language and wording to cover up for levels being an abstraction and not a 'real' thing that people in universe are aware of.
And to Salvatore's credit I think he toyed with that idea a couple times in the Hunter's Blades trilogy, but nothing ever really came of it.
Anyway. Speaking of Slayer, I'd probably be inclined to keep Drizzt as a multiclassed fighter/ranger/barbarian, but I do think that Artemis would be best served being rebuilt as a single-classed Slayer as opposed to the fighter/rogue/assassin mess he officially is.

Bellona |

I know that it's not Rules As Written, but in my home-brew the Drow Nobles are powered-up not only by careful breeding and social/physical/mental conditioning, but also by basically selling their souls to some evil power (demon lord, archdevil, evil deity, whatever is the tradition for that particular family) during a rite of passage into adulthood.
By that rule of thumb, then Driz'zt would be built as per the standard Drow because he most definitely refused to worship Lolth (or any other potential evil replacements).

Saldiven |
In the books, Drizzt had the Drow Noble SLAs while he was still living in the underdark, but lost them when he went to the surface, so in pathfinder he would not have the drown noble abilities. He just has darkness and faerie fire, and frankly, he may have been using ranger spells for those.
As well as his high quality Drow weapons and armor eventually falling apart.
In the original D&D Drow fluff, the highly advanced nature of Drow inherent magic and their ever present magical weapons and armor were due to exposure to particular emanations and radiation that could only be found deep with in the Underdark. Without keeping regular exposure to such energies, the Drow would lose their inherent magic, and their weapons and armor would become non-magical.
(I sometimes think this was a sort of "balance" thing for adding in Drow to a campaign. The Drow would all have tons of magical weapons and armor, but the PCs couldn't really benefit from them, because they would lose their magic before they could reasonably be used or sold.)

