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由 Karla 在 2002-05-21 02:41 发表:

叙述 秘银五侠

Bruenor Battlehammer
布鲁诺.战锤

Dwarf male 13th-level fighter
ARMOR CLASS: -3
MOVE: 12
HIT POINTS: 130
THAC0: 8
NO. OF ATTACKS: 2
ALIGNMENT: Neutral good
STR 17, DEX 15, CON 19, INT 12, WIS 15, CHA 15

Weapons of Proficiency: battle axe; dagger; heavy crossbow; footman'mace; morning star; short sword; warhammer; 1 open.

Nonweapon Proficiencies: armorer; blacksmithing;heraldry (dwarven);mountaineering; weaponsmithing; 2 open.

Equipment: As the king of Mithral Hall, Bruenor'wealth is almost endless, and this affords him access to almost anything that money can buy.

Magical Items: mithral field plate armor +2, a shield +1(which bears the clan Battlehammer' standard of a foaming beer mug), and an axe +3 (treat as a hand axe if Bruenor wields it one-handed, and as a battle axe if he wields it two-handed).



Catti-brie
凯蒂布莉儿

Human female 6th-level fighter
ARMOR CLASS: 2
MOVE: 12
HIT POINTS: 42
THAC0: 15
NO. OF ATTACKS: 1
ALIGNMENT: Chaotic good
STR 12, DEX 16, CON 15, INT 14, WIS 16, CHA 17

Weapons of Proficiency: dagger; long bow (specialized);long sword; short sword.

Nonweapon Proficiencies: cooking; endurance; riding,land-based (horse); survival (arctic climate); 3 open.

Equipment: elven chain mail, standard adventuring gear.

Magical Items: a long bow +3 with a quiver that never runs out of flight arrows +1; a dagger +1 (balanced to be thrown with a +3 bonus).



Drizzt Do'Urden
崔斯特·杜垩登

Drow male 16th-level ranger
ARMOR CLASS: -8
MOVE: 12
HIT POINTS: 92
THAC0: 5
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1d8+7 (x3), 1d8+5 (x2)
MAGIC RESISTANCE: 82%; +2 on saves vs. magic
ALIGNMENT: Chaotic good
STR 13, DEX 20, CON 15, INT 17, WIS 17, CHA 14

Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, and detect magic each once per day.

Priest spells (3/3/3): Drizzt is a follower of Mielikki. Spells that he prefers or that he most often finds it necessary to carry include: 1st-animal friendship, entangle, pass without trace;2nd-charm person or mammal, speak with animals, warp wood;3rd-hold animals, snare, spike growth.

Weapons of Proficiency: scimitars (two-handed fighting style from The Complete Fighter?s Handbook); short sword; dagger; long sword; short bow, flight arrow; 3 open.

Ranger/Thief Abilities: MS 99, HS 99, DN 60, CW 99.

Nonweapon Proficiencies: direction sense; languages,modern (Undercommon); light-fighting (the reverse of blind-fighting); rope use; running; survival (Underdark and northern wilderness); tracking; 6 open.

Equipment: A curious mix of adventuring gear; some drow and much dwarven equipment is commonly used by Drizzt.

Magical Items: mithral chain mail +4; a frostbrand +3 scimitar (named Twinkle); a defender +5 scimitar; and a figurine of wondrous power: onyx panther (named Guenhwyvar; see the end of this entry).



Regis
瑞吉斯

Halfling male 7th-level thief
ARMOR CLASS: 4
MOVE: 12
HIT POINTS: 35
THAC0: 17
NO. OF ATTACKS: 1
ALIGNMENT: Neutral (strong good tendencies)
STR 10, DEX 17, CON 15, INT 13, WIS 15, CHA 15(18 to halflings)

Weapons of Proficiency: footman's mace; dagger; short bow, flight arrow.

Thief Abilities: PP 50, OL 50, F/RT 55, MS 60, HS 80,DN 35, CW 70, RL 10.

Nonweapon Proficiencies: appraising; direction sense;rope use; tumbling; 3 open.

Equipment: thieves's tools, standard adventuring gear.

Magical Items: a +2 luck stone; a ruby pendant of beguiling(functions as a rod of beguiling); a mace +2.



Wulfgar
沃夫加

Human male 9th-level fighter (barbarian)
ARMOR CLASS: 5
MOVE: 15
HIT POINTS: 87
THAC0: 12
NO. OF ATTACKS: 3/2
ALIGNMENT: Chaotic good
STR 19, DEX 16, CON 18, INT 15, WIS 14, CHA 15

Weapons of Proficiency: war hammer (thrown and wielded); long sword; two-handed sword; bastard sword; dagger; spear.

