03-24-2002, 09:03 PM | #11 |
Quintesson
Join Date: June 13, 2001
Location: Darkness
Age: 37
Posts: 1,033
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Actually, I think he might be in part of the game other than that... there's a quest in the Drow city where you can encounter Jarlaxle... I think Entreri might be there too... can't remember for sure, though... err... quest involves some fancy lich or other there... *shrugs helplessly*
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03-24-2002, 09:14 PM | #12 | |
Symbol of Cyric
Join Date: January 24, 2002
Location: England
Age: 41
Posts: 1,203
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Quote:
P.S this Hall of Hero's book sounds quite an interesting read is it any good? |
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03-24-2002, 09:52 PM | #13 |
Red Wizard of Thay
Join Date: March 20, 2001
Location: Lincoln, Nebraska USA
Age: 63
Posts: 893
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Artemis Entreri
Human male 11th-level thief/15thlevel 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 Allies/Companions: Pasha Pook and the thieves and assassins guilds of Calimport. At various times in his past Artemis has also temporarily worked with the following persons: Sydney, Jierdan (whom he later killed), and Bok of the Arcane Brotherhood, Jarlaxle Artemis is a tactical master, taking every advantage offered him and seeking to create more. He'll often do this by taunting his foe into anger and mistakes. Artemis is also a very fast learner. If he observes a particular combat maneuver even a few times, he can add it to his own deadly repertoire. Combat/Tactics: Artemis is a consummate warrior, combining his ambidexterity, thieving training, and warrior's weapon skills to be one of the most dangerous swordsmen in the Realms. Few men indeed could have so repeatedly crossed blades with Drizzt Do'Urden and lived to tell of it. 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). Equipment: Artemis has standard adventuring gear, which in his case includes thieving tools, spare weapons and clothes, rope, and so on. Nonweapon Proficiencies: Blind-fighting, direction sense, disguise, endurance, rope use, survival (northern wilderness and desert), tightrope walking, tracking; 1 open. 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. Thieving Abilities: PP 80%; OL 65%; F/RT 50%; MS 99%; HS 90%; DN 55%; CW 99%; RL 20%; SU 75%. He ascended the ranks of the guild quickly, again aided by his devious mind, fit body, and the underesti- Artemis lived on the streets of Calimport after that, using his canny wits and outstanding physical qualities to carve a niche of "turf" for himself in one of the cities hundreds of poor shanty towns. After several years, he was noticed by members of the Basadoni Cabal, one of the most powerful thieves guilds in Calimport. History: Artemis was born in the city of Memnon in Calimshan, but traveled to Calimport with a desert caravan when he was only nine. He escaped the caravan once it arrived in the city as he learned that he was going to be sold into slavery by the wicked merchants of the caravan. Locales Frequented: Icewind Dale, the Sword Coast, Calimport, Menzoberranzan, and locales between these far-flung points. One aspect of his professionalism that is rare in a man whose business is killing is that Artemis never kills unless it's necessary. While Regis and Catti-Brie were his prisoners (separately), Artemis had any number of opportunities to murder them, yet he did not do so. Personality: Artemis is a professional and always has an air of control about him. Every move he makes or word he speaks is calculated to achieve a desired effect. He never allows emotions or the circumstances- no matter how dire-to master him. In this, he's nearly as determined as Drizzt. He tirelessly maintains himself in top condition, and constantly seeks to improve his martial skills, again just as his drow nemesis does. Artemis also is terribly cunning, able to outthink as well as outfight his opponents. Appearance: A small man, Artemis is compact and all wiry muscle. He is possessed of angular features, striking high cheekbones, and heavy facial growth-though he's clean shaven, Artemis always seems to need a shave. His raven black hair is thick and full, but his eyes are gray and lifeless-betraying the emptiness of his life and his soul. Foes/Enemies: Drizzt Do'Urden (seldom have two been so closely matched and yet so different; the drow ranger truly is Artemisís archenemy), Catti- Brie, Bruenor Battlehammer, Regis, Wulfgar, and the drow of Menzoberranzan. and Bregan D'aerthe; and even Catti-Brie and Drizzt when circumstances forced Artemis to cooperate with his drow nemesis and the human woman in order to escape the city of Menzoberranzan. At some point after that, he left a lieutenancy in Basadoni's Cabal (or the Cabal itself was wiped out or absorbed) for employment in Pasha Pook's guild. It was this event that was to later bring him into contact with the drow ranger who would become his nemesis, Drizzt Do'Urden. Artemis served Pook