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Author Topic: Running the Realms (3.5 D&D system)  (Read 12462 times)

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Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #100 on: April 07, 2010, 11:40:30 AM »
Don't worry TOO much about Faerun lore.  My own Realms knowledge is only moderate, and mostly gained through the novels, and old modules.  Some things may not be quite as listed in the source books.  ;)

Does that mean I'm good with my Kelemvor splinter cult?

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #101 on: April 07, 2010, 12:41:48 PM »
Quote from: Eberron Campaign Setting Page 30
Disable Trap: An Artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
There is also the blurb about studying the trap, and disabling it, but I feel this was the part asked about. Rogues are useful because their class ability gives them BONUSES to search and disable device skills when it comes to traps.

Now, all this aside, you can see from my character sheet that I didnt set my character up as a "rogue-replacer". My skill points were deeply sunk into Craft instead of Search and Disable Device. So, while I can disable device, somebody who knows a bit more than me would be greatly helpful. If we had a dedicated rogue, I could assist them for the bonuses, instead of having to divert some of my skills at a later date. And Im still willing to change characters, so the Artificer class isnt set in stone. If it benefits the group, I could play something else... Its been a while since Ive run a straight up fighter...
« Last Edit: April 07, 2010, 12:43:30 PM by Opheliac »

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #102 on: April 07, 2010, 12:50:45 PM »
Just asking.

That is good a dedicated Rogue will be handy. And at least you can make up all sorts of gear for my rogue and be useful to her. I'll twakmy character a bit.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #103 on: April 07, 2010, 01:22:42 PM »
Glyphstone, as long as you destroy any intelegent-evil undead you find, and don't make any yourself (or at least destroy any you create,) Kelvemor's going to keep granting you spells.  If you have a habit of making and controlling Skeletal Trolls and Zombie Dragons...

Well, he'll probably just smile.

Ruby, you can make your rogue using the UA version, switching out sneak attack for Feats is a perfectly legitimate swap, IMO.

Opheliac, your Artificer may end up being the only trapfinder, or one of three at this point. (Or may not make the cut, obviously.)

So far, I have not made any final decisions on party members and I don't plan to until Tuesday. (4/13)

So if anyone else is thinking about applying, there is still time.


Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #104 on: April 07, 2010, 01:37:39 PM »
As a back up character, I have a human Monk/Paladin in mind, with Vow of Poverty, in case the Artificer doesnt make the cut.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #105 on: April 07, 2010, 02:57:57 PM »
As long as you post them by tuesday, I'll consider them.  :)

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #106 on: April 07, 2010, 03:24:56 PM »
Quote
Glyphstone, as long as you destroy any intelegent-evil undead you find, and don't make any yourself (or at least destroy any you create,) Kelvemor's going to keep granting you spells.  If you have a habit of making and controlling Skeletal Trolls and Zombie Dragons...

Well, he'll probably just smile.

...not really helping. If Kelemvor disapproves of the motives/methods by the Reclaimers (reanimate the mindless dead as a tribute to the souls in Kelemvor's care and use them to exterminate the sentient undead), he wouldn't have kept granting all of them spells for the 15-20 years it took my character to study with them, and I'd already know if this is too far of a deviation from his ethos (if he has one yet, since the timeline apparently places him as newly risen to his position).
« Last Edit: April 07, 2010, 03:41:19 PM by TheGlyphstone »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #107 on: April 07, 2010, 03:39:25 PM »
Sorry, I thought I was more clear.  More plainly stated, I see no problem with your Cleric, his motives or methods.
« Last Edit: April 07, 2010, 03:41:08 PM by Tagan »

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #108 on: April 07, 2010, 03:41:56 PM »
[MrBurns]
Eeeeeexcellent.
[/MrBurns]

Offline Christopher28

Re: Running the Realms (3.5 D&D system)
« Reply #109 on: April 07, 2010, 04:54:45 PM »
Don't worry TOO much about Faerun lore.  My own Realms knowledge is only moderate, and mostly gained through the novels, and old modules.  Some things may not be quite as listed in the source books.  ;)

And a LOT of time spent as a player in forgotten realms games... playing a character named... gasp... TAGAN!

