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starwoof
2013-10-24, 09:13 PM
I am in the process of writing up everything for my homebrew setting so I can print out some nice little handbooks for my players. I am starting with the player races, specifically elves because I have a player that wants to become a Darkwood Diabolist. I am looking for feedback on everything: mechanical and lore-wise.

My setting is moderate to high magic. The area south of the elven lands is all human magocracies or theocracies. I've made my elves a lot more wild than they typically are, I would call them wild elves if there was any other kind of elf. I am giving every race an overhaul. My player races are Human, Elf, Dwarf, Gnome, Goblin, Orc, Hobgoblin, Locathah, and Sentinel. I'll be posting a thread like this for each of them. :smallsmile:

The Darkwood Diabolist prestige class speaks for itself mostly. I want to add more Dark Metamorphoses but I need to take a break to think of ideas. I am open to suggestions, I'd like there to be about 20 when I'm through. I want more metamorphoses to benefit spellcasting. The class is intended to appeal to any divine casters and even weird stuff like a multiclass cleric/cavalier. I don't have a ton of experience with prestige classes in general, so I deeply appreciate any feedback on this. I am planning to add art.

Cheers!


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Elves
http://i995.photobucket.com/albums/af79/starwoof1/wild_elf_zps861ed7ef.jpg
Thousands of years ago the great and ancient Wildwood stretched from Avaron in the north to Artor in the south. The gods created the elves in the Age of Myth to protect the forest and eliminate the horrific monsters within. The gods selected one of their number, Ulimais, to lead the elves in their task personally. Ulimais would come to embody the wood itself. In this time both the elves and the Wildwood grew strong.

When the giants came to Auguros and established their empire, they destroyed great swathes of the Wildwood, leaving only scattered woods behind. Only the core of the elven civilization was left relatively intact, protected by the seas and the Jade Mountains. The damage done to the forest was too much for Ulimais and his divine essence was split into two: the Guardian and the Darkwood. The Wildwood is now an evil place, for the Darkwood is always on the hunt.

Elves are a very spiritual race with direct ties to the forests of Auguros. They are private and prefer to tackle problems on their own. Elves maintain few close allies and do not generally allow non-elves to enter their cities. Elven archers are legendary the world over.

Physical Description
Elves generally stand over six feet tall regardless of gender. They are slender and graceful and have long, pointy ears. Elven eyes are almond shaped and can be any color. Elven skin tones tend to be very pale, slightly greenish, or a healthy brown tone.

Elves usually wear finely spun, loose fitting clothing. Most elves will also have a leather vest or coat. Elves commonly wear furs from animals in the Wildwood or from the colder regions to the north.

Society
Elves have a parliamentary system of government based in Jacinth. Elves rarely meet to discuss matter of state, instead leaving the smaller clans in charge of their own lands. This combined with the elves uncompromising nature and long life spans means it can take a long time for anything large scale to happen.

The elven cities of Jacinth and Illuminor in the Wildwood are the last elven cities from the Age of Myth. Jacinth is on an island in the middle of the bay. The elves live in, around, and among the massive trees that grow only on this island. Legend says that the gods themselves brought the seedlings from Astraa. Illuminor is built in the cliffs of the Jade Mountains; the dwellings on the cliffsides connect to beautiful crystal caverns. Illuminor is also home to the Order of the Raptor, the legendary elven knightly order; they are famed for riding giant eagles into battle.

Outside of the main cities, life is more much more rough and dangerous. Elven communities tend to be hidden on, under, and around blessed land or trees. Outside of these holy areas there is always the risk of the vast, alien mind of the forest taking notice of one's presence. Elven communities are always patrolled by master archers.

Elves have great respect for their forests and seek to return the Wildwood to it's former glory. They will not tolerate any attempts to harvest lumber or animals from non-elves. Elves have a talent for crafting fine things, especially from wood, leather, and bone.

Relations
Elves are territorial and enjoy seclusion. They are friendly with the human nation of Arvandor to the south and neutral to the nation of Thargard across Marauder's Bay. Elven hunters and trappers in Avaron frequently come into contact with the Dragoboran people. These encounters can be peaceful or violent, but they are almost always tense.