for an unknown number of years, until he (and many of Pook's guild members) were sent out to search for a halfling thief named Regis whoíd stolen a dozen rubies from the Pasha, including a magical stone on a pendant (which functioned as a rod of beguiling). Artemis eventually found Regis in the Icewind Dale area known as Ten- Towns in 1351 DR. He was spotted by the halfling, however, who again fled. Artemis tracked Regis and his companions, as they sought the location of Mithral Hall, the dwarf Bruenor's ancestral home. Artemis had captured the companions friend Catti-Brie for information, use as a hostage, and as bargaining chip; Artemis intended to trade the young girl for the halfling whom he would then return to Calimport with the rubies and for a suitable punishment. Artemis also found himself working briefly with forces of the Arcane Brotherhood, assigned the task by the wizard, DENDYBAR THE MOTTLED. This union was not a calm one, and Artemis killed a warrior named Jierdan over leadership of the band. When this group caught up with the heroes in the dangerous passageways of Mithral Hall, the remainder of the Brotherhoodís forces perished and Artemis met Drizzt face to face for the first time. This clash, and several more to follow, were inconclusive, though both men grew to hate one anotherperhaps because they both saw the kind of man each might have become had circumstances differed. Artemis was successful in capturing Regis, and he returned the halfling to Calimport. At one point, Regis tried to escape, and Artemis removed a finger from his hand as punishment and a warning not attempt such a ploy again. Regis hoped to slow their travels enough so that his companions, who were pursuing, might catch up. Regis was later rescued and Pook's guild all but destroyed by the actions of the heroes, although Artemis survived and disappeared into Calimportís streets. When the halflingís friends were set to return north, Regis said he'd remain behind and run what had been Pook's guild. In 1357, Regis reappeared at Mithral Hall, now the heroes home. Actually, Artemis was using a magical mask (functioning as a hat of disguise) to appear as the halfling. Artemis had captured the real Regis and hidden him deep in the bowels of Mithral Hall. Artemis and Drizzt fought again, and finally, one seemed about to defeat the other. Drizzt left the battered Artemis for dead, though Regis later tried to finish the job the drow ranger had started. Artemis did not die, however (at least not permanently). He was found by JARLAXLE of the Bregan D'aerthe band of drow mercenaries and taken to Menzoberranzan. Jarlaxle healed him and offered to let Artemis help the drow bring down Mithral Hall and kill Drizzt once and for all. Left with little choice, Artemis agreed, though he knew the drow would likely kill him the instant he was no longer of use to them. The fact that the drow of Menzoberranzan revered Lolth, the Spider Queen did nothing to help comfort Artemis, as he'd always hated spiders. Artemis again met Drizzt and Catti-Brie, and eventually the three reached an agreement to work together and escape the drow and their city. The plan worked, but as time passed, both men found it increasingly difficult to be in the others presence, so great was the enmity between them. After the journey of a week or so back to the deep tunnels beneath Mithral Hall, Artemis left the company of the human and the drow and, while no hostilities were exchanged, the fiery light in both men's eyes said that the truce was over and if they ever met again, it would be for the final time. Motivations/Goals: The greatest challenge Artemis has found in his entire life is in the person of Drizzt Do'Urden. In many ways, his efforts to defeat the drow ranger have become his mission in life. Whether Artemis can get past this is likely to decide the future course of his life. Perhaps he'll seek another challenge, one to take his mind off the still unresolved (as they're both still alive) rivalry with Drizzt. This might mean returning to Calimport or striking out in a new direction, giving Artemis a chance to start afresh. Campaign Uses: As is true with any well-defined character, finding out Artemis's motives and desires plays a huge part in deciding his next move. If Artemis is unable to resolve his rivalry with Drizzt, he'd likely assemble a plan (and perhaps a group of allies to occupy the drow's friends so that he and Drizzt can finally finish their business). This group might take the form of hand-picked individuals, a mercenary band, or even members of an evil organization with interests in the North. Both of the Knights of the Shield and the Kraken Society qualify as potential partners. Or Artemis might wander the Realms, seeking a new challenge to take his mind off his past. He could set up shop in the campaign area, perhaps trying to organize his own thieves and assassins guild. Sources:The Third Level, The Crystal Shard, Streams of Silver, The Halfling's Gem, The Legacy, Starless Night. |
03-24-2002, 09:54 PM | #14 |
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