And Kurgan is, essentially a dedicated rogue, at least he'll be maxed out in Search, Open Locks, and Disable Device every three levels (and at worst, behind 2 points otherwise).  He's a front line fighter as well... and the sort that is comfortable being in front of the party both in combat and while searching down dungeon corridors for traps... (as he's got pretty good AC, hit points, and skills dedicated toward trap-springing.)
« Last Edit: April 07, 2010, 04:58:37 PM by Christopher28 »

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #110 on: April 08, 2010, 12:07:03 AM »
Sorry got called out of town on short notice to do some computer work, so haven't had time to do much else.

If I may still apply to join in the fun, here's a sheet link:

Laz

Missing information on familar, pending approval of special class feature usage:

Metamagic Specialist (Sorcerer, pg 61 PHB 2): Allows a sorcerer to use metamagic feats on sorcerer spells without increasing the casting time.  Thus a sorcerer could use the quicken spell feat.  A sorcerer may use this ability 3 + INT mod times per day (minimum of 1).  Replaces: Sorcerer's familiar.

If allowed, I'd only gain "level" based benefits for having a familiar based upon my wizard level.

The List of Magical Toys (and non-magical), needing approval:

Shiftweave (pg 133-134 Magic Item Compendium; 500gp, 5 lb): Magic clothing, wearer can "change" outfits as a swift action.  Shiftweave cannot mimic armor, has no affect on armor..and each shiftweave has 5 preset outfits it can change into.

I was thinking of:
1. pretty much your typical wizard robes, suitable for traveling but nothing flashy. (think plain, functional, and practical..but still marks you as the wizard in the crowd...think Gandalf the Grey)
2. a "beggar's outfit", poor shoddy street clothes to blend in with the poorer townsfolk, and hopefully slip away into a crowd
3. a winter outfit
4. noble wizard's outfit (not necessarily flashy, but fitting to wear in a nobleman's court)
5. noble outfit (a "lower profile outfit", for use when one doesn't want to necessarily pubically announce one's profession; but still fitting to wear to see the king)

Everlasting Rations (pg 160 Magic Item Compendium; 350gp, 2 lb): Pouch that refills every morning at sunrise and contains enough trail rations for a medium creature for a single day.

Everfull Mug (pg 160 Magic Item Compendium; 200gp, - lb): Looks like a simple clay mug, but threee times per day upon command fills with either 12 oz of water, cheap ale, or a watery wine.

Magic Bedroll (pg 163-164 Magic Item Compendium; 500gp, 6 lb); Grants endure elements, and if after sleeping the bedroll for 8 hours you recover 1 hp per character level (in addition to the hit points you recover normally).  Getting into or out of a magic bedroll is a full-round action.

Arcanist Gloves (pg 72 Magic Item Compendium; 500gp, - lb): 2/day (activation as a swift action), may increase the caster level of a 1st level spell cast in the same round by 2 levels.

Masterwork Potion Belt (pg 96 Forgotten Realms Campaign Setting; 60 gp, 1 lb): Well made belt that can hold 10 potions that are easily accessible.  Potions may be retrieved as a free action from a potion belt.
-Potion of Cure Light Wounds 1d8+1 (3) (50gp each; 150 gp total)
-Shield of Faith +2, Potion (2) (50gp each; 100 gp total)
-Mage Armor, Potion (50 gp each)

Also hope it isn't a big deal, but I used the material from the Magic of Faerun supplement to "build" a custom spellbook.  So my character isn't just carrying around a "plain Jane" leather bound book.

Background: Born in the city of Emmech; Laz grew up around a constant military presence.  But despite the ever "clanging" presence of a blacksmith's hammer or the "clash" of swords as men trained for battle, Laz was always more interested in knowledge.  And while his knowledge gained through reading so many books, never taught him how to fight very well.  He did become a fair scribe, and even learned a bit of magic from the local sage.