Elves find orcs to be brutish and unsubtle, which is completely true. They prefer not to work with orcs but will if necessary. Elves shoot hobgoblins withing their own lands on sight and are generally hostile to them elsewhere. Elves and dwarves usually get sick of each others company quickly. Elves tend to get along well with gnomes, whom they share a love of exploration and nature with.

Alignment and Religion
Elves are individualistic, emotional, and capricious. They value life and the protection of their forest. Most elves are chaotic neutral. Elves usually worship the gods of nature: Ulimais, Dunoaroc, and Chelodo.

There is a cult to the Darkwood within elven society. Usually these heretics are rooted out and killed, but some take to the darkest parts of the forest where they perform foul magics to create twisted plant-creatures. Some will even go so far as to take levels in the darkwood diabolist prestige class.

Adventurers
Young elves will frequently leave home to see the world, and in some areas they are forced to. It is always encouraged to visit far off elven communities. Elven adventurers are usually on the lookout for items or powers that can assist their society on the whole. Elves are skilled archers and have a love of swordplay. Elves from Jacinth, the capital, are more likely to be fighters, paladins, inquisitors, or clerics. Elves from Illuminor have easier access to monk, ninja, and wizard training. Elves from the wilds are most likely to be rangers, druids, or barbarians.

Standard Racial Traits
Ability Scores: +2 Dexterity, +2 wisdom, –2 Constitution. Elves are agile and in tune with their environments, but are frail.
Size: Medium
Type:Humanoid (Elf)
Base Speed: 40 ft, elves are extremely swift.
Nature's Blessing: Elves have a plantlike physiology and thus have +4 to saves against disease and poison
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Meditation: Elves do not sleep, instead restoring their body and mind with a 4 hour meditation session. Elves gain the full benefit of eight hours of rest in this time, including for the purposes of spellcasting. During their meditation, small plants will grow more quickly around them.
Keen Senses: Elves have a +2 racial bonus on Perception checks.
Low Light Vision: Elves are able to see twice as well as humans in conditions of dim light.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), battleaxe, kukri, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play knowing Common and Elven. Bonus languages: Celestial, Kartic, Giant, Gnome, Goblin, Tharsh, and Sylvan


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Prestige Class
Darkwood Diabolist
The Darkwood's goals are to spread the great and ancient wildwood to the edge of the continent and beyond, and to destroy mortal life. The Darkwood rightly blames the giants for it's current incarnation, but it extends it's hatred to humans, gnomes, dwarves, hobgoblins, and... well, everyone but elves. It's tortured mind still sees the elven race as it's charges.

The darkwood diabolist has given his body and soul to the Darkwood. The diabolist initiate will be chosen by an older cult member to have the Black Seed implanted into his or her chest. The vast intellect of the Darkwood will decide now whether the initiate is worthy to take the next step in their service. Those that succeed are formally welcomed into the priesthood of the Darkwood. Those that fail are doomed to an existence as a shambler, tendriculous, or worse.

Darkwood diabolists seek to further the goals of their god, whether in the Wildwood or outside of it. Other elves see them as heretics. Diabolists only seek to help the elven race (and themselves in the bargain) at the expense of every other mortal race. Diabolists are often drawn or sent away from the Wildwood to complete their goals.

Role: The darkwood diabolist is a versatile combatant with multiple ways to control the battlefield. They prefer to work on their own or with plant minions but their control abilities make them an excellent fit for almost any party. Most darkwood diabolists are druids or rangers.

Alignment: Any non-good

Hit Die: d8

Requirements
To qualify to become a Darkwood Diabolist, a character must fulfill the following criteria:
Race: Elf
Skills: Knowledge (Nature) 5 ranks, Survival 5 Ranks
Spells: Able to cast 1st level divine spells.
Special: Must be inducted into the Cult of the Darkwood.

Class Skills:

Skill Ranks at Each Level: 4 + int modifier.

