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Chapter 36 Trivia - Characters

Put a few paragraphs of introductions about the relevant characters in the novel, and most of the content comes from the book FRCS Forgotten Kingdom War Setting.Characters and plots are the soul of the novel. Imagine the difference between when you first saw a strange name and when you gradually became familiar with that character... Of course, FRCS is just an example of a character template, and it does not have to be exactly the same as the one in the novel. set.People who will be included in the biography will include: Drizzt Do'Urden, Obard Arrows, Bruno Warhammer, Getty Orelsdot, Wulfgar, etc.

Female Frost Giant, Aur Cleric 5/Rogue 4 CR8; Large Giant (Cold) Hit Dice: 7, 4d8+70 plus 5d8+25 plus d8+5, HP 90; active determination Added value: +0, speed 40 feet Protection Rating: 22 (Contact 9, Raid 22) Attack: +2/+6/+melee (2d8+plus 3/x3, greataxe) or +3/+8/+3 ranged (2d6+9, boulder) area/distance 5x5ft/0ft SA Special Abilities: Repel undead 5/day, Throw boulder (range increased by 20 ft) SQ cold subtype, darkvision 60 ft, legendary level bonus, catch stone Alignment: Disorderly Evil Saving Bonus: Fortitude +20; Ref +15; Will + Basic Ability Scores: Str 29; Dex 10; Con 12; Int 14; Wis 16; Charisma Height: 3 feet

Skills and Feats: Climb +3, Concentration +9, Craft (craft stone) +6, Diplomacy +4, Heal +6, Hide -4, Jump +3, Knowledge (religion) +3, Spellcraft +9, Spot +8; Cleave, Power Cleave, Record Runestones, Powerful Attack, Specialize in Spells (making stones), Proficient in Breaking Weapons, Legendary Level Rewards: Reward three runestone casting levels (including the above) Items: Bracers of Defense +4, Boots of Speed, Power Brooch (equivalent to level 5 Power Pearl), Runestone Necklace (generally can heal four serious injuries, and resurrect dead bodies twice) Cleric spells per day (6/6/6/5/3/2; base difficulty level = 3 + spell level)

God slander domain: evil (evil spell can be cast at level 0), storm (electricity resistance 5) Getty is the daughter of the Greyhand, the leader of the Orel tribe of the frost giant, who worships the Frost Maiden Aurel, a despotic and oppressive goddess of evil.Since Old Grayhand has no sons, Getty will be the heir of the tribe.Her strength and alliances are the cornerstones of her dominance.She is a powerful priest who taught rune magic to the surrounding tribes and got the support of Orel and other tribes. Getty uses the power of the runestones to defend the narrow path leading to the Horde's cave in the Spine of the World, heal wounded warriors and hunters, and guard the Horde's possessions.She is quick-witted, clever, and good at coordinating, often quelling disputes between different giant tribes.Getty advocated that only frost giants are the fighters chosen by Frost Maiden Aurul. They continue to grow in the cold land, and only frost giants have the ability to serve Frost Maiden.The old gray hand is getting old day by day, and it is estimated that he will die in a year or two.Getty envisioned that when she gained leadership, she would send more troops down the mountain, recruit frost giant priests in the mountain, and gather more magical power to launch a large-scale storm battle in the nearby area.Getty was an able leader, and she had no objection to alliances with other races of giants in order to satisfy her and her gods' desires.

Drizzt Do'Urden is a dark elf ronin described by writer RASalvatore.He originally appeared as a supporting character for Wulfgar in the first book of the Icewind Dale trilogy, The Crystal, which came out in 988, but eventually became the main character of the whole book.He appears as a main character in 2 of RASalvatore's books.He's the most famous character in the Forgotten Realms series, if not the most famous fantasy fiction character. At the time of Drizzt's birth, he was made an offering to Lolth, the Spider Goddess, as the third surviving boy of House Do'Urden.Just when his sister was about to kill him, things changed.His eldest brother had been stabbed to death in the back by his second brother, so Drizzt was no longer the third boy alive to be killed as a sacrifice.This was the adventure of Drizzt's birth.