"Laz" the historian, "Laz" the lazy scholar, oh the list could go on for more volumes than have probably ever been written in all of Toril.  He was despised because he wasn't a solider or even a sturdy brawler, yet everyone from the common folk to many of the ranking officers of the army at Emmech knew to ask around for Laz if they needed a question answered.  Because aside from perhaps knowledge of more seedier things, the lad would read anything he could get his hands on.  And if he didn't know an answer, he either knew where to find one, how to find one, or where to send someone to get an answer.

But that was life as a growing youth, still learning the Art and having a bit of naivety about the world.  It wasn't that he hadn't read about the histories of the various cultures of Toril, or that he hadn't known since he was old enough to understand that somethings are just bad.  But when war unexpectedly came to Emmech's doorstep one early morning, his entire life just shattered.  It was as if he wasn't living in the same world anymore...he might of become part of Emmech's history (well at least in the sense, that the poor fool would of died there), but for whatever reason even amongst the destruction and chaos, when the smoke finally cleared; Laz was still alive.

One of the captains of the army looked at him and asked if he was alright, but Laz just simply nodded and didn't say a word.  All he could see was his "shattered" world before him, and when he looked closer he found all that was important to him gone.  The old sage that had taught him, his family....all just gone.  So amidst the still smoldering cinders, he gathered up a few things and set out again without a word.  He couldn't even offer the commonfolk a tearful glance, he just started walking.  He had images of faraway lands in his mind, and so he set out to see them.

If you ask some of the survivors of that day about Laz though, they'll still call him "Laz" the scholar, etc...but they also whisper of the fire that was in his eyes as he walked out of town that fateful day.  Whether it is just a tale amongst the common folk meant to bring hope, or whether it has any truth to it, they say that it wasn't just a look of determination, but one of plotting revenge.  One day they say, Laz will return and bring swift death to our foes.  Laz himself of course, doesn't speak much of himself or the past if asked.  But the part of him that made him the "town know it all" still remains.  As does his quest for knowledge.
« Last Edit: April 13, 2010, 02:42:44 PM by sleepingferret »

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #111 on: April 08, 2010, 04:29:24 AM »
I did a massive adjustment on Ashley's sheet, dropped the intelligent weapons in light of something a little more freeing and fun and I am thinking I might multi class her. Are there any Barbarians in the group? I was thinking about that to reflect her temper, but only taking that leveling to a short point. Still not sure and thinking about if it would be wise or not.

As for the back story, I don't want to get too detailed, the Forgotten Realms story is pretty set in stone huh? I've never actually read any of the novels and most of the dealing I have had with it is people's stories about the setting.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #112 on: April 08, 2010, 05:12:07 AM »
Reposting because so much has changed.

Name: Ashley Alexis Alexander

Race: Human

Class: Bard

Appearance: Ashley stands about 5'4'' and weighs between 120 and 130 pounds. She's got red hair that falls at just the top of her back, pale skin and greenish blue eyes. She isn't a figure of imposing stature and doesn't even appear to be very muscular, but she's in extremely good shape. Toned, flexible, agile although not too hardy. Despite the travel and her overall dangerous life, Ashley still looks like a seventeen year old girl though there's somewhat of a mature aura about her and in the way she speaks. 

Background: Ashley was born in the city of Neverwinter, along the Sword Coast, but has traveled all over. Most of her time being spent somewhere in the region near her home town. Waterdeep, is a city that she has actually spent more time of because of its bustling crowds and constantly changing groups that come in through the port.

Most in the area who have heard of Ashley, know her only as the dueling bard, carrying two guitars, a five string Bass she calls Rickenbacker and a twelve string guitar named Tobias. Ashley fancies herself as somewhat of a musical prodigy, having learned from a young age how to play both of the instruments simultaneously.

Growing up, her father, Tobias Alex Alexander was a wealthy trader--a merchant who actually made his own musical instruments. He wanted her to take up the family trade, but she was more interested in her mother's work. Myra Rickenbacker, was an esteemed bard who vanished when Ashley was a small girl. To Ashley, in learning to play and being like her mother, she could actually some day find her and reunite with her.