Darkwood Diabolist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+1|
+0|
+1|Plant the Black Seed, Woodland Stride, Dark Metamorphosis|-

2nd|
+1|
+1|
+0|
+1|Feed the Black Roots, Speak with Plants|+1 level of existing spellcasting class

3rd|
+2|
+2|
+1|
+2|Dark Metamorphosis|+1 level of existing spellcasting class

4th|
+3|
+2|
+1|
+2|Favored Terrain (forest), Wall of Thorns 1/day|+1 level of existing spellcasting class

5th|
+3|
+3|
+2|
+3|Dark Metamorphosis|+1 level of existing spellcasting class

6th|
+4|
+3|
+2|
+3|Darkwood Heart|-

7th|
+5|
+4|
+3|
+4|Dark Metamorphosis, The Roots Spread|+1 level of existing spellcasting class

8th|
+6|
+4|
+3|
+4|Wall of Thorns 2/day, Master of Plants|+1 level of existing spellcasting class

9th|
+6|
+5|
+4|
+5|Dark Metamorphosis|+1 level of existing spellcasting class

10th|
+7|
+5|
+4|
+5|The Black Tree|+1 level of existing spellcasting class [/table]

Class Features
Weapon and Armor Proficiency: Darkwood diabolists do not gain proficiency with any weapon or armor.

Spells Per Day/Spells Known: When a new darkwood diabolist level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a darkwood diabolist, he must decide to which class he adds the new level for purposes of determining spells per day.

Plant the Black Seed (Ex): At 1st level the darkwood diabolist has a seed from the Darkwood planted in his body. From that point on the darkwood diabolist and the seed form a symbiotic relationship; the darkwood diabolist feeds the seed, and the seed grants the diabolist power. The darkwood diabolist becomes immune to poison and disease.

Woodland Stride (Ex): A diabolist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him.

Dark Metamorphosis (Su): As the black seed within the darkwood diabolist's body grows it begins to gain new abilities that are then passed on to the diabolist. At 1st level and every odd numbered level after, the diabolist must select a dark metamorphosis from the following list. Unless otherwise noted, a darkwood diabolist may not take the same metamorphosis more than once. All dark metamorpheses that require an action to activate are a standard action unless otherwise noted. Dark metamorphoses that duplicate a spell have a caster level equal to the darkwood diabolist's class level.

Woodfist (Ex): As a move action the diabolist may form a viny growth around one of his hands. This is a natural slam attack that deals 1d8 bludgeoning damage. In addition to being a natural weapon, the fist is quite large and tough and can be used like a heavy wooden shield. The woodfist can be enchanted as either a weapon or a shield, but not both. You cannot add shield spikes or similar to the woodfist. This ability lasts for a number of rounds equal to 3 + the diabolist's con modifier. A darkwood diabolist may use this metamorphosis a number of times per day equal to the number of Dark Metamorphoses he possesses.

Photosynthesis (Ex): The darkwood diabolist can absorb sunlight to sustain himself and heal his wounds. As long as the darkwood diabolist spends at least 4 hours in sunlight each day he does not need to eat. Once per day, when in bright sunlight the diabolist can grant himself fast healing 2 for a number of rounds equal to his class level x 2.

Miasma (Su): The darkwood diabolist can exhale a cloud of toxic spores that cause those that breathe them in to cough and choke. As a standard action the diabolist can exhale a 30 ft cone of spores. Creatures in the cone must make a fortitude save (DC equal to 10 + the diabolist's class level). Those that fail the save are sickened. A darkwood diabolist may use this metamorphosis a number of times per day equal to the number of Dark Metamorphoses he possesses.

Darkwood Summons (Su): Instead of summoning fiendish or celestial creatures the diabolist summons darkwood mockeries from the depths of the Wildwood. Animals summoned by any Summon Monster or Summon Nature's Ally spell lose the celestial or fiendish template and instead gain the Darkwood Creature template below.

Darkwood Companion (Su): The darkwood diabolist is accompanied by a plant-creature instead of a normal animal. A darkwood diabolist may only take this metamorphosis if he has the Animal Companion or a Fiendish Servant. The companion or servant loses any template it might have and instead gains the Darkwood Creature template found below.

Template: Darkwood Creature
The following template is applied to any creature that the diabolist summons using the Darkwood Summoning metamorphosis or an animal companion with the Darkwood Companion metamorphosis.

Type: The creature's type changes to plant. Note that this may affect its BAB and saving throws.

Senses: The creature gains blindsight 30 ft.

Defensive Abilities:The creature gains damage reduction and regeneration as noted on Table: Darkwood Creature Defense. Darkwood creatures are hurt normally by fire.