Nonweapon Proficiencies: blacksmithing; endurance;fire-building; hunting; riding, land-based (horse); running;survival (arctic climate); weather sense.

Equipment: Wolf-skin furs (that provide protection equal to studded leather armor) and standard adventuring equipment for cold climates.

Magical Items: Aegis-fang, a war hammer +5 forged by Bruenor Battlehammer for the young warrior. The weapon's base damage is twice that of a normal war hammer(2d4+2/2d4), with modifiers for Wulfgar's Strength and the weapon's magical bonus applied in addition to that. Wulfgar may hurl the weapon, and when he does it always reappears in his (and only his) hand whenever he wills it. The hammer was made specially for Wulfgar; anyone else wields it as a war hammer +3, without the double damage and returning abilities.


由 Karla 在 2002-05-21 03:16 发表:

Artemis Entreri
阿提密斯·恩崔立


Human male 11th-level thief/15th-level fighter
ARMOR CLASS: -2 (-6)
MOVE: 12
HIT POINTS: 107
THAC0: 5
NO. OF ATTACKS: 5
ALIGNMENT: Lawful evil
STR 13, DEX 18, CON 15, INT 16, WIS 15, CHA 13

Thieving Abilities: PP 80%; OL 65%; F/RT 50%;MS 99%; HS 90%; DN 55%; CW 99%; RL 20%;SU 75%.

Weapons of Proficiency: Artemis is specialized in the two-weapon style and has the ambidexterity proficiency (both from the Complete Fighter''s Handbook[CFH]). His other proficiencies are short bow, light crossbow, dagger (thrown and wielded), rapier (CFH), sling, staff, long sword, short sword; 2 open.

Nonweapon Proficiencies: Blind-fighting, direction sense, disguise, endurance, rope use, survival(northern wilderness and desert), tightrope walking,tracking; 1 open.

Equipment: Artemis has standard adventuring gear, which in his case includes thieving tools, spare weapons and clothes, rope, and so on.

Magical Items: +4 Cloak of protection, +4 dagger,defender (life-stealer), +2 ring of protection, and a sword of wounding +1 (sometimes referred to as a saber).


由 Karla 在 2002-05-29 07:03 发表:

Zaknafein Do'Urden
扎克纳梵.杜垩登


Drow male 24th level fighter
Armor Class:-4
Move: 12
Hit Points: 178
THAC0: -3
Numbers of attacks: 5
Damage/attack: 3.1d8+6 and 2.1d8+6
Magic resistance: 98 %
Alignment Chaotic Neutral
STR:15 DEX:19 CON:16 INT:15 WIS:15 CHA:14
Equipment : Drow chain mail +5, two long swords +5
Spell-like abilities : dancing lights, fearie fire, darkness, levitate, know alignment, detect magic.

Weapon master of House Do' Urden , he earned a reputation , both for skills at arms ( and arms' training ) and for love of killing drow, that sent shivers along the spines of the rival matron mothers. Wearing a chainmail +5 and wielding two long swords +5, this master feared no drow - in hand to hand combat. His respect for the powers of Lloth's evil priestesses kept him a virtual prisoner in House Do' Urden, serving Malice, whom he hated, in exchange for the occasional opportunity to slaughter the priestesses of rival houses. He was once the "patron" of house Do'Urden, meaning of course , that he was Malice's plaything until the time came that she tired of him. Likely because of his skill at arms, she allowed him to live. As his duty as a weapon master, he trained all the young Do'Urdens in martial skills. His most exeptional student was Drizzt. As the two trained together throghout Drizzt's youth, the two grew close, as a father and son should. Indeed, after Drizzt had fled Menzoberranzan and Malice declared his life forfeit, Zaknafein willingly gave his life in exchange for Drizzt's. Malice, tracherous to the last, however, used the vile Zin-carla spell to reanimate the dead body of Drizzt's father,and sent the undead weapon master out to seek and destroy his beloved son. After a long and arduous chase, the two met in combat for the final time. Realising that this thing was merely the instrument of Malcie's hatred and not truly Zaknafein, Drizzt was able to defeat the undead creature and allow his father to rest, finally free of Malice.


