Replacing Elf Racial Weapon Proficiencies - Ideas Wanted [Archive] - Wizards Community

Post/Author/DateTimePost
CipherTheory

04-21-07, 03:23 PM
Hi everyone. How's it going? Oh, well... that'll clear up eventually. I think. But, anyway, there's something I need your help on.

Here's the deal: I've always had sort of a thing about racial weapon proficiencies. To me, racial abilities should be about the creature, not the culture. To this end, I've been looking to replace an elf's racial weapon proficiencies.

I thought of just throwing in a bonus feat, but that treads on humans too much. What I would really like to do is give elves a minor supernatural ability to play up their relationship with nature and/or fey creatures. The problem is that I can't think of anything other than just letting them cast spells as a 1st level druid which I feel is too powerful just to be replacing their weapon profs.

I could use some suggestions. Anyone got any? Please?
AMGriffin

04-21-07, 03:32 PM
Just a heads up, if you're taking away cultural bonuses, that may just balance out all the races, so no changes would be needed...

In all seriousness, you could consider a few skill point bonuses instead, they'd probably lack the crunch of weapon proficiencies though.

Or, as you suggested...you could dig through a few 0-level druid spells to give to elves.
Scribbler

04-21-07, 03:43 PM
A spell-like ability would be easier and less powerful than full druid casting. Just pick one from the druid list.

Remember, you're replacing an ability that doesn't even matter to many classes (weapon familiarity only matters to martial classes, martial weapon profciencies only matter to non-martial classes).
CipherTheory

04-21-07, 04:02 PM
A spell-like ability would be easier and less powerful than full druid casting. Just pick one from the druid list.

Remember, you're replacing an ability that doesn't even matter to many classes (weapon familiarity only matters to martial classes, martial weapon profciencies only matter to non-martial classes).Good points. How about "1/day - Detect Poison, Guidance, Know Direction CL: 1st."

Thoughts? More ideas? Please?
bobothechimp

04-21-07, 04:11 PM
This is also a culture-based, not creature-based, ability. Not all elves live in forests.
Kemev

04-21-07, 04:25 PM
Just a heads up, if you're taking away cultural bonuses, that may just balance out all the races, so no changes would be needed...


Agreed.

If you're going to remove elven bonuses for being cultural, then other races with cultural bonuses should probably lose them as well (especially for gnomes and dwarves). Look at features like weapon proficiences, combat bonuses vs. certain monsters, skill bonuses to craft/appraise checks, etc...
CipherTheory

04-21-07, 04:27 PM
This is also a culture-based, not creature-based, ability. Not all elves live in forests.Neither do all druids or nature-based spellcasters. ;)

The point was that I'm looking to make the race more fey-like with a tighter bond to nature (not just forests, but all natural environments). The concept of spells that elves 'just know' is a good one that pronounces an elf's attachment to natural forces. Not the solution I was origionally going for, and I'm still waiting to see if there's a better suggestion out there, but a good idea none-the-less.

Obviously, not all campaigns or settings like this idea of elves. That's fine. Neither this thread, nor this concept, is for them.

If you're going to remove elven bonuses for being cultural, then other races with cultural bonuses should probably lose them as well (especially for gnomes and dwarves). Look at features like weapon proficiences, combat bonuses vs. certain monsters, skill bonuses to craft/appraise checks, etc...I'm working to replace these races' features with other abilities/bonuses/etc. too. Right now, I'm just stuck with ideas for elves. Expect to see threads on those other races sometime in the future.
taradusis

04-21-07, 04:43 PM
I'm thinking pass w/o trace.Not a great deal in the city but better than a sharp stick in the eye.Perhaps a racial bonus to move silently?Above and beyond norm.
Angel Black

04-21-07, 04:48 PM
Green Bond

Elves have a link to a spirit of nature.The spirit can taught them some ancient knowlege, that have been forgotten for long time.

- Elves can contact that spirit 1/week but very often the spirit acts philosophically, so he can't give straight answers to almost anything.

- Spirit comes to teach, not to act as an spy, and he seems unable to interact with other spirits.

-Spirit can taught spell-like abilities, and also can help to change them, but it tooks long time.

-instead of spell like abilities , spirit can taught the elf how to use better some of his skills (skill bonus to some elf-related skill)

etc.
The_Shaman

04-21-07, 05:40 PM
The closest thing would imo be that due to their superior eyesight elves get 1.5 longer range increments with missile weapons. Ideally, I would bring back the attack bonus they had with bows they used to have, but that might be too cultural for you.
runestar

04-22-07, 10:18 PM
I say keep them. Those weapon proficiencies represent the equivalent of 5 bonus feats, which you can then proceed to swap out at higher lvs for 5 other feats you want via that spell in fiendish codex(embrace the darkness?). :D
Shadowfax7

04-23-07, 12:42 PM
There was a book called Advanced PHB for 3rd ed. which gave the option for Elves to take Woodland Stride as a racial ability (as per the Druid and Ranger class abilities).
kedi

04-23-07, 01:13 PM
Magical Affinity [FORGOTTEN REALMS]

The fairy folk of Telim-tor are naturally affinate with the weave that surrounds them. 1/day, an elf can use Detect Magic as a spell-like ability.

Magical Affinity [FORGOTTEN REALMS/VARIANT]

The fairy folk of Telim-tor are naturally affinate with the weave that surrounds them. An elf is treated to be under the effect of Detect Magic at all times. This is a supernatural ability.

(Many FR books mention how elves are able to "see" magic, "touch" it. It would only make sense. Detect Magic is not so hot except forsome magical traps in dungeons, which players can figure out meta-gaming anyway.)
YabaTheWhat

04-23-07, 03:00 PM
My own revised versions of the core races can be found here (http://www.bajah.com/yabathewhat/DnD/CoreRaces.htm) if you want them.

Detect magic at will (or continuous) isn't obsurdly powerful, but is still a bit more powerful than I would recommend. It means they will automatically see any magical secret doors or traps, will recognize treasures as magical (sometimes even through walls), and can innately sense illusions by their magical auras (though it takes a few rounds to identify them as illusions). If you want to give them something along these lines, reduce the sensory range to direct contact. Let them "feel" magic in objects touched, but not "see" magic in the surrounding area.