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Silver Crusade

Nether Saxon wrote:

I'm actually in the process of converting most of WoW's classes for Pathfinder or finding ways to "just make them work".

Of course, I'm revising the base races as well - WoW Orcs are just not the same as Orcs from Golarion or even Half-Orcs.
By thw ay, Forsaken are hard to convert, to say the least.
I'll let the forums know soon as I'm done.
;-)

The WoW D20 books can be a great starter for this. I have a copy, of course. :)


1 person marked this as a favorite.

The massive, muscular being stands over 12 feet tall and has red scaly flesh and small dark wings. It wears a breastplate emblazoned with a bizarre symbol and wields a mighty scimitar in one hand.

Doom Guard
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision, true seeing; Perception +24
Aura Frightful Presence (DC 22), unholy aura (DC 22)
==========================
DEFENSE
==========================
AC 36, touch 10, flat-footed 35 (+6 armor, +4 deflection +1 Dex, +16 natural, –1 size)
hp 220 (16HD 16d10+132)
Fort +15, Ref +15, Will +19
DR 15/good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 25
==========================
OFFENSE
==========================
Speed 40 ft., fly 70 ft. (good)
Melee +1 unholy scimitar +27/+22/+17/+12 (1d8+2d6 unholy +10, 15-20/x2), or 2 slams +26 (1d10+9)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th concentration +20)
Constant- true seeing, unholy aura (DC 22)
At will—blasphemy (DC 21 ), deeper darkness, desecrate, greater dispel magic, greater teleport (self plus 50 lbs. of objects only), unholy blight, wall of fire (DC 19)
1/day—dispel good, fire storm (DC 22), summon (level 5, 20% doom guard, 70% 1d4 Fel hunter)
==========================
STATISTICS
==========================
Str 29, Dex 13, Con 22, Int 18, Wis 20, Cha 19
Base Atk +16; CMB +26; CMD 37
Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave, Improved Critical (scimitar), Improved Initiative, Power Attack, Weapon Focus (scimitar),
Skills Bluff +23, Fly +19, Intimidate +23, Knowledge (arcana) +23, Knowledge (planes) +23, Perception +24, Sense Motive +24, Spellcraft +23, Use Magic Device +23;
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ doom stomp
Treasure standard (+1 unholy scimitar, breastplate), double coins
==========================
SPECIAL ABILITIES
==========================
Doom Stomp (Su): As an attack action, a doom guard can stomp a hoof on the ground to produce a shockwave that knocks back and dazes creatures. All Medium and smaller creatures within a 10-foot radius take ld6+9 points of damage and are subject to a free bull rush (no attack of opportunity). Those that are pushed back 5 ft or more must make a reflex save (DC 27) or else fall prone and are dazed for 1 round. If the space is occupied, the creature automatically falls prone in its space. (The DC is strength based)


Hate the fact you can't edit posts.

The Doomguards is a CR 15

Now I posted the doomguard as a teaser of what's to come. Currently I am working on a module, where a party would run the hellfire ramps! Its planned to be meant for a partt of 10-11 lvl adventurers


NICE! Looking forward to it!


Maverick898 wrote:

Hate the fact you can't edit posts.

The Doomguards is a CR 15

Now I posted the doomguard as a teaser of what's to come. Currently I am working on a module, where a party would run the hellfire ramps! Its planned to be meant for a partt of 10-11 lvl adventurers

Thank WHAMMO you spring doomlord kazzak on them.


Dungeon Journal
Vazruden guards the vital line of supplies, messages, and forces flowing between Hellfire Citidel and the Black Temple. Astride his magnificent nether drake Nazan, Vazruden presents an unstoppable aerial force of fire, claws, and shrieking terror.

Editor Notes and Thoughts:
So Here we have the final boss(s) of the infamous Hellfire Ramparts, Vazruden and Nazan. The trickiest part about this was having to tweak the fiendish template (used the wow rpg book for help). The template is included below. These two work well together, with Nazan providing some buffs to make Vazruden a tougher enemy for a group of adventurers. Leave your feed back and suggestions below. Enjoy!