Matron Malice
马烈丝主母


Drow female 15th level priestess of Lloth
Armor Class: 2
Move: 12
Hit Points: 56
THAC0 12
Numbers of attacks: 1
Magic resistance: 75%
Alignment Chaotic Evil
STR:10 DEX:16 CON:17 INT:18 WIS:16 CHA:13

Inherent spell-like abilites : dancing lights, fearie fire, darkness, levitate, know alignment, detect magic, detect lie, clairvoyance, suggestion, dispel magic.
Physically, malice was a handsome drow female who carried her long years well. Her amorous exploits are well known in the Do'Urden compound, particulary since one former patrons, Zaknafein, was allowed to live after his time of servitude to ehr. Fiercely ambitious, conniving, loyal only to Lloth, ruthless in the extreme, Malice was by all accounts the perfect Matron mother. While she lived, Malice strived to gain a seat on the city's counsil . If not for an ill-advised scheme of vengeance agaisnt her renegade son, Drizzt, she might well have succeeded. At one point in her quest for drizzt's death, she raised the dead Zaknafein using the dreaded Zin-Carla spell.


由 织羽 在 2002-05-29 12:21 发表:

家族之 第一家族:班瑞家族
班瑞家的NPCs:


班瑞主母

防御等级 5
移动速度 12
生命点数 87
攻击次数 1(蜘蛛短杖)
每次攻击伤害 中毒/致死 豁免
特殊攻击 下毒
特殊防御 无
魔抗力 100%
阵营 无序邪恶
25级卓尔族祭司
力量:9 智力:18 感知:19 敏捷:10 体质:16 魅力:15

天赋类法术技能:
浮光术、妖火、黑暗结界、浮空术、明了阵营、侦测魔法、侦测谎言、鹰眼术、暗示术、驱魔术

普通需记忆法术:
一级:蛛眼术、合成术、指令术、恐惧术、不死生物隐形术
二级:占卜术、魅惑术、暗黑之火、信使术、飞龙护
三级:传心术、蛛网术、情感控制、*纵死者、驱魔术
四级:预言术、自由行动、穿越蛛网、精神控制、改变记忆
五级:密谈术、驱邪术、焰击术、意志瓦解、蜘蛛召唤
六级:刀刃障壁,魂灵之怒、时光逆转、召回吟唱
七级:死亡蔓延、亵渎吟唱

外形描述:
甚至就一个卓尔精灵而言,班瑞主母也很老了。大多数卓尔精灵一生中多半都保持着年轻时的容貌,班瑞主母却从为人所知至今一直都那么老态龙钟的模样。她的脸上纵横交错着诸多深深的皱纹,头发稀薄结成细绳状,让她看来像个古怪的幽灵。旁人有些小声地议论说班瑞主母早就该死了,还有些更小声的猜测说她也许已经是个死人了。

装备:
班瑞主母漫长的一生中得到几百件有趣的物品。但她觉得合意而选出的仅有寥寥几件,而这几件无论何时她都带着。

她左手戴着一只大大的华美的金戒指,镶有一颗硕大无比、闪闪发光的蓝宝石,金质的箍带附有魔法,总在班瑞主母的手指上缠绕扭动,像活的一样,而蓝宝石容有一只魔法笼,养着一只黑寡妇蛛。整只戒指附魔,与一只蜘蛛控制之戒功效相同(可控制88只)。

她的右手戴有一只小戒指,是用山地矮人的牙做的。戒指里苦困有一位矮人王的灵魂,因为他的探矿队靠得太近魔索布莱城。矿队被逮住献给罗丝女神,矮人王的灵魂被陷进戒指。
__________________
Mulder: You may look for something…
Scully: Like evidence of conjury or the black arts or shamanism,divination. Wicca or any kind of pagan or neo-pagan practice, charms, cards, familiars, bloodstones or hex signs or any of the ritual tableau, associated with the occult. Santeria. Voudom. Macumba or any high or low magic.
Mulder: Scully.
Scully: Yes?
Mulder: Marry me.


