Balancing Alternitive Weapons for Primitive Elves. [Archive] - Wizards Community

Post/Author/DateTimePost
Trachmyr

10-16-07, 04:58 PM
I'm creating an elven tribe that is quite primitive (more so than Wild Elves) for a sepent's Kingdom campaign. I want to know if you thing the Stat modifications are in balance. They will get a -2 Int & +2 Wis, and Favored Class Druid (or maybe Scout). This I know is in balance, but what I'm asking about in particular is Weapon Proficiencies.


They lose the longsword, rapier, longbow & shortbow (and composite versions).

They gain Spears and Blowguns, and treat the Greater Blowgun as a Martial Weapons. They also gain the 'POISON USE' ability.

(Using Weapon Group Proficiencies from UA, they gain 'Spears & Lances' and 'Blowguns')


A similar tradeoff was made for Wild Dwarves in FR: Races of Faerun. The Use Poison ability in actuallity isn't that big of a deal. So tell me if you think this change is balanced.
Lord Karsus

10-19-07, 12:34 AM
-Sounds reasonable. This should also be useful: Magic of Faerūn has rules about using 'primitive' weapons, such as things made out of rock, and so on.
Trachmyr

10-20-07, 02:17 AM
Thank you... I do plan on allowing them access to Dlarun (+1 Cold Damage) for weapons and decorative items as it is a clay. It is also highly prized (especially as jewlery) as it is cool to the touch.

Generally they use fire-hardend or stone tipped spears, while technically this should give a -2 Attack and Damage, I don't want to cripple them like that. They are very good at their craft, so damage and attack are unchanged... but any roll of a "1" or strike vs. metal armor blunts the weapon.

Other weapons are blowguns using quills from native wildlife as darts, staffs and axes (similar to spear heads, but they dull only on a "1" and do -1 damage when dulled).

Other materials will be IronWood (many druids amongst the tribe) and obsidian spearheads... exactly like stone tips but changes crit to 19-20/x2. It's an exaggeration of obsidians sharpness, but has nice flavor.

Armor is something else entirely, I working with Tattoo Magic and magical/alchemical body paints that add armor (maybe natural armor, although I thing that's what the Tattoo magic will do... the Tattoo disapearing once the spell has ended) as well as camouflage.

I'm thinking of creating a racial substitution levels for the elves for 1st level Druids, Rangers and Scouts... dropping armor but adding a small perk.
Bullet06320

10-24-07, 07:53 PM
An excelence source book for primitive wepeons and Armor is From Stone to Steel by Monkeygod Enterprises. It's a D20 book that has everything based on the real world from the stone age through the renissanse. I use it frequently myself