Rules for Elves....

Yes I do agree that in a general campaign, some of the weapons are overbalanced, for example the Sailor's Knife which breaks all the Critical rules laid out in the PHB by being 17-20/x3 (granted it only does 1d4 and cannot be thrown). However, the balancing points in SA are that it is a very melee-centric game with little magic (unless you use the magic addition and even then its weaker than standard D&D). Keep in mind that with but 3 feats you can have better AC that a Full Plate wielder WITHOUT wearing armor. It is also balanced by the fact that many of the weapons are cultural and only available "commonly" to members of that culture. Most of these really rare weapons I would restrict in a normal game as being unique or at best exotic.

The idea of everyone running around with Improved Critical while wielding Keen Torres Blades terrifies me. (For those without the book that would be a Critical Modifier of 9-20/x2 and 1d6 damage.)

(Granted to SA fans, there are only 2 weapons like that on the list so its not ALL horrible).

Just my thoughts.
On a side note I am looking forward to hearing reviews on the Arms & Equipment Guide...
 

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Quality, Legendary Weapon
Cost +900 Gp*
Benefit: These exceptionally well made weapons add a +2/ +1 bonus to attack and damage rolls. A Legendary Weapons attack and damage bonus does not stack with an enchantment bonus to attack.
* The Price is in addition to the normal cost for the item for instance a Legendary Bastard Sword costs 935 Gp, and double weapons cost double (+1,800 Gp)


Does that sound plausible
 

I think its a tad overpowered when compared to the fact that a +1 Magical weapon costs 2,000gp and a +2 weapon is 4,000gp. In comparison, why ever by a +1 magical blade?

I would probably allow it if it were only +2/- (non-stack).
 

Thanks Khaalis

I like your version much better, and it does seem more balanced It was another of my hastely written works in the wee hours of the early morning which explains the overbalancing act.

Do you have any ideas about rules for Dragonsbone weapons ( I wrote some but am wondering)
 

For Draconic equipment I utilize a lot of the information from AEG's Dragons including the following:

*Skills Required*

Alchemy: New use = Organ Harvesting
Summary: Covers knowledge of how properties and uses of various magical substances, plants, and animals and how to properly gather them. Alchemy (DC 20) to harvest specific glands/organs/substances from a slain magical creature. Reduces cost of making alchemical substances using these items by 10%.

Craft: New use = Dragonsmithing
Summary: Dragons are such legendary and potent threats, and their corpses are so large and often composed of so many peices valuable to Wizards and Alchemists, that an entire trade has grown around the disposal, preservation, and sale of dragon parts. Dragonsmithing is the art of preserving dragon parts, refining organs and tanning hides, etc. Using this form of craft, a character can use any craft skill if it revolves around crafting items from a dragon's corpse. PC with 5+ ranks in Craft (Dragonsmithing) gains a +2 Synergy bonus when using any other Craft skill to work with materials gathered from a dragon. A PC with 5+ ranks in a Craft skill relevant to what he attempts to do with Dragonsmithing gains a +2 synergy bonus on his Craft (Dragonsmithing) check.
Special Note: In this instance (ie your request) this would refer to Craft (Weaponsmithing).


*Creation Feat*

Dragonsmithing [Item Creation]
You are a master of draconic anatomy and have acquired a comprehensive knowledge of the variety of magical weapons, armor and other items that can be created from a dragon's body.
Prerequisites: Caster level 3rd+, and Item Creation feat
Benefit: If you have access to a recently slain dragon, you can produce magical items for 25% less than the standard gp cost for creating the item. In addition, you gain a +2 competence bonus to any Craft check necessary to complete the item. However, if a dragon is aware of your chosen craft, it immediately treats you as hostile.

*Dragon Alchemy - Weapons Example*

Dragon Bone Weapons
Special: Dragons know "Dragon Bone" items on sight, DM treats Dragon reactions appropriately.
* Must have 8+ ranks in Craft (Weaponsmithing or Armorer), 5+ ranks in Craft (Dragonsmithing), and a set of Masterwork Tools.
* Medium Dragon = 1d6 tiny weapons
* Large Dragon = 1d8 small weapons (or 2d6 tiny)
* Huge Dragon = 1d8 medium weapons (or 2d8 small/tiny)
* Gargantuan/Colassal = 1d10 large weapons (or 2d8 medium, or 3d8 small/tiny)
* Weapons made with dragon bone are considered Masterwork and add a +1 to +3 bonus to enchantments (see specific rules for how this works).


Other Examples Parts Detailed
Dragon Armor, Dragon Bone Items, Dragon Blood, Dragon Brain, Dragon Claws, Dragon Crests, Dragon Ears, Dragon Eggs, Dragon Eyes, Dragon Glands, Dragon Heart, Dragon Horns, Dragon Kidneys/Liver, Dragon Ligaments/Sinew, Dragon Lungs, Dragon Muscle, Dragon Neck/Tongue, Dragon Scales/Hide, Dragon Stomach, Dragon Teeth, Dragon Whiskers, Dragon Wings


List of new Dragon Part Magic Items Detailed
Cloak of Dragon Fear, Cloak of the Wyrm, Dark Lantern, Dragon Bone Flute, Dragon Bone Horn, Dragon Claw Gauntlets, Dragon Claws, Dragon Tooth Choker, Drgaonshadow Cloak, Dragontooth, Lens of Memory, Links of Loyalty, Links of Trespass, Manacles of Hunger, Mercurian Weapons, Oil of Dragon's Blood, Orb of Seeing, Poition of Draconic Might, Razorwire, Sphere of Caltrops, Tent of Dragon Wings, Thunderbelcher, Tome of History, Vessel of Purest Essence, Weapon of Accord, Well of Forgetting
 



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