由 Karla 在 2002-05-30 00:41 发表:

Alustriel Silverhand (AD&D)

艾拉斯卓.银手


Human female 24th-level mage; one of the Seven Sisters and the Chosen of Mystra
ARMOR CLASS: -2
MOVE: 12
HIT POINTS: 44
THAC0: 14
NO. OF ATTACKS: 1
ALIGNMENT: Chaotic Good
STR 11, DEX 16, CON 25 (13), INT 18, WIS 17, CHA 17

Spells (5/5/5/5/5/5/5/5/4): As one of the Chosen of Mystra, Alustriel knows and can cast virtually any spell (she is exempt from the rule that mages of 18 Intelligence can know only 18 spells per spell level). On a day-to-day basis she hardly ever carries offensive spells, preferring instead nondestructive
magic and spells that enable her to learn or discover things. A typical assortment of spells might include:
1st--cantrip,feather fall, identify, mending, unseen servant;
2nd--blur, detect evil, detect invisibility, locate object, whispering wind;
3rd--blink,clairvoyance, dispel magic, fly, tongues;
4th--detect scrying, dimension door, Leomund's secure shelter, minor globe of invulnerability, wizard eye;
5th--Bigby's interposing hand, false vision,major creation, sending, teleport;
6th--Bigby's forceful hand,contingency, globe of invulnerability, legend lore, true seeing;
7th--Bigby's grasping hand, Drawmij's instant summons,forcecage, Mordenkainen's magnificent mansion, vision;
8th--demand, mind blank, Otiluke's telekinetic sphere, screen, Serten's spell immunity;
9th--foresight, gate, Mordenkainen's disjunction,prismatic sphere, time stop. (See also ilBonus Spellsli below.)

Weapons of Proficiency: dagger; dart; knife (thrown);quarterstaff.

Nonweapon Proficiencies:an indefinite number, certainly including ancient history (Silverymoon); appraising;dancing; direction sense; etiquette; gem cutting; heraldry;herbalism; languages, ancient (several); languages, modern(several); local history (Silverymoon); reading/writing (any language she can speak); religion (worship of Mystra); and singing.

Equipment: Since she is not an active adventurer, Alustriel does not carry much equipment on her person. However, as the ruler of one of the greatest cities in the North, the High Lady of Silverymoon can call on all the resources that city has to offer.

Magical Items: A partial list of objects she carries or has immediate access to would include bracers of defense AC 2; cloak and boots of elvenkind; a ring of protection +2; a wand of illumination; an amulet of proof against detection and location; three extrahealing potions; a staff of Silverymoon; an Alustriel's sword pendant; and one elixir of health.



Lady Alustriel Silverhand (D&D 3rd)
艾拉斯卓.银手


Female human (Chosen of Mystra) Wiz20/Sor2/Acm2:
CR 28;
Medium-size humanoid (5 ft. 11 in. tall);
HD 20d4+120;
hp 162;
Init +7 (Dex, Improved Initiative);
Spd 30 ft.;
AC 23 (touch 15, flat-footed 20);
Atk +10/+5 melee (1d8/crit 19C20, longsword-arm from sword pendant);
SA spells;
SQ Archmage special abilities, Chosen bonus spells, Chosen immunities, Chosen spell immunities, high level benefits, immune to nonmagical metal (ring of lesser ironguard), silver fire;
AL CG;
SV Fort +11, Ref +8, Will +19;
Str 11, Dex 16, Con 23, Int 20, Wis 17, Cha 17.

Skills and Feats: Appraise +8, Bluff +11, Concentration +33, Craft (gemcutting) +10, Diplomacy +10, Gather Information +11, Intimidate +8, Intuit Direction +5, Knowledge (arcana) +28, Knowledge (religion) +10, Perform (dancing) +8, Profession (herbalist) +8, Scry +20, Search +14, Sense Motive +8, Spellcraft +32; Combat Casting, Craft Rod, Craft Wand, Craft Wondrous Item, Forge Ring, Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spellcasting Prodigy, Still Spell.

Archmage Special Abilities: Mastery of shaping (create safe pockets within a spell''s area or effect), spell power +2 (add +2 to her caster level check to overcome SR and to her target''s saving throw DCs).

Chosen Bonus Spells (Sp): Alustriel may cast each of the following once per day as a spell-like ability: antimagic field, clairaudience/clairvoyance, comprehend languages, detect thoughts, hold monster, minor creation, polymorph any object, shapechange, teleport without error. She must still provide any necessary material components.

Chosen Immunities (Ex): As one of the Chosen of Mystra, Alustriel is immune to aging, disease, disintegration, and poison. She need not sleep, although she must rest normally to be able to cast spells.

Chosen Spell Immunities (Su): Alustriel is completely unaffected by attacks that duplicate these effects: chill touch, disintegrate, feeblemind, flesh to stone, forcecage, maze, lightning bolt, polymorph other, time stop, web.

Detect Magic (Su): Line of sight range.

High Level Benefits: 4 epic levels of wizard (included in the above totals).