Vazruden The Herald CR 13
XP 25,600

Advanced Tainted Male Orc Fighter (two handed fighter) 11
CE Medium Monsterous Humaniod
Init +6; Darkvision 60ft.; low light vision; Perception +2
________________________
DEFENSE
________________________
AC 28, touch 13, flat-footed 27 (+11 armor, +1 dex, +4 natural, +4 shield, -2 rage)
hp 190 (11HD 11d10+110+15 false life)
Fort +17, Ref +7, Will +9
Defensive Abilities Forcity, Immune Fire, Poison; Resist Acid 10, Cold 10, Electricity 10
________________________
OFFENSE
________________________
Speed 20 ft.
Melee Hellreaver +26/+21/+16 (1d10+1d6 fire +30, 19-20 x3)
Space 5; Reach 10
Special Attacks shattering strike 3, weapon training 2, overhand strike, backswing, piledriver, frenzy
________________________
TACTICS
________________________
Before Combat Nazan casts false life and shield on Vazruden before combat starts, and he drinks a potion of heroism. [included in stats]
During Combat Vazruden will charge into combat making use of his reach and power attack (-3 atk, +9 dmg [included in stats]). He will always try to use a full attack, and will attempt to eliminate spellcasters first using his step up, disruptive, and spellbreaker feats.
Morale As the defender of the Ramparts Vazruden fights to the death to fend off Hellfire's enemies!
Base Statistics When not buffed Vazruden's stats are AC 26, [b]touch 15, flat-footed 24, hp 164, Fort +14. Ref +5, Will +7 Melee Hellreaver +26/+21/+15 (1d10+1d6 fire +19, 19-20 x3), Str 28, Con 24, CMB +20; CMD 32 (+3 vs. Sunder), Skills Handle Animal +15, Intimidate +15, Survival +18
________________________
STATISTICS
________________________
Str 30, Dex 14, Con 24, Int 12, Wis 14, Cha 8
Base Atk +11; CMB +20; [b]CMD 32 (+3 vs. Sunder)
Feats Weapon Focus (Glaive), Power Attack, Cleave, Weapon Specialization (Glaive), Improved Initiative, Improved Trip, Toughness, Iron Will, Step Up, Greater Weapon Focus (Glaive), Disruptive, Spellbreaker
Skills Handle Animal +17, Intimidate +17, Survival +20
Languages Orcish, Demonic
Gear +2 Full Plate, Hellreaver (+2 Flaming Keen Glaive), potion of heroism
________________________
SPECIAL ABILITIES
________________________
Frenzy (Ex)
Once per day a fel orc may fly into a frenzy in the following round attacking with its weapons until it or its opponent is dead. It gains +2 Strength, +2 Constitution, and -2 AC. The creature cannot end its frenzy voluntarily.