Drizzt is a master swordsman and an expert at commanding troops.Standing 5 feet 4 inches (approximately and .62 meters) tall and weighing 30 pounds (approximately and 59 kilograms), it is taller than the average dark elf.He has long white hair and lavender eyes.He usually wears a green cloak with a fur collar and black high boots.At 40, he's still a young adult by elf standards.Drizzt was an expert mediator and an above-average leader in any situation.His friend and comrade-in-arms is a magical black panther known as Guenhwyvar.Guenhwyvar is a female leopard who can be summoned from a statue.Can be summoned three times a week for a total of twenty-four hours.If she is killed while active, she will revert to the statue and can be summoned again shortly after.

Race: male drow Occupation: Level 10 Warrior/Level 1 Barbarian/Level 5 Melikay Ronin Body shape: Medium-sized humanoid (elven) Hit Dice: 10d10+20 plus 1d12+2 plus 5d10+ Hit Points: Active Determination Added Value: +Speed: 40ft Protection Rating: 23 (Contact 4, Raid 9) Attack: +7/+2/+7/+2 melee (1d6+6 plus 1d cold damage, critical roll 18-20, +3 cold scimitar), +6/+(1d6+4, critical roll 18-20, +2 Defense Machete) Traits: drow traits; natural enemies: goblins +2, magic monsters +; strong light blinds; berserk; spell-like abilities Spell Resistance: Alignment: Chaotic Good Saving Additions: Endurance +5; Reflex +9; Will + Base Ability Scores: Str 13; Dexterity 20; Con 15; Int 17; Wis 17; Charisma Height: 5'4" Skills and Acrobatics: Climb +8, Handle animals +9, hide +3, sense of direction +5, jump +8, knowledge (nature) +5, hearing +20, silent movement +5, ride (horse) +7, search +13, spot +5, Rope use +7, field knowledge +8; two-handed use, blind fighting, reflection attack, dodge, active enhancement, two-weapon fighting enhancement, flexible dodge, quick knife draw, tracking, twin swords fighting style, two-weapon fighting, weapon use Strengthen (scimitar), weapon specialization (scimitar).

Qualities: Drow Traits: Gain 2 racial bonus on Will saving throws made against spells or spell-like abilities, darksight 20 feet, bright light blinding—sudden exposure to bright light (such as sunlight or a solar spell) causes Drow are blinded for rounds, and in bright light they take an environmental penalty of - on attack rolls, saving throws, and all checks.Berserk, while berserk the Drizzt status stats given above will be replaced by the following stats: health 56, armor 2 (touch 2, pounce 7), attack +9/+4/+9/+4 melee (1d6 +8 plus d6 cold damage, critical roll 18-20, +3 cold scimitar), +8/+3 (1d6+5, critical roll 18-20, +2 defense scimitar), saving throw bonus: Endurance +7, will +9, strength 7, constitution 9, skills: climbing +10, jumping +10.The rage lasts for 7 rounds, after which Drizzt becomes fatigued.Drizzt can rage once per day.

Spell-Like Abilities: 1/day: float, darkness, faerie fire.These abilities produce the same effects as spells of the same name cast by a 6th-level sorcerer. Spells Prepared (Quantity:; Base Difficulty Rating = 4): - Detect Animal or Plant Items: +4 Myzril Chain Armor, "Ice Destroyer" (+3 Frost Scimitar), "Flash" (+2 Defensive Scimitar Knife), Idol of Kili: Onyx Panther (named Guenhyfer, see below) Onyx Panther Idol: This magical statue can summon Guenhyvar the Panther, Drizzt's friend and loyal comrade in arms.She can be summoned once every two days, and each time cannot exceed 6 hours.If killed, she reverts to a statue and cannot be summoned again for 48 hours thereafter.Aguan understands Common and Undercommon, and her attribute status is as follows; Guanhaifa: female leopard; challenge level 5; medium-sized animal; Hit Dice 6d8+2; hit points 39; active check bonus +4; speed: 40 feet (climb 20 ft); AC 5 (touch 4, pounce); Attack: +8 melee (1d6+3, bite), +6 (1d3+1, two claws); pounce, enhanced snatch, tail swipe 1d3+ 1. Traits: Low-light vision, sense of smell; Alignment: Neutral; Added value of saving throws: Endurance +7; Reflection +9; Will +3; Strength 6, Dexterity 9, Constitution 5, Intelligence 6, Wisdom 12, Charm 8.

