Rules for Elves....

Cool weapons. Cool Crafting Techniques.

The thing with racial weapons is they should not be exotic if they are commonly used by Elves. But just because Elven smiths can create crazy weapons, and Elves train with them, does not ALWAYS mean they are martial weapons for the Elves.

If there are exotic weapons that humans make for their own use, their should also be exotic weapons Elves make for themselves.


BTW: What is the intended difference between Serrated & Serrated Blade?
 

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Khorod:
"The thing with racial weapons is they should not be exotic if they are commonly used by Elves. But just because Elven smiths can create crazy weapons, and Elves train with them, does not ALWAYS mean they are martial weapons for the Elves."

Actually I would have to beg to differ here Khorod. Being a Race exclusive weapon, by definition, classifies it as an Exotic Weapon. As per the PHB, they are all Exotic weapons. Any weapon that is "Common" to ALL races falls under either Simple or Martial (depending on ease of use).

Example: Dwarven Ugrosh

This issue is being addressed by 3.5e with the addition of the "Weapon Familiarity" racial ability, which allows Racial weapons to be used as if not exotic.

http://enworld.cyberstreet.com/news...ns&file=index&req=viewarticle&artid=37&page=1

Just because a weapon is "common" among Elves, does not make it common to all the other races of the world. If the Elven weapons were not Exotic, everyone would be running around with them. However, there still could be examples of weapons that Elves make that even they consider Exotic even to themselves, but the blades listed here are common "Elven" blades. To me this makes perfect sense. Why do all races use the same "Longsword"?


Anyway...as to the difference between the 2 versions of serration... I do not have the books with me to share the description of the crafting technique but the stat differences are:

Quality: Serrated (Slashing Weapons only)
Cost: +300gp
Benefit: This weapons critical hit threat range is increased by +1. (Thus a Serrated Longsword has a critical range of 18-20.) They also gain a +5 to their normal Hardness rating. (ME)

Quality: Serrated Blade (Piercing only)
Cost: +150gp
Benefit: Increases Critical multiplier by 1. (SW)

(ME) = Mercenaries
(SW) = Swashbuckling Adventures
 

Priest, I'd like to introduce you to an acquaintance of mine, one Silverthrone over the Wizards.com boards, you'll have much in common. Notably the tendancy to make elves "moer flavorful" by giving them tons of overpowered stuff and consider it a personal offense whenever there's a critic against all this unbalanced elfiness.

Now, it's your campaign, so I won't make any comment myself.

I'll just give my own rules on elves IMC.

Elf-specific arcane magic: no. I do plan on getting several race-specific magic, so that each major humanoid race (playable or not) will have its own special quirks and knacks for magic, but I'm still undecided on what the elves will get. (But otherwise, dwarves get rune-magic, gnomes get gem-magic, halfling get tatoo-magic, kobolds get metamagic, humans get elementalism, and I'm still undecided about what's best for elves, orcs and goblins.) Each race will get a magic-using PrC.

Elf-specific weapon: no. I've enough weapons already, no need to invent or grab new.

Elf-specific armor: no. IMC, the master smith race is the dwarven one. I can't picture elves mining ore, rafining metal, and working on the forge. And elves IMC can't picture themselves doing all that: "A mine ? What an ugly place, you don't even feel the gentle light of the stars ! It's dark and damp and nothing nice live here !" (to what the dwarf ruply "bah, wussy elf"), "So, this is what a forge looks like ? This awful fiery workshop ? The heat is unbearable, I feel like I were under the unforgiving sun of the Fire Desert, I can sense my body wilting there. And the noise ! The noise ! I'll be deaf for the rest of my life if I stay there one second more !" (to what the dwarf ruply "bah, wussy elf").

Elven craft is rather with wood, leather, ropes, clothes... Even if they can very well use magic (energy resistance to fire, darkvision, endurance, etc.) to stand the hardships of mining and smithing, this is not enough to overcome their cultural bias.

Elf-specific magical items: nothing news, I felt that boots and cloacks of elvenkind were enough.

Elven subraces: I use three elven subraces. Rule-wise, they are like the grey, high, and wood elves of the MM, and they go by the same names.