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

Nazan CR 13
XP 25,600

Young Advanced Young Adult Umbral Dragon
CE large dragon (extraplanar)
Init +8; Senses dragon senses; Perception +24
Aura frightful presence (150 ft., DC 21)
________________________
DEFENSE
________________________
AC 35, touch 18, flat-footed 31 (+4 dex,+18 natural, -1 size, +4 shield)
hp 192 (15HD 15d12+80+15 false life)
Fort +13, Ref +13, Will +16
DR 5/magic; Immune cold, death effects, negative energy, paralysis, sleep; SR 24
________________________
OFFENSE
________________________
Speed 40 ft., fly 200 ft. (poor)
Melee bite +21 (1d10+10), 2 claws +21 (1d8+7), tail slap +19 (1d8+10) and 2 wings +19 (1d6+3)
Special Attacks breath weapon (50-ft. cone, DC 23, 10d8 negative energy)
Spell-Like Abilities (CL 15th; concentration +21)
At will—darkness, vampiric touch
Spells Known (CL 5th; concentration +9)
2nd (5/day)— false life, invisibility
1st (7/day)— mage armor, inflict light wounds (DC 17), shield
0 (at will)— bleed (DC 16), detect magic, detect poison, disrupt undead (DC 16), read magic
________________________
TACTICS
________________________
Before Combat Nazan casts false life and shield on himself and Vazruden
During Combat while Vazruden engages combat Nazan will fly above, and will use his necklace of fireballs in order to hit the most PC's. He knows Vazruden is immune to fire so does not bother trying to avoid him. Should Vazruden fall he unleashes his breath weapon and lands to engage the PC's in Melee, using his breath weapon as often as possible.
Morale If reduced to 60 hp, Nazan casts mage armor on himself and takes to the air to continue to hound the pc's from the sky, while fighting to the death.
________________________
STATISTICS
________________________
Str 25, Dex 18, Con 19, Int 22, Wis 23, Cha 22
Base Atk +15; CMB +23; CMD 38 (42 vs trip)
Feats Hover, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Toughness, Vital Strike
Skills Bluff +24, Diplomacy +24, Fly +13, Knowledge (arcana, local, planes) +24, Perception +24, Sense Motive +24, Spellcraft +24, Stealth +18
Languages Abyssal, Common, Draconic, Undercommon, Orcish
SQ ghost bane, umbral scion
Gear Necklace of Fireballs V
________________________
SPECIAL ABILITIES
________________________
Breath Weapon (Su)
Although it deals negative energy damage, an umbral dragon’s breath weapon does not heal undead creatures.
Ghost Bane (Su)
A young or older umbral dragon’s physical attacks deal damage to incorporeal creatures normally.
Umbral Scion (Ex)
Umbral dragons have negative energy affinity and are immune to energy drain and death effects.

Creating A Tainted Creature
“Tainted” is an inherited template that can be added to any humanoid, monstrous humanoid, fey, or
giant (hereafter referred to as the base creature). A tainted creature uses all the base creature’s statistics
and special abilities except as noted here.
Size and Type: The creature’s type changes to monstrous humanoid. Do not recalculate the creature’s Hit
Dice, base attack bonus, or saves. Size is unchanged.
Speed: Same as the base creature.
Special Attacks: Frenzy (ex) Once per day a tainted may fly into a frenzy in the following round attacking with its weapons until it or its opponent is dead. It gains +2 Strength, +2 Constitution, and -2 AC. The creature cannot end its frenzy voluntarily.
Special Qualities: A tainted creature retains all the special qualities of the base creature. It also gains darkvision out to 60 feet and resistance to acid 10, cold 10, and electricity 10.
Immunities (Ex) : The tainted creature is immune to fire and poison.
Saves: Same as the base creature.
Abilities: +4 Strength, +2 Con
Skills: Same as the Base Creature
Feats: Same as the base creature.
Challenge Rating: Same as the base creature +1.


Impailing Spikes
School Conjuration ; Level Magus 2, Witch 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (A sharp bone)
Range Touch, Short (25 ft + 5 ft. 2/level),
Target One creature
Effect One creature
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance no
This spell causes a spike 6 feet long to erupt from the ground potentialy skiewering a creature that failes a reflex save. Those that fail are considered grappled and take 1d8 +1 per 2 caster levels peircing damage. The spike can maintain the grapples as if it had a CMB of the casters level + the caster primary casting attribute. The spike has a hardness of 5 and has 2 hitpoints per caster level.

Impailing spikes, Mass
Level Magus 4, Witch 5, sorcerer/wizard 5
As per impailing spikes but it effects 1 creature per 4 caster levels that are within the spells range.a creature cannot be spiked by more than one spike per casting of this spell.