SR:The creature gains spell resistance equal to its CR +5

Table: Darkwood Creature Defense
{table=head]Hit Dice|Regeneration|DR
1-4|
1|
5|
5-10|
5|
10/slashing and silver|
11+|
10|
15/slashing and silver|[/table]

Entangling Roots (Su): The darkwood diabolist causes thick vines to reach from the ground and entangle his foes. This works exactly like the spell Entangle except where noted here. The range is short and the area is a 20 foot radius spread. The duration is 1 min/level. The darkwood diabolist can use this ability even when there are no suitable plants in the area.

Wooden Form (Ex): The darkwood diabolist's flesh begins to transform into wood. He gains +2 to his natural armor but suffers -1 to all dexterity based skill checks. He may take this metamorphosis multiple times, it's effects stack.

Vine Whip (Su): The diabolist grows a length of vines from his body that he can wield as a weapon. The vine whip is treated as a masterwork whip and may be enchanted. The whip may be used to perform the grapple, trip, disarm, and drag combat maneuvers at the whip's 15 foot reach. This ability lasts for a number of rounds equal to 3 + the diabolist's con modifier. A darkwood diabolist may use this metamorphosis a number of times per day equal to the number of Dark Metamorphoses he possesses.

Thorny Growths: This metamorphosis changes the way Wooden Form, Woodfist, Entangling Roots, Vine Whip, and Darkwood Summons work. Attacks from Woodfist and Vine whip cause 1 point of bleed damage. Entangling Roots deals 1 point of bleed damage to any creature entangled at the end of their turn. A creature summoned by darkwood summons or a diabolist with wooden body is covered in thorns, dealing 1 point of bleed damage to any enemy that hits them with an unarmed strike, a natural weapon, or an attack during a grapple. This bleed damage stacks with itself, even from multiple different sources. A DC 15 heal check or any magical healing will stop the bleeding. Prerequisite: Woodfist, Vine Whip, Entangling Roots, Darkwood Summons, or Wooden Form

Rampant Growth (Su): As a standard action the darkwood diabolist grows in size, as the spell Enlarge Person. This ability affects the diabolist even if he is not still a humanoid.

Solar Restoration (Su): Each hour the darkwood diabolist spends in direct sunlight heals 1 point of ability score damage. Prerequisite: Photosynthesis

Corrupt Vitality (Ex): The darkwood diabolist gains a permanent +2 to his base constitution score.

more to come...



Feed the Black Roots (Su): By sacrificing some of his life energy to the black seed, the diabolist can temporarily increase his spell power. A darkwood diabolist may take a swift action to suffer one point of temporary constitution damage to increase the caster level of his next spell by one or to increase the save DC of his next spell by +2.

Speak With Plants (Su): A darkwood diabolist can speak with plants at all times, as the spell. Plants and plant-creatures with ties to the Darkwood are automatically friendly to the diabolist.

Favored Terrain (Ex): At 4th level, a darkwood diabolist gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in a forest. A diabolist traveling through a forest normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Wall of Thorns (Su): At 4th level the darkwood diabolist gains Wall of Thorns as a spell like ability usable once per day. The range of this ability is changed from medium to short. At 8th level the diabolist may use this ability one additional time per day. The caster level of this ability is equal to his class level.

Darkwood Heart (Su): At 6th level the black seed has grown deeply into the darkwood diabolist's body. His natural armor increases by +2. In addition, when a critical hit or sneak attack is scored on the diabolist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

The Roots Spread (Su): At 7th level the darkwood diabolist can steal vitality from a creature touched. As a melee touch attack that does not provoke attacks of opportunity the diabolist can drain one point of constitution from his target. The diabolist can then do one of three things: heal a point of constitution damage, or store the stolen constitution. If he stores it he must use it in his next round to Feed the Black Roots. If he does not, the stored constitution point is lost. A darkwood diabolist may use this ability a number of times per day equal to 1 + his wisdom modifier.

Master of Plants (Su): At 8th level the diabolist becomes the master of plant life. He may now ignore magically created plants with his woodland stride ability. Plant creatures that attempt to attack the diabolist must make a will save equal to 10 + the diabolist's class level. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the diabolist that round. Those not attempting to attack the subject remain unaffected. This spell does not prevent the diabolist from being attacked or affected by area of effect spells.