Through all of this, Ashley hasn't been the luckiest person when it comes to travels and that's why she usually comes back to Waterdeep where she has something to ground her and keep her mind straight. She's well known there, or well known enough. Most of her adventures end in disaster, but she's determined to go on her quest.

Her father actually made the instruments she uses, though the pair of instruments aren't her first pair and she simply calls them those names despite them not being the originals.

The name, dueling bard has a double meaning. Ashley, when in a fight uses the two instruments as weapons, often at the same time. This is a feat her father witnessed once and despite his objections to his products being used in such a way, he was glad to see they could hold up and even built her current pair to be able to do some damage.

Adventure hook: Where ever the game starts, it can be taken as Ashley being out on her quest to find her mother, traveling the land, fighting, writing songs and singing for crowds.

Personality: Ashley can be described as having an over powering personality and she is naturally attractive (in a more spiritual way) to those around her. Though much of her work as a bard is different in that it doesn't deal with specific events and happens to talk more about feelings and vague emotion. She still stirs people up. When angered, Ashley tends to keep her wits about her, but she is a very ferocious fighter. Ashley is too young to have been in too many relationships, but when it comes to attachment, she has a hard time equating attachment to someone who's not family and prefers to keep things from going too far down that route. She prefers to be personable with everyone pretty equally. Oddly enough, when not putting on a show or traveling she tends to be lazy. She believes that rest should really be that, rest.

Sheet link: Ashley's Sheet

STATS
STR: 14
DEX: 14
CON: 12
INT:  10
WIS: 12
CHA: 18


Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #113 on: April 08, 2010, 04:20:47 PM »
Neat. Since Ashley has an upper-class Waterdeep background, perhaps it could come up at some point that she and the ranger 'ex-boyfriend' of Aura knew (of) each other.

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #114 on: April 08, 2010, 06:52:46 PM »
Jewel Joule the Acrobat

http://www.myth-weavers.com/sheetview.php?sheetid=198668  ~under construction~



No use getting all complicated she was raised and trained in the strongest dale and is an acrobat and dancer, while dabbling elsewhere for now.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #115 on: April 08, 2010, 06:54:44 PM »
Just saying I like what I see so far, and there is still plenty of time for people to apply.  The players will be chosen and the game will start in Tuesday.

Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #116 on: April 08, 2010, 10:54:36 PM »
I've been really interested in playing a system game (as I haven't before).  If you think you can handle someone who's used to free form, I'd like to join, I think I can handle making a character on my own (so far, that's as far as I've dipped into system games).  I just need to know if there's anything specific you're looking for/need.  I prefer human/elven/half elven characters, as well as magic casters or thief types, so I'm doubly in if you're needing a combination there-of. 

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #117 on: April 09, 2010, 05:06:51 AM »
So far, nothing is expecially 'needed.' A sorcerer might work well for you, if you are you
unused to system games.  Let me know if you need any help.

Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #118 on: April 09, 2010, 05:18:05 PM »
Name: Reaha Drealker
Race: Elf
Class(es):  Druid 2/Illusionist 1
Appearance: Dark hair, dark eyes, light skin.
Background:  Working on it.
Sheet link: Reaha Drealker

Anyone have a link to a map I can use to help me develop background, as well could someone tell me where this starts on said map?  Also need a link to information on spells/powers.  Place I used to look for 3.5 kinda dissapeared on me.  Had to use a generator I didn't know to help me out, dang thing didn't have spells.  :P  Just need those two things and I can finish up.