Brain_in_a_Jar |
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Drizzt Do'Urden
Male Drow 10th Fighter/1st Barbarian (Urban)/2nd Ranger/3rd Unchained Rogue (Survivalist)
Chaotic Good Medium Humanoid (Elf)
Init: +8; Senses: Darkvision 120 feet; Perception +21
-Haste and Controlled Rage in ( )-
AC: 31(34)(36 with Defending) [+8 Armor, +6 DEX, +1 Dodge, +1 Shield, +5 Deflection]; Touch: 22; Flat-footed: 24
HP: 150 (16 HD)
Fort: +24, Ref: +20(+23), Will: +12
+2 against Enchantment Spells and effects; +3 bonus on Will saves against Fear
Immune: Sleep
DR: 5/evil
Speed: 40 feet(70 feet)
Melee:
Icingdeath +25/+20/+15 (+28/+28/+23/+18) [1d10+11(+13) plus 1d6 Cold/15-20x2]
and
(Using Defending) Twinkle +22/+17/+12 (+25/+20/+15) [1d10+5(+6)/15-20x2]
Ranged
Taulmaril +24/+19/+14 (+27/+27/+22/+17) [1d8+6 plus 1d6 Electricity/20x3]
Special Attacks
Sneak Attack (+2d6)
Controlled Rage (Ex) (7 rounds)
[+4 morale to DEX]
Spell-Like Abilities (CL 16th)
1/Day - Dancing Lights, Darkness, Faerie Fire
Spell-Like Abilities (CL 3rd)
1/Day - Endure Elements
STR 17, DEX 22, CON 16, INT 13, WIS 14, CHA 10
Base Attack: +15; CMB: +18; CMD: 40(43)
Traits: Indomitable Faith, Reactionary
Feats: Blind-Fight, Quick Draw, Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Dodge, Mobility, Precise Shot, Advanced Weapon Training (x2), Weapon Focus (Scimitar), Improved Critical (Scimitar), Critical Focus, Staggering Critical
Skills: Acrobatics +24, Climb +8, Handle Animal +8, Perception +21, Swim +8, Linguistics +6, Survival +14, Stealth +25, Knowledge (Nature) +12, Ride +10
Languages: Elven, Undercommon, Common, Dwarven, Drow Sign Language
Favored Class (Fighter)
[+10 HP]
Poison Use
[Drow are skilled in the use of poison and never risk accidentally poisoning themselves.]
Sure Step
[Characters with this trait suffer no movement penalties when blinded or moving in darkness.]
Daylight Adaptation
[Maintain their darkvision, but no longer have the light blindness trait. ]
Finesse Training (Scimitar) (Ex)
[At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.]
Hardy (Ex)
[At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.]
Evasion (Ex)
[At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.]
Rogue Talent (Fast Stealth) (Ex)
[This ability allows a rogue to move at full speed using the Stealth skill without penalty.]
Favored Enemy (Goblinoid +2) (Ex)
[At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.]
Track (Ex)
[A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.]
Wild Empathy (Ex)
Combat Style (Archery) (Ex)
Crowd Control (Ex)
[At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.]
Controlled Rage (Ex)
[When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.]
Bravery (+3) (Ex)
[Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.]
Armor Training II (Ex)
[Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.]
Weapon Training II (Ex) (Heavy Blades)
[Whenever he attacks with a weapon from this group, he gains a +2 bonus on attack and damage rolls.]
Advanced Weapon Training (Ex)
(Fighter's Finesse) (Heavy Blades)
[The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.]
(Effortless Dual-Wielding) (Heavy Blades)
[The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.]
(Focused Weapon) (Scimitar)
[The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weaponACG class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.]
Icingdeath
[+3 Frostband Mithral Scimitar; 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.
A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed at 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.]
Twinkle
[+2 Defending Scimitar]
Taulmaril
[Acts as a Lightning Bow]
[Statistics
Alignment neutral; Ego 9
Senses 120 ft.
Int 6, Wis 11, Cha 11
Communication speech (Auran)
Description
This intelligent item is called a lightning bow by mortals, a name is seen as a slight to the lightning elemental trapped within it—a creature honor-bound to serve in the bow for no less than 100 years. Each of these +3 adaptive composite longbows is a haughty and often highly intelligent member of its race, who chides those who don’t know its true name— which is often a complicated series of high pitched squeaks, like live wood burning on a pyre. The elemental in a lightning bow only speaks Auran. Lightning bows will not fire on other outsiders with the elemental subtype. Some are also bound not to attack other individuals, based on their history. For instance, one of these bows might be foresworn not to attack the Sultan of Fire, fire giants, or red dragons. Additionally, lightning bows have the following powers.
A lightning bow needs no ammunition. With the pull of a string, it creates a +3 shock arrow or a +3 brilliant energy arrow (the wielder’s choice with each shot).
Three times per day, the wielder can cast true strike as a swift action. The true strike can only be used with attacks made with the lightning bow.
Three times per day, the wielder can use lightning bolt as a spell-like ability.]
Bracers of the Blinding Strike *(Drizzt wears them on his legs.)
[Custom Magic Item: Feet Slot Acts as Boots of Speed and Boots of Striding and Springing]
Belt of Physical Might (+4 STR/CON)
Ring of Protection (+5)
Cloak of Resistance (+5)
Ad'non's Silkshirt
[Acts as a Mantle of Faith]
+4 Mithral Chain Shirt
[+8 Armor, Max DEX +8]
Onyx Figurine of Wondrous Power (Guenhwyvar)
This is how i would try to play Drizzt in Pathfinder.