The Black Tree (Su): At 10th level the black seed has completely taken over the diabolist's body. His creature type changes to plant. The diabolist's chance to ignore extra damage from critical hits or sneak attacks increases to 75%. His natural armor bonus increases to +4 (this replaces the bonuses gained from Darkwood Heart).

ArcturusV
2013-10-24, 10:03 PM
Hmm. Interesting take on the elves. It's not TOO different from Standard Elf Fluff, except perhaps missing that "I am the origin of all humanoids" stance. I dunno if that was supposed to be suggested by having them created in the Age of Myth (And other races are later) or just conveniently dropped.

It shouldn't be too hard for a player to get a grip on the Elves though, which is good, as there isn't anything too far out of left field. Really the only difference is the "Drow" are no longer color coded for your convenience, and lurk within Elvish Society in secret. Which isn't a bad thing in general as it opens up intrigue plot lines.

My only real concern as a player and DM about something like this is that you still paint elves as being 99% paragons of pure good (And everyone else, particularly giants and the cultists of Darkwood) that oppose them are evil by nature.

It's... something that bothers me both as a storyteller and a player when someone can look at a particular creature and go "Oh, I know elves, they're always good and aligned with nature!". It just feels hallow. I like more depth in motivations beyond just "Be good guardians". It feels like they lack that depth at the moment.

I will give you kudos for actually attempting to make elves feel like they're aligned with nature. That was always one of my issues with bog standard elves. They're supposed to be "close to nature" but nothing at all about them actually stands out as "Close to Nature". They favor the arcane (Warping Nature) rather than Druidism (Nature Magic), as noted by the bunch of Elf Wizard bonuses compared to the relatively few Elf Druid bonuses. They favor the sword... which is more of a 'civilized' weapon than the weapon of a nature warrior. Bow proficiency makes a bit more sense with your more savage take on elves however.

Far as mechanically, strictly better than Elves. Really better than any LA zero race I know. Might be different if you're running Pathfinder as I notice they tend to have higher power thresholds for Race. No real mention of system so I'm not sure. Might just be your desire to be a higher power setting.

Elves need a Favored Class section, I'd suggest either Ranger or Druid to fit the fluff you got going.

starwoof
2013-10-25, 05:26 AM
I did design these elves with pathfinder in mind, so no favored class listed. They are a little more powerful than normal elves because I like to run slightly higher powered games. I think their best abilities are meditation and speed 40. If I do decide to tone them down it will be one of those that gets changed. Don't worry, the other races should be just as good. I'm even giving humans a bit of a tune up.

I need to go in and add some more stuff to their fluff. The elves were actually created in the Age of Myth at the same time as the other three races that were created by the gods: humans, dwarves, and gnomes. Elves were made to safeguard patrol the forests and stomp out nasty monsters. Dwarves were made to clear out the underground and build stuff. Gnomes were created as scouts and diplomats. Humans were created as generalists so they could aid the gods with whatever.

Giants are one of the major big bads of my setting. After destroying and devouring the god's homeworld as well as most of their race they followed them to the new planet, beat them up again, and conquered it. It's a little more complicated than that, of course, but that's the gist. I'll do a write up.

As for the elves being portrayed as too good... yeah, I agree. I've been thinking and I don't actually think my elves are good aligned. They are selfish and paranoid. They aren't on anybody's side, because nobody is on their side, because the elves won't let anyone help them. They are kind of racially ashamed of themselves for narfing up the god's mission for them so horrendously badly. So elves are generally chaotic neutral. The Guardian is also chaotic neutral but he is almost 100% dedicated to the destruction and/or absorption of the Darkwood. This attitude rubs off on the clergy, who tend to become zealots.

The darkwood cult has no real structure, individuals or cells tend to have their own agendas that involve furthering the Darkwood's goals. If they can take over the elven government peacefully I'm sure some of them will be willing to do so, but it's pretty hard with the inquisition running around. The Darkwood does want what is best for elvenkind, even if it has an extremely warped perception of what that is.

Thanks for the input, it really helps me get my thoughts in order. Sorta. :smalltongue:

Baniff
2013-10-25, 11:24 AM
I like the more wild and untamed nature vibe on your Elves, except the constitution penalty kills it. It really hurts them mechanically and if they are nature survivalists then it doesn't really fit the fluff either, in my opinion.