Lord Marrowgar
<breif description>
Name CR 22
XP 615,000
NE Huge Undead
Init +6; Senses True seeing; Perception +49
Aura Frightful Presence (dc 34 50 ft ), Cold aura (4d6 10'), Unholy Aura (20 ft)
Defense
AC 39, touch 17, flat-footed 39 (+2 Dex, -2 size, +9 deflection, +20 natural)
hp 435 (32d8+288 ) Fast heal 10
Fort 10 (14), Ref 12 (14), Will +18 (22)
SD Immune Immune to cold flanking DR 10 Blunt and magic, SR 33
Offense
Speed Fly 60 ft. (perfect)
Melee +41 +3 unholy icy burst Bardiche (2d10 +21+ 1d6 cold and 1d6 Unholy 17-20/x2 ),
Space 15 ft.; Reach 15ft. (25 feet with Bardiche)
SA Filler

SLA caster level 22

-Constant- true seeing. Unholy aura

At will- Impailing spike, Ice storm, wall of cold
3/day - Mass impailing spike, Cold ice strike. Greater dispell magic

1/day -Quickened Transformation (when at half hit points or less)
Statistics
Str 39, Dex 14, Con -, Int 14, Wis 22, Cha 29
Base Atk +24; CMB +40; CMD 54 ( Cant be tripped)

Feats 16 Power attack(b), Bloody assault (b) Cleave, Great cleave, Cleave Through(b), Combat expertise, Spring attack, Whirlwind attack, Improved critical (great Axe), Improved inish, Power critical, Cleaving Finish, Critical Focus, Critical mastery, bleeding critical, Crippling critical, Dazzling Display, Weapon focus (great axe) Gory finish,
Skills 192

Fly 33 (-4), Intimidate 44, Knowledge (religion) 41, Perception 49, Sense Motive 41, Spellcraft 37
Species bonus +8 perception

SQ Dual mind, Combat Expertise
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities
Dual mind (ex): Marrowgars is made of the corpses and souls of several creatures and as such is able to multi taske quite well. he gets an extra standard action each round.

Combat Expertise (Ex): Lord marrowgar counts as a level 20 fighter por purposes of qualifying for feats.

Ecology

Habitat & Society

Slime repelant (alchemical Item)

Special:


Pathfinder LO Special Edition Subscriber

Missed this before, dot!


I would like to see Arthas done for PF. Also a reasonable conversion of the Death Knight and Warlock classes for PF.

DKs can be panel beaten from different classes/archetypes but it feels very hamfisted. They scream to be a full BAB class with 4 spellcasting levels like a Ranger or Paladin. Warlocks could be reskinned Summoners with a customised archetype IMHO. Mechanically though they probably do not fit PF as well though.


Anti paladin archtype.

http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/pa izo---antipaladin-archetypes/knight-of-the-sepulcher


Pathfinder Rulebook Subscriber

I have many times tossed around the idea of WoW in Pathfinder. And with WoW now up to level 100, I thought of doing the level as WoW/5, so it would be:

WoW 60 = PF 12
WoW 70 = PF 14
WoW 80 = PF 16
WoW 85 = PF 17
WoW 90 = PF 18
WoW 100 = PF 20

Of course, that would be for players.

Warlocks would seem to make sense as a summoner archetype, but their demon minions don't quite synch with what the summoner's eidolon is. That might change with the Unchained Summoner, but I don't know. Treating the warlock's minion similar to a druid's animal companion, to me, makes sense. They would just have access to all their demons at 1st level (minus the doomguard and infernal, as they are temporary summons without the specific level 100 talent).

The WoW RPG books are a good starting point, but they aren't a very good approximation of what's in the game (races mostly, as well as quite a bit of the classes). The different talent specs could easily be made into archetypes.

In my attempts over the past couple years, I admittedly ignore most of what came with the Cataclysm expansion (personal preference) and go for the pre-Cataclysm things, such as the races and class abilities (plus the worgen, goblin, pandaren and monk). I did a few conversions of a few of the monsters in the couple bestiaries that were published for the 3rd edition ruleset, but haven't touched that in a year. Luckily, wowpedia still has pages with pre-Cataclysm information. I saved a number of images of the maps before that expansion was released, and made attempts at combining them into a world map (including the various parts added in Cataclysm, though without all that damage). Azeroth's climates don't make much sense.