Wood elves are usually CN. They are barbaric and fierce, and the traveler can't know in advance if he'll be greeted warmly and invited to join their festivity, or stalked and hunted by (dire) wolfriders, as they are as likely to act in either way, depending on their mood, and on the season (more gentle in spring and summer, more agressive in autumn and winter). When in their good mood, they usually enjoy playing harmless tricks on their "guests". Their society is strongly individualistic, with no clear leaders, small tribe units, and a very loose concept of family (they know who's their mothers, and usually have an idea of who's their father also, children are nursed and raised by the whole tribe, wedding don't exist). Of all elves, they are the only race that can somewhat rightfully boast kinship with the fey -- especially given that several of them have at least one nymph or satyr in their ancestry.

If wood elves are barbaric, grey elves are civilized. Usually chaotic good, their society is also devoid of clear leader figure, but they have a Council of Wise Elders they listen to, and a "King" or "Queen" who's role is to be a spokeperson for diplomatic relationship with other countries. They have a concept of "cooperative altruistic anarchy" that most other races have trouble to grasp, and that could probably not be exported successfully to cultures that are not so strongly chaotic and good. They are passionate sailors, and the ships they build are probably the best, fastest, and most beautiful known on the Lone Continent, although they are not really handy for trading.

No that we have covered the barbaric and the civilized elves, the last subrace is that of the decadent. The self-proclaimed "High elves", although surface-dwellers, are this world's equivalent of dark elves in other worlds. They are evil, nasty, perverse; and everything that is unsufferable in the typical elf, like vanity, arrogance, racism, is exacerbated in them. They have a vast, if crumbling, empire that has enslaved humans and halflings, and tales of their awful customs are not exagerated. Only a slight minority of them, considered "heretic" and only barely tolerated, is still faithful to the chaotic good gods and goddess of the Seldarine.
 

Khaalis said:
PS: All mentioned crafting techniques/materials are from published d20 sources.

These crafting options sound interesting, and I'd love to know where they came from.

If I remember rightly, mithril, adamantine and darkwood are from the DMG (I don't have my books in front of me), and serrated and laminated steel are both from AEG's Mercenaries -- but what about the others?
 

I have no idea how much of this is OGL and what isnt so I am not going to risk getting banned by posting the details of ALL of the styles/materials. I have listed a few here and there - enough to interest people but not enough to risk being accused of posting content. However, this is the list of what I currently have to date for weapon and armor modification (and their sources).


WEAPON MODIFICATIONS & SPECIAL CONSTRUCTION

Quality: Adamantite (DMG)
Quality: Aerium (Thrown) (FIM)
Quality: Aeroglass (AA)
Quality: Aperiite (Netherite) (FIM)
Quality: Armor-Piercing (Lightweight Piercing) (PS)
Quality: Arrow Resilience (Arrows only) (HHFE)
Quality: Basket Hilt (SW) & (PS)
Quality: Bell Guard (SW)
Quality: Beroku (Yarricite) (FIM)
Quality: Black Iron (Titanium) (FIM)
Quality: Blade Spring (PD)
Quality: Buckler Hook (SW)
Quality: Darkened (Wooden only) (HHFE)
Quality: Darkwood (DMG)
Quality: Durability (HHFD)
Quality: Elven War Arrow (Arrows only) (HHFE)
Quality: Fencing Ring Grip (Fencing or Small Blades) (SW)
Quality: Fervidite (FIM)
Quality: Fluvium (FIM)
Quality: Green (Wooden only) (HHFE)
Quality: Greenglass (Slash and Pierce) (FIM)
Quality: Grooved Blade (Only piercing weapons) (SW)
Quality: Half-Basket Hilt (SW)
Quality: Hardened (Wooden only) (HHFE)
Quality: Hardness (HHFD)
Quality: Heavy Blade (Slashing Med + size) (SW)
Quality: Heavy Pommel (Slashing or Bludgeoning of med+ size only) (SW)
Quality: Hollow Hilt (PS)
Quality: Ignium (FIM)
Quality: Increased Range (Bows only) (HHFE)
Quality: Laminated Steel (Slashing Weapons only) (ME)
Quality: Martingale (SW)
Quality: Mithral (DMG)
Quality: Orikalka (FIM)
Quality: Pattern Welded Steel (SW)
Quality: Petrified Wood (Hafted) (FIM)
Quality: Sarrishan Steel (FIM)
Quality: Seeking (Bows only) (HHFE)
Quality: Serrated (Slashing Weapons only) (ME)
Quality: Serrated Blade (Piercing only) (SW)
Quality: Spring-Mounted Pommel Blade (SW)
Quality: Steelwood (AA)
Quality: Tellium (FIM)
Quality: Viridiite (Aetherite) (FIM)
Quality: Weapon of Finesse (Melee only under 5lb.) (HHFE)
Quality: Weighted (Bludgeoning only) (PS)
Quality: Wolf Iron (Tungsten) (FIM)