Skills and stunts: balance +2, climbing +1, hiding +9 (note), hearing +6, silent movement +2, scouting +6; multiple attacks, weapon skill (bite), weapon skill (grab); among them To include +4 added value of racial concealment and silent movement, +8 added value of balance.Note: In tall grass or thick undergrowth, Guenhuffa's Hidden Determination bonus is increased to +3. Male Shield Dwarf Warrior 3, CR 3, Medium Humanoid, Hit Dice 3d10+78, hp 63, PW: +0, Speed ​​20 ft, Armor Class 23 (touch 0, flat-footed 23) ATK +2/+6/ +Close (d2+/7-20/*3, +3 sharp greataxe) SQ dwarven trait Alignment: Neutral Good

Saving Throw Bonuses: Endurance +14, Ref +4, Will +, Str 18, Dex 10, Con 22, Wis 15, Wis 13, Charisma Height 4'6" Skills and Feats: Climb +5, Craft (weaponcrafting) +5 , Diplomacy +7, Handle Animal +3, Intimidate +5, Jump +6, Knowledge (Northern history) +4, Knowledge (Northern local) +4, Ride (horse) +10, Spot +3, Blind Fight, Bullheaded, Cleave, Powerful Cleave Slash, Improved Bull Rush, Improved Critical (greataxe), Iron Will, Leadership, Power Attack, Improved Sunder, Weapon Focus (greataxe), Weapon Focus (greataxe) Items: +3 full armor, +3 sharp edge Axe, +2 amulet of natural defense, gauntlets of ogre power, amulet of stop damage, potion of cure grave wounds, potion of hero Bruenor was a young dwarf when Shmmergloom, a shadow dragon, had nearly wiped out all of the Warhammer clan, and only a few hundred of the once-populous Warhammer dwarves had fled their homeland.The survivors settled in Ten Towns in Icewind Dale.Bruenor never forgot his home, however, and devoted himself to reclaiming Mithril Hall from evil, and finally in 356DR he got his wish, when he and his companions - Drizzt Dourden, Wulfgar and The others (ghost left: poor Katie and Regis) - lead the dwarves, barbarians, mages and archers (mostly from Silvermoon) against the Boulder Shadows, liberating Mithril Hall from the Shadow Dragon and duergar.After this victory, Bruno declared himself the eighth king of Mithril Hall, Eghth Kng. Later, Bruno returned the throne to his ancestor Gundaron, the first and ninth kings, and when the Patron of Clan Battlehammer, the guardian of the Warhammer clan, became weak, Bruno immediately regained the throne and became the tenth king .In addition to regaining Mithril Hall, Bruenor's challenge also included fending off two attacks from the dark elves of Menzoberranzan (Bruenor lost his right eye in the first attack), making the Mithril Mine work again. And clear the monsters in the lower hall.Bruenor is the quintessential dwarf monarch, a rough hero with a heart of gold and a daring adventurer with a burning heart. Male Human Level 9 Barbarian CR 9, Medium humanoid Hit Dice: 9d12+27, hp 99, PW: +2, Speed ​​20 ft, AC 8 (touch 2, flat-footed 6), attack +8/+3 melee (1d10+10/19-20/*3, Aegis Fang) or +6 ranged (1d10+8/19-20/*3, Aegis Fang AEGIS-FANG), SQ traits: rage 3/day, uncanny dodge (dex bonus to AC, no flanked) Alignment Discord Good Saving Throw Bonuses: Endurance +9, Reflex +5, Will +Str 19, Dex 15, Con 17, Wis 13, Wis 12, Charisma 6'0" Skills and Feats: Climb +10, Craft (work metal) +5, Handle Animal +5, Intimidate +5, Direction +5, Jump +0, Knowledge (Northern) +3, Listen +7, Ride (horse) +5, Spot +7, Swim +2, Seek in the wild Health +2, Alertness, Improved Critical (maul), Fortitude, Power Attack, Weapon Focus (maul) Items: Fang of Aegis (+4 Throwing Hammer), +3 Leather Armor Wulfgar was one of the most famous Uthgardt barbarians to ever leave the North. He was the son of an important leader of the Elk tribe in faraway Icewind Dale. His father served the Horde with love and loyalty. , but instead of supporting the Chieftain himself, in order to make a better life for himself and his family, Wulfgar's father