((btw, NVM on the winged elf question, elf does just fine))
« Last Edit: April 09, 2010, 06:46:09 PM by Milanthe »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #119 on: April 09, 2010, 07:41:13 PM »
Here is the SRD my source.
http://www.d20srd.org/index.htm

The game will start in the dalelands, and will have links to Waterdeep and the Underdark.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #120 on: April 09, 2010, 07:54:09 PM »
Name: Reaha Drealker
Race: Elf
Class(es):  Druid 2/Illusionist 1
Appearance: Dark hair, dark eyes, light skin.
Background:  Working on it.
Sheet link: Reaha Drealker

Anyone have a link to a map I can use to help me develop background, as well could someone tell me where this starts on said map?  Also need a link to information on spells/powers.  Place I used to look for 3.5 kinda dissapeared on me.  Had to use a generator I didn't know to help me out, dang thing didn't have spells.  :P  Just need those two things and I can finish up.

((btw, NVM on the winged elf question, elf does just fine))

Sure. I had a similar curiosity. Here is the first page when I image-googled "Faerun map" (since I'm not sure what size you want I'll link the google page rather than a particular map - some of them are really huge, like 4000x3000 pixels, and I'd hate to bog down your internet connection if that's too big!)

http://images.google.com/images?hl=en&source=hp&q=Faerun+map&gbv=2&aq=f&aqi=&aql=&oq=&gs_rfai=

A big one: http://www.garstor.com/docs/Faerun.jpg

Dalelands is in the mostly north and somewhat west (but not extreme northwest) area. Its text is in red in this map. It's southeast of the giant Anauroch desert in the northwest.


Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #121 on: April 09, 2010, 08:54:13 PM »
Name: Reaha Drealker
Race: Elf
Class(es):  Druid 2/Illusionist 1
Appearance: Dark hair, dark eyes, light skin.
Background:  Many know Reaha's name, but her past is another matter.  A wanderer of high intrigue, she seems to only come out of the trees when she has some furs for trade for things that she supposedly needs.  Always clean and tidy in appearance, she never does without soap and at the towns she frequents, the shop keepers have began taking bets on what scent she'll take the next time she's in.  Never taking the same scent in a row, but also usually coming back to a scent of lilies and sandalwood.  She seems to avoid other elves, even going so far as to run if she thinks one will approach her, perhaps fearing they will want to know more than she's willing to tell.
In her past, it seems that she was believed to be 'touched', or rather insane.  In the present, she will sometimes show symptoms of this, though she is usually somewhat detached from the reality around her, when she acts, it's usually in self interest or in the interest of others.  A few times, she has acted touched by suddenly becoming passionate about something.  Becoming angry, bursting into tears or becoming... affectionate to someone randomly.  Again, shopkeepers seem to be the only one's interested in her past on this subject, some thinking she's had to have gone nutters from a family tragedy, others saying it's got to be from birth.  Highwood is a town that she seems to frequent most often, and among the poor and stall owners, she's seemed to have become quite popular.
The reality of it, is unfortunately a combination of the two.  A quiet child from birth, it wasn't until tragedy became her family that she ever became passionate for things.  She is almost unbelievingly polite as a result of her upbringing as well, never forgetting to say 'please' or 'thank you' and will usually not speak unless she is spoken to.  Her father had been a court arcanist and her mother a lady of exceptional upbringing.  Their names are unknown, as even though Reaha uses the name Drealker as her surname, it seems no other elf has heard of it.
Sheet link: Reaha Drealker

Background needs a little cleaning up, but for now, this is it.  I'm pretty sure I've got everything taken care of in the character sheet, if anyone would be kind enough to take a look and tell me if I'm missing anything, it would be greatly appreciated.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #122 on: April 10, 2010, 12:01:57 AM »
Looks nice Milanthe.

Tagan, I have a question about elven ages - I think I was told once that (Faerunian) elves become 'adult' at age 110. So, I figured that it was about 6:1 (6x18 = 108), so I made my char 134 (about '22 in elf years' since it's 24 years above 110).

If I'm wrong and Forgotten Realms elves grow at a human pace, I'll change my sheet. I ask because Reaha in her char sheet is 20. I don't mean to sound pedantic or nitpicky or anything....I just want to make sure I roleplay consistently, if for example Aura and Reaha get to talking about their elven childhoods or ask each other's ages (probably not as rude among elven women since they age slowly and gracefully  ;D), etc.