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Here's my version based of his current 5th Ed stats as a Fighter/Ranger. I've substituted the Golden lion figurine for Guenhwyvar and given him the Companion Figurine even though Rangers can't normally take that feat.
XP 204,800
Drow fighter (two-weapon fighter) 12/ranger 8 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 114)
NG Medium humanoid (elf)
Init +9; Senses darkvision 120 ft.; Perception +28
--------------------
Defense
--------------------
AC 31, touch 16, flat-footed 25 (+14 armor, +5 Dex, +1 dodge, +1 shield)
hp 206 (20d10+92)
Fort +18, Ref +15, Will +9 (+3 vs. fear); +2 vs. enchantments
Defensive Abilities defensive flurry; Immune sleep; SR 26
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee icingdeath +27/+22 (1d6+11/12-20 plus 2d6 vs. evil outsiders and 1d6 cold) or
. . twinkle +29/+24/+19/+14 (1d6+13/12-20)
Ranged taulmaril (heartseeker) +28/+23/+18/+13 (1d8+3/×3)
Special Attacks combat style (two-weapon combat), doublestrike, favored enemies (goblinoids +4, magical beasts +2), improved balance, twin blades
Spell-Like Abilities (CL 20th; concentration +22)
. . 1/day—dancing lights, darkness, faerie fire
Ranger Spells Prepared (CL 5th; concentration +8)
. . 2nd—cure light wounds (2)
. . 1st—detect animals or plants, glide[APG]
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Statistics
--------------------
Str 18, Dex 20, Con 19, Int 17, Wis 17, Cha 14
Base Atk +20; CMB +25; CMD 40
Feats Agile Maneuvers, Blind-fight, Combat Expertise, Combat Reflexes, Companion Figurine, Dodge, Double Slice, Endurance, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Initiative, Improved Two-weapon Fighting, Mobility, Quick Draw, Spring Attack, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +15, Appraise +8, Climb +12, Escape Artist +13, Handle Animal +10, Heal +10, Intimidate +10, Knowledge (dungeoneering) +14, Knowledge (geography) +11, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +14, Perception +28, Ride +10, Sense Motive +8, Spellcraft +8, Stealth +29, Survival +17, Swim +12; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven, Goblin, Undercommon
SQ favored terrains (cold +4, mountainous +2), hunter's bond (golden lion named Guenhwyvar), poison use, swift tracker, track +4, wild empathy +10, woodland stride
Other Gear +4 mithral chain shirt, icingdeath, taulmaril (heartseeker), twinkle, arrows (20), belt of physical might +4 (Str, Con), boots of speed, bracers of armor +6, cloak of elvenkind, figurine (golden lions), 509 gp
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Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Companion Figurine You may select the creature summoned by your figurine of wondrous power as an animal companion or familiar, or as appropriate. The figurine has the standard abilities of a familiar or animal companion of its type, plus additional abilities related to
Darkvision (120 feet) You can see in the dark (black and white only).
Defensive Flurry +3 (Ex) +3 AC vs. melee when making a full-attack with both weapons.
Doublestrike (Ex) Standard action: Attack once with each weapon (normal two-weapon penalties).
Drow Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs. goblinoids foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. magical beasts foes.
Favored Terrain (Cold +4) (Ex) +4 to rolls when in cold terrain.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Improved Balance -1 (Ex) Reduce the penalties for two-weapon fighting or count off-handed one-handed weapon as light.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Resistance (26) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to Survival checks made to track.
Twin Blades +2 (Ex) +2 to hit and damage when making a full attack with both weapons.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Guenhwyvar CR –
Golden lion (Pathfinder Campaign Setting: Classic Treasures Revisited)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +9
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Defense
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AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +2
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +8 (1d6+3), 2 claws +7 (1d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks rake (2 claws +7, 1d4+3)
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Statistics
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Str 16, Dex 19, Con 15, Int 6, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 20 (24 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +8 (+12 to jump), Climb +7, Perception +9, Stealth +12 (+16 in Undergrowth), Survival +2; Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in Undergrowth
SQ attack any target, defend, hunting
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Fighter 1 Improved Initiative, Two-Weapon Fighting (F)
Fighter 2 Weapon Focus (Scimitar) (F)
Fighter 3 Quick Draw
Fighter 4 Two-Weapon Defense (F); Str
Fighter 5 Dodge
Fighter 6 Weapon Specialization (Scimitar) (F)
Fighter 7 Blind-Fight
Fighter 8 Improved Critical (F); Con; Guenhwyvar
Ranger 1 Combat Reflexes
Ranger 2 Improved Two-Weapon Fighting (R)
Fighter 9 Combat Expertise
Ranger 3 Dex
Ranger 4 Companion Figurine
Fighter 10 Greater Weapon Focus (Scimitar) (F)
Ranger 5 Mobility
Ranger 6 Double Slice (R); Dex
Fighter 11 Agile Maneuvers
Ranger 7
Ranger 8 Spring Attack
Fighter 12 Greater Weapon Specialization (Scimitar) (F); Str