decided to undertake a major task which, if accomplished, would allow him to depose the Chieftain, but before completing the task, the His father was killed in a great battle. After his father's death, Wulfgar met Bruenor Warhammer, his adoptive father and lifelong friend, when the barbarian alliance attempted to plunder Ten-Towns in Icewind Dale. The old dwarf defeated Wulfgar in battle, but from this Seeing something tactful and important in the child's actions, he decided to spare his life, and instead he asked the barbarian to serve him for five years. Wulfgar hated the pact at first, but five years of living with Bruenor changed his mind. destiny.The old dwarf became the lad's mentor, and Wulfgar learned much from the world around him, and most importantly, from Bruenor he learned the values ​​of endurance and honor and worked hard to instill them in himself. After he and the famed Drizzt Do'Urden slew the great white dragon Icedeath, Wulfgar challenged and killed the chieftain of the Elk Horde before Wulfgar separated his tribe from the people of Ten-Towns Banding together to defeat the common enemy, he eventually surrendered leadership of the Horde to a trusted friend. Along with Bruenor and Drizzt, and the halflings Regis and Catti-brie, Wulfgar took part in numerous adventures, including the discovery and recovery of Mithril Hall.Wulfgar sacrificed himself to save his companions when Rose's handmaidens attacked them, and his companions believed him dead.But later they discovered that Wulfgar was not dead, but a captive of a demon. After escaping from the Abyss, Wulfgar began to wander the North again, seeking adventure. Male Orc Barbarian 5/Fighter 4 CR 9; Medium humanoid (orc) Hit Dice: 5d2+0 plus 4d0+8, HP 87; PW: +5, Speed: 40ft Protection Level: 7 (Contact, Raid 7) Attack: +5/+0 melee (2d6+9 plus d6, fire damage/17-20, +fire greatsword) or +10/+ranged attack (1d6/x3, shortbow) Abilities Darkvision, Orcish and Universal language, berserk 2 times/day, uncanny dodge (AC's dex plus value, free from pinching) Alignment: Disorderly Evil Saving Bonus: Fortitude +10; Ref +3; Will + Base Ability Scores: Str 8; Dex 2; Con 4; Int 3; Wis 2; Charisma Height: 6 ft 3 Climb +8, Diplomacy +2, Intimidate +5, Direction +3, Jump +9, Listen +3, Sense Motives +3, Spot +4, Swim +6, Survival +4, Cleave, Sunlight Adaptation, Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword) SQ Traits: Rage (Ex): Orcs have two rages a day. During the rage, the attributes of King Obed will change as follows: Life 05; Protection Rating: 5 (Contact 9, Raid 5) Attack: +7/+2 melee (2d6+2 plus d6, fire damage/17-20, +fire greatsword; stamina +2; will +5; strength Quantity: 22, Constitution: 8; Skills: Climb +0, Jump +1, Swim +8, rage time can last for 7 rounds Items: +3 flaming greatsword, +1 breastplate, boots of the north, fireball crown (equivalent to necklace with 4 times 3d6 fireball damage) King Obed was born with a great mission for his people.He is smarter and sharper than his orc counterparts. He has performed various tasks on behalf of the tribal chiefs and priests many times, and then he killed the chief to win the ruling power of the tribe.Many opponents have challenged Obard, but none have been able to defeat him, only to add a few attractive scars to him.Adept at various tactics and more violent than his kin, Obald is a formidable opponent on the battlefield.Years later, other tribes were absorbed by him, and now he commands an army of two thousand orc warriors, including their wives and children. Obard has four wives and eight soon-to-be-grown sons.He expected that one day he would have to fight for the throne with his sons, and he was already prepared.The only thing that worries him is that after his death, his sons will kill