-----------KEY-----------
(AA) = Arms & Armor (Bastion)
(DMG) = Dungeon Master’s Guide
(FIM) = Forged in Magic
(HHFD) = Heroes of High Favor: Dwarves
(HHFE) = Heroes of High Favor: Elves
(ME) = Mercenaries
(PD) = Pale Designs
(PS) = Path of the Sword
(QD) = Quintessential Dwarf
(SW) = Swashbuckling



------------------------------------------------------------------

ARMOR MODIFICATIONS & SPECIAL CONSTRUCTION

Quality: Adamantite (DMG)
Quality: Aerium (FIM)
Quality: Aeroglass (AA)
Quality: Aperiite (Netherite) (FIM)
Quality: Arcane Conductor (HHFE)
Quality: Articulation (QD)
Quality: Beroku (Yarricite) (FIM)
Quality: Black Iron (Titanium) (FIM)
Quality: Blade Spring (PD)
Quality: Custom Fit (HHFE)
Quality: Darkwood (Shields only) (DMG)
Quality: Durability (HHFD)
Quality: Dwarven Forged (ME)
Quality: Elven Forged (ME)
Quality: Emblazoned (Shields) (QC)
Quality: Fervidite (FIM)
Quality: Fluvium (FIM)
Quality: Green (Wooden only) (HHFE)
Quality: Green Iron (Beryllium) (FIM)
Quality: Greenglass (Shields) (FIM)
Quality: Hardened (Wooden only) (HHFE)
Quality: Hardness (HHFD)
Quality: Ignium (FIM)
Quality: Mithral (DMG)
Quality: Mobility (HHFD)
Quality: Orikalka (FIM)
Quality: Petrified Wood (Breast Plate & Shield) (FIM)
Quality: Quick Removal (PS)
Quality: Reinforcement (QD)
Quality: Sarrishan Steel (FIM)
Quality: Superb Balance (HHFD)
Quality: Tellium (FIM)
Quality: Viridiite (Aetherite) (FIM)
Quality: Wolf Iron (Tungsten) (FIM)

-----------KEY-----------
(AA) = Arms & Armor (Bastion)
(DMG) = Dungeon Master’s Guide
(FIM) = Forged in Magic
(HHFD) = Heroes of High Favor: Dwarves
(HHFE) = Heroes of High Favor: Elves
(ME) = Mercenaries
(QC) = Quintessential Cleric
(QD) = Quintessential Dwarf
(PD) = Pale Designs
(PS) = Path of the Sword
 

Wow. Great list, thank you. :)

I wasn't looked for PI or copyrighted content (or even anything that extensive) -- just an overview of which books have crafting options and materials.
 

No problem, I keeping a running .doc of all new weapons, armor, and crafting options in the sourcebooks I get. Easier than digging through 30 books looking for obscure material. This way its indexed and cataloged. It has enough info to give me the basic info I need to make choices, then go to the sourcebook for the detailed info.
 


If anyone happens to know the OGL status on this type of material, it would be great. Otherwise I will have to sit and check books to see what material is and isnt OGL (never really looked into that much). If its cool, I will share the document. Even it is only the bare basics, and you would still need the sourcebooks for the nitty gritty rules like crafting DC's, weapon/armor special abilities etc.
 

As it is, I still state that I am very sorry for jumping down folks throats earlier in this thread. It just so happens that I was a little emotionally upset due the Shuttle incident, and my own heartfelt sorrow for the loss, of not only my fellow americans but for the Space Agency for whom I have always been a devoted fan.

I posted my icky comment just after I heard the news, which is a bad thing, and I appologize for it yet one more time.

Back to the rules,

I have modified my rules to follow the less broken ideas produced by Khaalis.

So my Elven Yataghan will now hold a 18-20/x2 Crit, and drop in price to 50gp and will be an exotic weapon proficiency item.

And I went with Masterwork, and Weapon of Finesse +600 Gp
And will later go with a Enchantment Keen (perhaps), and another Foe Alarm which works like Sting.

I went with MW Custom Fitted, Studded Leather Armor

And a Mighty Composite Longbow +2

I was given the choice of Two Minor Magical Items of which I precided to take

The Boots of Striding and Springing, and a Ring of Chameleon Power.
 

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