The OP is still active in the forums, but I don't know if he continued with this project or abandoned it 1.5 years ago when the last post before the necro was posted.


So just by chance I was typing in wow related stuff and seen that this post was still active. I'm glad people enjoyed my work

So I thought I'd share an update since it has been so long

I am currently working on a few projects for the new conversion

Sylvannas Windrunner

A number of WOW Races such as the Pandaran, Goblins, Tauren, Trolls.

and I've been kinda picking at my own characters (like my orc warrior)

If anyone is interested in working with me, as I am having problems designing Arthas, just shoot me an mail :)

in the meantime, stay tunned :D

Sovereign Court

Arthas Antipaladin (Knight of the Sepulcher archetype) works better with mythic(Dual path Champion/Hierophant), use the abilities to make frostmourne a major artifact + also a graveknight to represent the link to his full plate armor.

Dark Archive

Maverick898 wrote:


lvl 20 PF = lvl 60 WoW
lvl 25 PF = lvl 70 WoW
lvl 30 PF = lvl 80 WoW
lvl 33 PF = lvl 85 WoW

What led you to this conversion system?

WoW characters never really reach the potential that 20th level Pathfinder characters have, let along Level20+Mythic10.

WoW characters live in a game with very widely scaling numbers, sure, but those numbers don't really mean much in the setting, they're just an abstract out-of-character mechanic disconnected from anything in-setting.

Honestly, I would say that PC WoW characters never make it past level 11 or so. Someone like Medivh I'd put at around 15 or 16, and someone like Sargeras would be a CR 28-30 demon-lord equivalent. Deathwing I'd probably assign a CR around 25ish, like the Tarrasque.


that convert you posted is incorrect now. these days i find it easier just to divide everything by 5 as it creates a seemless ratio.

lvl 60 - 12
lvl 70 - 14
lvl 80 - 16
lvl 90 - 18
lvl 100 - 20

for raid bosses i usually just create a cr 20+ depending on when the villain was released.

Dark Archive

Maverick898 wrote:
depending on when the villain was released.

Why should that matter?

The stats raid bosses are given in-game are just based on when it was released and what the level range was at the time, not any kind of accurate depiction of how powerful they are in the setting.

The numbers just keep going up because of the expectation that every expansion will increase the level range so people have to grind their way up to the new endgame content.

Actually, it would be good if they set up dungeons/raids to be based on whatever the current level range was rather than what it was at their initial release. Then people would then have reasons to actually access the older game content, which is otherwise completely irrelevant today.


I agree. i use the warcraft rpg to gelp my conversions aswell. according to the "manual of monsters" The lich king is a CR 50.

but then again this is the way im doing it, and its easier for me to covert this way.

arthas would probably be around a cr 23 - 25.

kil jaden as a demon lord around a 28

and sargaras is a titan. a god
in the end its all for fun.

Dark Archive

Maverick898 wrote:
I agree. i use the warcraft rpg to gelp my conversions aswell. according to the "manual of monsters" The lich king is a CR 50.

WoW RPG is 3.5 based.

3.5 had rather different rules for >20.

Maverick898 wrote:

arthas would probably be around a cr 23 - 25.

kil jaden as a demon lord around a 28

and sargaras is a titan. a god
in the end its all for fun.

Fair enough.


I hope to have something posted tonight if my scheduale permits it. Its not Sylvannas but something I still think people will enjoy


1 person marked this as a favorite.

So here is one of the many things I've been working on. It is the Dreanei race, and I thought it came very close to how the game depicts them.

Draenei

And to show off the new race, here is Vindicator Karessa

Sovereign Court

Gift of the Naaru would be more balanced with once per day instead of at will.