Name and Song Attunement (Su): Whenever Alustriel''s name or the rune of the Chosen is spoken, she hears it and the next nine words that person speaks.

Possessions:+8 bracers of armor, boots of elvenkind, cloak of elvenkind, +2 ring of protection, ring of lesser ironguard, wand of light, amulet of proof against detection and location, potion of cure serious wounds x 3, Alustriel''s sword pendant (transforms the wearer''s arm into a nondisarmable longsword blade for 40 minutes 1/day; dismissable). As a 24th-level character and the ruler of a small country, Alustriel has many other items not listed here at her disposal.

Wizard Spells Per Day (4/6/6/5/5/5/4/3/4/4): Base save DC 17. Wizard caster level 22.

Sorcerer Spells Known (Cast per Day: 6/5; Base DC = 13 + Spell Level): 0—detect magic, detect poison, light, mage hand, read magic; 1st—comprehend languages, feather fall.

The longtime high lady of Silverymoon and new ruler of the Silver Marches, Alustriel is a powerful mage and one of the Seven Sisters. Folk in the North love and revere her for gentle, kindly thoughtfulness and caring stewardship of her people. Her serene manner is legendary, and she tends and cherishes the places and people she rules, resorting to violence and battle magic only as a last resort.

Alustriel spent her rebellious youth adventuring and learned very early in life that happiness is something that must be shared, not won alone. She also tirelessly pursued dreams of peace, races dwelling together in harmony, and a place where arts would be prized and nurtured: Silverymoon.

It''s seemingly impossible to get Alustriel confused, angry (though she''ll weep at personal misfortunes of her people), or overload her concentration on multiple matters at once. This, coupled with her natural talent for perfectly remembering faces, names, voices, and mannerisms, makes her nearly the ideal ruler. Her wits, experience, and scrying enable her to better anticipate future events in the North than almost anyone else in all Faerûn.

Folk in Silverymoon love her as their "Lady Hope" or "Shining Lady." Alustriel has the knack of befriending most people she meets, becoming intimate with them, and helping them (even in small ways) with their concerns and needs of the moment. Only injustice and intolerance anger her, but she seldom shows anger as anything more than cold, pointed speech. She is a builder and an administrator whose success is rooted in her understanding of others.


由 Karla 在 2002-05-30 01:36 发表:

Gromph Baenre
贡夫·班瑞


20th-level male wizard;
ARMOR CLASS:-2;
MOVE: 12;
HIT POINTS: 39;
THAC0 14;
NO. OF ATTACKS: 1 ; Dmg by spell;
MAGIC RESISTANCE: 90%;
SIZE: M;
ML 19;
ALIGNMENT: CE;
XP 17,000.
STR 10, DEX 16, CON 9, INT 19, WIS 12, CHA 8

Spells: 5/5/5/5/5/4/3/3/2; in addition, Gromph has the following spell-like abilities: dancing lights, faerie fire, darkness, levitate, know alignment, detect magic.

Special Equipment: Amulet of perpetual youth, robe of the Archmage of Menzoberranzan, spider mask,wand of viscid globs, wand of acidic spheres, and many other esoteric or unknown magical items.

Description: Gromph is older than most other males in the city; very few drow males make it to itold age.lh He's aged gracefully, with flowing white hair and a face that shows few of his 700 years. He's a perfectionist and carries himself with dignity. Deep down, though, he hates the matriarchal nature of drow society and continually strives to change it in any small way he can. He's also quite fond of the young adventuress, Liriel Baenre.


Liriel Baenre
丽芮尔·班瑞


Drow female 9th-level mage/8th-level fighter
ARMOR CLASS: 3
MOVE: 12
HIT POINTS: 46
THAC0: 13
NO. OF ATTACKS: 3/2
MAGIC RESISTANCE: 68%; +2 on saves vs. magic
ALIGNMENT: N (emerging good tendencies)
STR 13, DEX 15, CON 15, INT 17, WIS 14, CHA 16

Spell-like Abilities: dancing lights, faerie fire, darkness, levitate, know alignment, and detect magic once each per day.
Spells (4/3/3/2/1):
1st--cantrip, change self, magic missile,shield, shocking grasp;
2nd--alter self, invisibility, ray of enfeeblement, web;
3rd--dispel magic, fly, lightning bolt;
4th--dimension door, extension I, stoneskin;
5th--extension II, passwall.