Also let me check my XP while I'm  bugging you - in the Mythweavers sheet I put 3,000 XP (min for level 3 i think?), 6,000 for next level, and then for the 'change' blank, which I figured was just the difference, I put 3,000. If that's not right I'll change it.
« Last Edit: April 10, 2010, 12:03:45 AM by ff »

Offline swordwind

Re: Running the Realms (3.5 D&D system)
« Reply #123 on: April 10, 2010, 02:56:37 AM »
Name: Rill   

Race: Human

Class(es) Monk   

Appearance:
http://images.elfwood.com/art/n/i/nicklas/monk.jpg

Background: Born into a family of serfís Rill was given to the local temple as payment for the debts his family had collected over the years in failed harvests. Upset at the fact that his family had abandoned him to strangers Rill at first rejected the teachings of his temple and created no end of trouble for the elders that lived within itís walls.

Yet unlike his family his mentors didnít lash out at him. They merely ignored his actions and waited. In time Rillís anger turned to hunger and when he tried to get food he was ignored. Anger consumed him one more but the longer his anger lasted the more he was ignored and in time he burnt himself out.

These monkís lived in peace with the world around him and since Rill was upsetting the balance they had decided that the best course of action was to show him that he didnít matter to their world and because of that he was to not be seen nor heard unless he became apart of their world.

Rill thought this was foolish but he didnít have a choice. As time went on he fell into line and started to accept the ways of the temple. Through training, meditation, and reading he craved himself into a model monk for the temple. When he grew old enough he was granted the right to leave the temple and start, what his elders called, a spiritual journey. What that was he didnít know but it involved him to interact with the locals of the towns. Something he personally wasnít looking forwards to. For the temple had him only interact with other monks and it left him feeling slightly worried while around other people. 

Sheet link (Working on thatÖ)
Abilities:
Str 14 Dex 14 Con 12 Int 12 Wis 18 Cha 10
HP 21
AC: 17 Touch: 17 Flat Footed: 11
Init: 6
Speed: 40ft
Saves:
Fort  4
Ref   5
Will  7
Attack: 5 or 3/3 FoF 1d6+2
Attack: Sai: 5 or 3/3 FoF 1d4+2 (+4 vs Disarm attempts)
Attack: Shuriken +5 or 3/3 1d2
Skills: (40)
Balance (Dex) 3[7] Climb (Str) 2[4], Concentration (Con) 1[1], Craft (Int)(Books) 1[2], Diplomacy (Cha) 3,2[4] Escape Artist (Dex) 3[5], Hide (Dex) 1[3], Jump (Str) 3,2[7] Knowledge (arcana) (Int) 2[3], Knowledge (religion) (Int) 2[3], Listen (Wis) 1[5], Move Silently (Dex) 1[3], Perform (Cha) 2[1], Profession (Wis) 2[6], Sense Motive (Wis) 5[9], Spot (Wis) 1[5], Swim (Str) 2[4], Tumble (Dex) 5.2[9]

Feats:
Weapon Focus (Unarmed Strike)
Improved Initiative
Stunning Fist 3/day DC 15
Deflect Arrows
Power Attack
Special Qualities:
Flurry of Blows,
Improved Unarmed Strike
Still Mind, Evasion,

Gear:
Heavy Horse(Randy)
Riding Saddle
Bit and Bridle
4x Saddle bags
Bracers of Armor +1
4 day Rations
2x Water skin
Silk Rope
2x cure light wounds potions
2x Mage Armor Potions
Tent
2x Masterwork Saiís
10 Masterwork Shuriken
Walking stick (Masterwork QuarterStaff)
2x Kama
32 gp

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #124 on: April 10, 2010, 05:12:29 AM »
Ff, from my own readings, your about right on elven ages, though I've also read that they are 'physically' mature at about 40, and emotionally mature around 100.  For a classic faerun example, Drizzt Du'Urden was only 70 when he left his family, and was already a powerful fighter, though in my opinion not yet fully emotionally mature.