Should be 1/day. wrote down the wrong ability. Ill fix that


1 person marked this as a favorite.
Maverick898 wrote:

I agree. i use the warcraft rpg to gelp my conversions aswell. according to the "manual of monsters" The lich king is a CR 50.

but then again this is the way im doing it, and its easier for me to covert this way.

arthas would probably be around a cr 23 - 25.

kil jaden as a demon lord around a 28

and sargaras is a titan. a god
in the end its all for fun.

Titans that exist in this game are from CR21 - 22, but they could easily be stand-ins for gods. That whole thing about gods can't be statted is really for Golarion gods, not necessarily for all gods in any setting or universe.

Sovereign Court

CR 50 in the warcraft monster manual is grossly exaggerated for the Lich King...yeah it would be like CR 25 at most in pathfinder. If you want to toss mythic stuffs on Arthas, you can push him to higher cr.

I tend to agree that it is better to not take the scaling of the game too seriously. As they simply increase levels to make it more entertaining.

Kael'sThas is legendary but if you use the scale of the game, he is a chump by nowadays standards. I'm sure if you include in your game, you would make it more interesting than a CR 12 encounter.

The titans in Warcraft are close enough to the titans in Pathfinder power level wise, just give them a cosmetic metallic skin. Toss in levels or switch around spells list depending on what kind of titan you want.

Just my opinion of course, feel free to proceed as you see fit.


well i might revisit some of my previous work then.

I have been thinking about about certain "bosses" should be more power. especially for the converting to pathfinder.

However i still think certian people deserve there higher CR like Ragnaros since hes an elemental lord

Sovereign Court

Do as you wish, its just a suggestion but yeah I tend to agree that Ragnaros should have a higher CR, plus he has a tendency of coming back and still being a threat.


I would establish the level parameters of the WoW universe first. Say 20th level with Mythic. Then scale each thing, boss, NPC appropriately within the Lore, largely disregarding their levels in the MMO.

Ragnaros should indeed be a fairly powerful end-gamey threat, but you could skew him to the lower end of end-game, as he was one of the first to appear. That's a bit meta, but forgivable and nostalgic.

Incidentally, if you plan on using Mythic, I think it appropriate to start giving the PCs Mythic levels fairly early, as a reflection of the epicness they have within the Lore. And of course, the Mythic rules are a great way to show the bossness of signature bosses in WoW.


honestly im not a huge fan of mythic, but i do see the appeal to use it on bosses.

thanks for the feedback. the more i get the better

Sovereign Court

A quick rundown of tiers of power in my mind, not an exact science but here's my ballpark opinion:

The God tier: [Generally CR 22+]
-Sargeras obviously [CR 30] if one boss deserves to have mythic tiers and the like it is definitely him.
-Old Gods [Pathfinder have templates also to make great old ones as well, see cthulhu, Hashtur etc...]
-Titans [Pathfinder have many kind of titans ranging from cr 21 to 24, toss template or class levels at them, when necessary, with CR 25 being the upper end of the titans.]
-Malfurion [one if not the only racial leader reaching this level of power.]

The Very Strong ones: [CR 18-24]
-Demon Lords, the demon lords in WoW are more like Nascent demon lords compared to full on demon lords in pathfinder. Bonus you should consider using Nemesis devil as the basis for many of the Demonlords. They actually look like them and can grant false domains.
-Elemental Lords (Ragnaros)
-Legendary Heroes and some racial leaders [Gul'Dan, Grommash, The Lich King, etc...]
-Aspects of the Dragonflight

The Strong ones: [CR 15-21]
-Racial leaders
-Dragons
-Many of the Legendary Liches
-Doom Guards, etc...
-Moderately powerful Heroes [Yrel, Nerzhul before his lich king transformation etc...]

Grand Lodge

DOOOOOOOOOT


Eltacolibre wrote:

A quick rundown of tiers of power in my mind, not an exact science but here's my ballpark opinion:

Well Summed up, I must say.

Follows the general outline I use for my campaign setting.