Weapons of Proficiency: long sword; spear; bolas (dmg1d3/1d2, possible entanglement; see The Complete Fighter's Handbook); dagger(wielded and thrown);ihthrowing spiderslt(range as club; each does 1d6+1 points of piercing damage).

Nonweapon Proficiencies: dancing; direction sense;fishing; hunting; languages, modern (goblin and common);reading/writing (Undercommon); religion (worship of Lolth); spellcraft; 3 open.

Equipment: Standard drow adventuring gear.

Magical Items: Drow elven cloak and boots.

Karla: 另一个卓尔族的异端。


由 Karla 在 2002-05-31 01:43 发表:

Dove Falconhand
多芙.鹰手


Human female 14th-level ranger; one of the Seven Sisters and the Chosen of Mystra
(Formerly 9th-level mage, 4th-level thief)
ARMOR CLASS: -3
MOVE: 12
HIT POINTS: 79
THAC0: 7
NO. OF ATTACKS: 2
ALIGNMENT: Chaotic good
STR 17, DEX 16, CON 25 (13), INT 18, WIS 17, CHA 16

Wizard Spells (4/3/3/2/1): As one of the Chosen of Mystra, Dove knows and can cast virtually any wizard spell of 5th level or lower (she is exempt from the rule that mages of 18 Intelligence can know only 18 spells per spell level). Among her favorite wizard spells are:
1st----unseen servant, gaze reflection,jump, message;
2nd----forget, invisibility, mirror image;
3rd----dispel magic, water breathing, nondetection;
4th----dimension door, stoneskin;
5th----wall of force. (See also ilBonus Spellslo below.)

Priest Spells (3/2/2): Dove receives and casts priest spells as if she were a priestess of Mystra (7th level), which means that she is not restricted to spells from the spheres of Plant and Animal as an ordinary ranger would be. Magic that she often finds useful includes:
1st----detect poison, faerie fire, pass without trace;
2nd----flame blade, speak with animals;
3rd----dispel magic,locate object.

Weapons of Proficiency: all bows; all swords; dagger(thrown and wielded).

Thief/Ranger Abilities: PP 20, OL 75, F/RT 80, MS 99,HS 93, DN 25, CW 60, RL 0.

Nonweapon Proficiencies: an indefinite number, including blind-fighting; endurance; healing; mountaineering;riding,land-based (horse); singing; spellcraft; swimming; tracking(+4).

Equipment: As a Knight of Myth Drannor, Dove has access to all conventional adventuring gear.

Magical Items: full plate armor +1; a long sword +1 luck blade(with two wishes left), a roguestone with the gemjump spell on it; a cloak and boots of elvenkind; an amulet of proof against detection and location; several arrows +2; two extra-healing potions,two elixirs of health; and a Dove's harp.


由 Karla 在 2002-05-31 01:49 发表:

Jarlaxle
贾拉索


Drow male 17th-level fighter
ARMOR CLASS: -6
MOVE: 12
HIT POINTS: 99
THAC0: 4
NO. OF ATTACKS: 9/2 or 5 (thrown daggers)
ALIGNMENT: Neutral evil
STR 14, DEX 20, CON 15, INT 18, WIS 15, CHA 18

Spell-like abilities: Dancing lights, darkness, detect magic, faerie fire, know alignment, levitate.

Weapons of Proficiency: Hand crossbow, dagger(melee and thrown), main-gauche (damage as dagger, but +1 to parry and disarm attempts), rapier(1d6+l/ld8+1; specialized), long sword, short sword, two-weapon fighting style.

Nonweapon Proficiencies: Dancing, direction sense, endurance, etiquette (drow), gaming, light fighting, riding: land-based, rope use, set snares,singing, survival (Underdark), tracking.

Equipment: As the wealthy leader of the mercenary band Bregan D'aerthe, Jarlaxle has access to all forms and types of drow items, equipment, andweapons.

Magical Items: Jarlaxle is rumored to be covered,head to toe, in potent magical items. The known (or suspected) items include a necklace of missiles, drow boots, a cape of scintillating colors (as a robe of the same name), a hat of holding (treat as smallest bag), a rapier of wounding (+1), a main-gauche of life-stealing(+2), a wand of illumination, pouch of accessibility,continual light pebbles (in the pouch), his eyepatch of fiery fear (which acts as both a wand of fire and a wand of fear). He also carries in a special bracer five daggers of throwing +4. He always wears a ring of free action, ring of protection +3, bracers of defense AC 2 and a scarab of protection.


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