Composer99
2013-10-25, 01:15 PM
I would concur with Baniff, and suggest Intelligence or Charisma as the penalized ability scores (Intelligence because these elves don't seem like wizardly types).

starwoof
2013-10-25, 06:53 PM
Yeah elves have it rough.

I considered an int, cha (even a str) penalty but none of them really seem to fit. Elves aren't less intelligent than humans. A cha penalty might fit because elves are really weird. Elves are pretty squishy though. The con penalty is also a good balancing factor and makes sure that not every melee guy is an elf. A 50 speed barbarian is VERY attractive, but maybe not quite so much if they have 1 less hp per level.

ArcturusV
2013-10-25, 07:23 PM
I actually like the Con penalty. Reasonings:

You have them set up, warrior wise, as Archers rather than Swordsmen. The Con penalty makes less sense on book standard PHB elves because they are supposed to be expert swordsmen, able to go toe to toe with Orcs and carve them like an overstuffed turkey. But they normally aren't good at that.

You have your Elves set up as enemies to Giants, and Archers by fluff. Honestly the Longsword and Rapier familiarity makes no sense on your Elves as you have them. Spear and Longspear would make more sense, though as simple weapons about 90% of the classes (Or more) are already trained in them anyway. When you're set up to fight Giants... you don't go and rapier them in the shin. You arrow them in the eye. You chuck a spear into their spleen.

And as Archers? Con is a fairly "Safe" dumpstat. A good archer is out of the range of anything but another archer up until Caster Levels hit something like 19 in 3.5. Betting it's the same in PF. Dex however is important to them.

On the flipside, as mystics they would probably, by fluff, seem to favor druidism. Which we know your physical stats don't really matter so much with that. Either because you're not on the frontline yourself, hiding behind the Unlimited Bear Works, or because you just turned into a Bear and thus your elfy stats don't matter anyway.

So yeah... they may not make good melee beast barbarians or clerics. But that doesn't seem to be the way they are set up fluffery wise.

starwoof
2013-10-25, 07:39 PM
I swapped out longsword and rapier for scimitar and kukri purely because everyone can already use spears. To be honest I hadn't really thought about this before, I just copied it word for word from the normal elf.

Pathfinder wildshape works completely differently than 3.5. Your physical stats actually matter, it's basically just a buff. Still good, but your con actually comes into play.

ArcturusV
2013-10-25, 08:42 PM
I might consider replacing the scimitar with the battleaxe. Yes I know that means you won't have a Drizzle Clone by nature... well except the Drizzle Clone would probably be part fighter and thus already trained in all martial weapons. And I know the Scimitar is probably considered "better" due to enhance Crit Range.

But... they're tree dwelling hippie monster slayers by fluff. I'm thinking of it in terms of evolutionary culture. I mean the scimitar makes sense for the various sand dwelling tribes because you can think of them as being a culture where their warriors tended to wear silks and linens, rather than big heavy plates. They didn't need the thrusting power, and having more open terrain meant that the whirling, mobile style of the scimitar was perfectly viable.

Whereas I'm seeing the Elves as evolving in the heart of the forests of the world. Thick undergrowth is not the sort of terrain you want to be whipping around a light chopping blade I'd think, favoring a combat style based on mobility. Plus they'd want to hit hard against beasts like giants, etc, getting through the thick hide, or the twisted plant creatures of the Darkwood. So axes make sense to me. Evolving simple tools for forest survival into weapons.

... granted I'm no weapons expert or something. I'm just thinking of it on an intuitive, basic logic for kindergarteners type scale.

starwoof
2013-10-26, 03:45 AM
I like the battleaxe over the scimatar. Ignoring the forest monsters their neighbors are all humans that love armor, so even more reason for them to like the axe. On top of that I already considered axe but dropped it because it didn't seem 'elfy'. Makes enough sense to me though.

EDIT: Does anyone have any thoughts on the Darkwood Diabolist?

nonsi
2013-10-26, 05:16 PM
EDIT: Does anyone have any thoughts on the Darkwood Diabolist?

Haven't assimilated its theme yet, but it seems sold mechanically.