I know I said I was working on others for this thread, but since then alot of good points were brought up by the folks that enjoy this thread. :)

So I decided to go back and revisit my first conversion....

Deathwing the Destoryer
"Pain... Agony... My hatred burns through the cavernous deeps. The world heaves with my torment. Its wretched kingdoms quake beneath my rage. But at last... The whole of Azeroth will break... And all will burn beneath the shadow of my wings."

Again, love comments.

Sovereign Court

Looking good, only one thing, you don't need to strike down the spell, remember since it casts like a sorcerer, not spell prepared.


Eltacolibre wrote:
Looking good, only one thing, you don't need to strike down the spell, remember since it casts like a sorcerer, not spell prepared.

Yea I did that for me, so I know what he has cast on himself already

Liberty's Edge

Maverick898 wrote:

Deathwing the Destoryer

"Pain... Agony... My hatred burns through the cavernous deeps. The world heaves with my torment. Its wretched kingdoms quake beneath my rage. But at last... The whole of Azeroth will break... And all will burn beneath the shadow of my wings."

This guy is terrifying so good work there. :)

Any chance that you could be convinced to do the other aspects?

I have my version of the Forsaken of which I created my undead warrior with. Now I have to drum up some of my other characters and see if they can put Deathwing down!


Valkyn Highwind wrote:


This guy is terrifying so good work there. :)

Any chance that you could be convinced to do the other aspects?

Ya I could, just takes time and they aren't my favorite characters. You should post your version of the forsaken though, would love to see it

Liberty's Edge

Mind you I don't call them that. I call them the Risen, and while I took inspiration from the Forsaken it's not a true conversion. I'll post the race any way, and I'll post my character later.

Risen Racial Traits
+2 Constitution, +2 Intelligence, -4 Charisma:
While hardy, and extremely intelligent, the Risen are often shunned due to their looks by outsiders thus giving them a somewhat jaded view of the world.

Medium: As Medium creatures, Risen have no special bonuses or penalties due to their size.

Normal Speed: A Risen’s base land speed is 30 ft.

Risen: Risen are considered undead, in addition to being humanoids, for any effect related to race.

Darkvision: Risen can see in the dark up to 60 feet.

Touched by Death: Risen gain a +2 racial bonus on saving throws against disease and mind-affecting effects. They also take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws. Risen are harmed by positive energy and healed by negative energy. If a Risen gains the fast healing special quality they will still benefit from it.

Will of the Risen: Risen gain a +2 racial bonus on all saving throws against fear effects.

Memories of the Past: Risen have past lives that grant them two particular Knowledge skills. Each Risen picks two Knowledge skills. They gain a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the Risen actually takes.

Breath of the Dead: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Languages: Risen begin play speaking Common and Risen. Risen with a high Intelligence score can choose from the following: Abyssal, Aklo, Celestial, Draconic, Infernal or Undercommon.

Sovereign Court

Using Unchained Monster creation because it is quite possibly my favorite monster creation system, just shooting my example of Ragnaros, you can feel free to convert to full stats:

Ragnaros the Firelord [CR 20]
NE Gargantuan outsider (Elemental)

Ability dc 25
Spell dc 17

Init+13, Perception+28 , Darkvision 60 ft
Size Gargantuan Speed 60 ft

AC 38 (touch 18, Flat-footed 33), CMD 46
Fort+20 Ref+20 Will+19
Elemental immunity (bleed, critical hits, flanking, paralysis, poison, sleep effects, and stunning, Fire Immunity).

Hp 407

Melee Sulfuron Hammer +32/+27/+22/+17 (3d6+61+Burn)
CMB +40

Spell like abilities:

At Will- Empowered Fireball (DC 21), Flame Strike (DC 23)
3/day - Quickened Fireball(DC 24), Fire Seeds (DC 23), Fire Storm (DC 24)
1/day- Elemental Swarm(Fire only), Meteor Swarm (DC 26)

Combat Options: Burn (2d6, DC 25 or catch fire), Improved Initiative, Combat Reflexes (5 attacks of opportunity), Whirlwind Attack (attack everybody within reach)

STR +13 Dex+9 Con+6

Skills: +35 Intimidate, +35 Diplomacy, +28 Acrobatics, +28 Knowledge (Planes)

Liberty's Edge

Here's an old version of the one non-player character that I've made using the Risen.

