Sunday, June 24, 2018

Weapon Lists II - Primitive

So I was brainstorming some other expanded equipment lists that might be around in Land's End. I am gonna use the classic Middenmurk peasant gear for starting humans and civilized folk, but some of the characters are from primitive tribes and they need some crap gear to start with. I have tried to hack down the pathfinder gear into a manageable form, while preserving a sense of mechanical variety between weapons.





So in Land's End, elves and half-elves are second-class citizens in the empire, and basically live in the crappy parts of the world in states of near barbarism. My brother's oracle character is from one such tribe, so he'll pick from the feral elf list. The lizardman comes from the swamps beyond Land's End, so it'll take a bit of fiddling to get him into the group, but his stone-age weapon list is very similar, except I doubt they have much flint or stone to dig up in the swamps. Instead they trade for obsidian with the tribes to the east, who live at the foot of a mountain range. Obviously the lizardfolk weapons are inspired by Mesoamerican designs, and as my research on that topic progresses their arsenal will grow.

*****

Note on weapon costs: I'm using silver pieces instead of gold or copper because it's a bit of a richer setting than Middenmurk, but gold is still an exciting find! Also, I'm not changing the starting equipment costs in the PFCRB, so the PCs will start out broke as HELL. And when the player is 'paying silver' for a stone axe, we can view this as an abstracted sense of their starting wealth and resources when they leave the house, not that they actually gave somebody a big sack of money for a crappy stone-age weapon... although, yknow, selling beads to the natives is a thing sometimes.

*****

FERAL ELF WEAPONS/ARMOUR

Simple Weapons
Hunting Spear - throwable 25ft, shoddy - 1d6, 10 sp
Sling - 50ft - 1d3, free
Branch Club - hefty - 1d4, free
Flint Knife - chips, light, short, crit 19-20 - 1d4, 15 sp
Bone Knife - shoddy, light, short, crit 19-20 - 1d4, 10 sp

Martial Weapons
Flint Axe - martial, chips, critx3 - 1d6, 40 sp
Stone Club - martial, unwieldy, shoddy, 2 handed - 1d8, 30 sp

Light Armour
Hide Shield - fragile - +1 AC, -1 check penalty, - 20 sp
Wool Armour - fragile - +1 AC, +8 max DEX bonus - 50 sp

Medium Armour
Wooden Shield - medium, clunky, fragile - +2 AC, -2 check penalty - 50 sp
Aurochs Hide Armour - medium, furry - +3 AC, +4 max DEX bonus, -3 check penalty - 110 sp 


LIZARDFOLK WEAPONS/ARMOUR

Simple Weapons
Bone Knife - shoddy, light, short, crit 19-20 - 1d4, 10 sp
Branch Club - hefty - 1d4, free
Hunting Javelin - throwable 25ft, shoddy - 1d6, 8 sp
Atl-Atl - launch javelins 45ft - 15 sp
Blowgun - 1d2, 10 sp
   -darts are 10/5 sp

Martial Weapons
War Club - 2 handed, unwieldy - 1d10, 15 sp
War Spear - 2 handed, long, heavy, chips - 1d8, 30 sp
Obsidian-bladed "Sword" - chips, crit 19-20 - 1d8, 90 sp
Snaketooth Saw - chips, crit 18-20, armour-piercing - 1d8, ***

Light Armour
Palm-leaf Fiber Cuirass - fragile - +1 AC, +6 max DEX bonus - 40 sp

Medium Armour
Toad-skin Suit - slippery, FROGGY - +3 AC, +3 max DEX bonus, -3 check penalty - 110 sp

Heavy Armour
Crabshell Plate - slippery, awkward, fragile - +5 AC, +0 max DEX bonus, -6 check penalty - 1500 sp
Tortoiseshell Shield - clunky - +1 AC, -2 check penalty - 55 sp

*** - snaketooth saws are badges of merit, not for sale to foreigners or 1st level lizardfolk PCs. Maybe through story events a PC could be awarded one.


WHAT THE TRAITS MEAN

Here are the relevant original traits for Middenmurk peasant weapons, which I'll adapt for Pathfinder like so:

shoddy: breaks on a roll of 1
hefty: -4 to initiative unless wielder has a STR of 13 or more
unwieldy: -4 to initiative always
short: -4 to initiative unless the combatants are grappling in which case +4
long: +4 to initiative unless the combatants are grappling in which case cannot strike
armour-piercing: +1 to hit against medium and heavy armour

To this I have added:


chips: on a roll of 1 OR maximum damage, weapon loses a bit of its edge and has -1 to damage. This can add up until the weapon can do no damage, then it breaks.

Armour Traits:

fragile: any time the enemy hits you with a 20, the armour gets -1 to AC. If this would lead to no bonus, the armour is wrecked.
clunky: this shield is hard to move around quickly - only blocks attacks from 1 enemy per round
slippery: you and your enemies both get -4 to grapple while you have this on
awkward: this stuff is hard to put on & take off without help - 2x speed of plate mail
furry: gets hot as hell in this armour, if in a warm climate you become exhausted 2x faster
FROGGY: bullywugs, toadmen and others hate you on sight for wearing this. You smell bad, making it easy to track you by scent.

*****

ALSO: I discovered www.paperspencils.com and love how this guy tries to beat the hell out of Pathfinder. He did the work so I don't have to!!! Along with -C's classic skill analysis, I am flogging the shit out of the skills and feats lists to simplify my damned life. I'll make it to a 'lo-annoyance PF' system soon enough!!!

*****

Now it's time to SUFFER!!!!!


No comments:

Post a Comment