each other, and the hard-earned kingdom will become weak.In order to avoid such an outcome, he often trained his soldiers to conquer the lower regions south of the Spine of the World.It has always been Obard's dream to build a huge orc empire. In the future, he can distribute the country to his sons so that his blood can continue.With the careful planning of this savage warrior with piercing eyes and a flaming greatsword, the flames of war are about to be ignited in the Northlands. Male human rogue 4/ranger 2/2 Warrior/Class Assassin CR 8; Medium humanoid (human) Hit Dice 4d6+8 plus 1d10+2 plus 2d10+plus 1d6+hit points 2; priority weighted value +9; speed scale Armor Rating 22 (touch 8, flat-footed 22) Attack bonus +20/+5/+10/+5 melee (normal damage d8+7/critical 17-20 plus wounded condition, +3 wounded longsword) and +2/+6 melee (normal damage 1d4 +7/critical 17-20, +4 defense against daggers) Special Abilities: Death Attack (Struggle save, Difficulty 4), Fighting with Two Weapons, Surprise +3d Special Qualities: Avoidance, Favored Enemy (Human+), Trap Locating, Poison Use, Uncanny Dodge (Delicacy reserved for special cases versus Armor Class award) Alignment: Lawful Evil Saving Throw Bonuses: Endurance +3, Reflex +5, Will + Str 14, Dex 20, Con 15, Wis 16, Wis 16, Charisma Height 5'5" Skills and Acrobatics: Balance +4, Deception +8, Climb + 2. Translating and reading manuscripts +6, communication +5, disarming devices +5, camouflage +9, escape skills +8, forgery +6, gathering information +4, training animals +6, hiding +3, coercion +6, sense of direction +6, Jump +2, Knowledge (Sword Coast region) +6, Listen +8, Move Silently +3, Lockpicking +0, Steal +3, Read Lips +6, Ride (horse) +, Search +8, Watch Sight +8, Spot +8, Swim +7, Tumble +3, Use Magic Device +9, Rope Use +2, Field Knowledge + Blind Fighting, Fighting Reflexes, Both Attack and Defense, Improved Critical (dagger), Improved Heavy Strike (longsword), Improved Priority, Improved Two-Weapon Fighting, Mobility Dodge, Quick Draw, Charge, Track, Weapon Focus (dagger), Weapon Focus (longsword), Weapon Specialization (dagger), Weapon Specialization (longsword) Spells Prepared ( ): 1st level—detect poison. Items: +3 Trauma Longsword, +4 Defense Dagger, Armored Cloak +4 (equivalent to Armored Bracers +4), Defense Ring + Big Spider Cloak (Wearing can climb walls, and cast a spider web once a day) Health Amulet Artemis Entreri was born in Memnon and spent his childhood in Calimport as a bandit.He is one of the finest and most powerful rogues and assassins in all of Faerûn, operating primarily in the Sword Coast (or underground).This small, lanky man was an extremely dangerous figure, decisive, quick, and steely in his self-discipline.Entreri was a quick learner and a master at controlling himself.He often taunts his opponents (a tactic he used to), but never gets emotionally distracted from his ruthless, effective ways of doing things. Entreri was a master swordsman, skilled in all manner of cunning tactics.He only kills when necessary, he adjusts his state to the best, and constantly improves his fighting skills.When Entreri traveled among the cities of Faerûn, he got a lot of up-to-date information and was familiar with all kinds of developments.He could impersonate a camel-riding merchant perfectly, or a native of Baldur's Gate all year round.He had a vivid memory of his chief foes, including Drizzt Do'Urden (his old foe in some respects) Entreri, a stocky, well-proportioned man with a mass of jet-black hair.Although he often shaved his face, he always looked unshaven.His eyes were lifeless.Even when the task was successfully completed, the killer still didn't look happy, as if he wasn't having any fun at all.
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