Dresden Cryptwalker (CR 10; XP 9,600)
Male Risen Fighter 11
NG Medium Humanoid (Risen, Undead)
Init +2; Senses Darkvision 60 ft.; Perception +12

DEFENSE
AC 29, touch 12, flat-footed 28 (+1 Dex, +11 Armor, +6 shield)
hp 154 (11d10+44)
Fort +10, Ref +5, Will +4; +5 vs. Fear, +2 vs. Disease & Mind-Affecting
Defensive Abilities Active Defense +3, Bravery +3

OFFENSE
Speed 20 ft.
Melee +2 Longsword +16/+11/+6 (1d8+6/19-20/x2)
Melee +2 Longsword +12/+7/+2 (1d8+6/19-20/x2) and +2 Heavy Steel Shield +17 (1d4+6/x2; shield bash)
Special Attacks Shield Buffet, Shield Fighter +2.

STATISTICS
Str 14, Dex 15, Con 16, Int 12, Wis 12, Cha 6
Base Atk +11; CMB +13; CMD 25 (29 w/ heavy shields)
Feats Diehard, Endurace, Greater Shield Focus, Improved Shield Bash, Shield Focus, Shield Master, Shield Slam, Shield Specialization (Heavy), Stalwart, Two-Weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Skills Intimidate +12, Knowledge (Geography) +3, Knowledge (History) +3, Perception +12, Survival +15.
Languages Common, Risen, Undercommon.
SQ Breath of the Dead (Hold Breath 64 rounds), Touched by Death.
Combat Gear potion of inflict light wounds (3); Other Gear +2 longsword, +2 full plate, +2 heavy steel shield, ring of protection +1, handy haversack, Explorer’s Outfit, Backpack, Bedroll, Dagger, Fishhooks (2), Flint & Steel, Pouch (Belt), Rations (Trail, 14 days), Rope (Hemp/50 ft.), Sack (Empty; 2), Sewing Needle, String (50 ft.), Sunrod (2), Thread (50 ft.), Tindertwig (2), Traveler’s Oufit, Waterskin, Whetstone, gear & coins worth 4 pp, 3 gp, 9 sp, and 6 cp.

OTHER INFORMATION
Vitals Height: 6 ft. 5 in.; Weight: 210 lbs.; Age: 70/415 (Adult); Birth Date: 4 Calistril; Hair: None; Eyes: Amber; Skin: Ashen.
Class Archetypes Fighter: Shielded Fighter.


Valkyn Highwind wrote:

Mind you I don't call them that. I call them the Risen, and while I took inspiration from the Forsaken it's not a true conversion. I'll post the race any way, and I'll post my character later.

Risen Racial Traits
+2 Constitution, +2 Intelligence, -4 Charisma:
While hardy, and extremely intelligent, the Risen are often shunned due to their looks by outsiders thus giving them a somewhat jaded view of the world.

Medium: As Medium creatures, Risen have no special bonuses or penalties due to their size.

Normal Speed: A Risen’s base land speed is 30 ft.

Risen: Risen are considered undead, in addition to being humanoids, for any effect related to race.

Darkvision: Risen can see in the dark up to 60 feet.

Touched by Death: Risen gain a +2 racial bonus on saving throws against disease and mind-affecting effects. They also take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws. Risen are harmed by positive energy and healed by negative energy. If a Risen gains the fast healing special quality they will still benefit from it.

Will of the Risen: Risen gain a +2 racial bonus on all saving throws against fear effects.

Memories of the Past: Risen have past lives that grant them two particular Knowledge skills. Each Risen picks two Knowledge skills. They gain a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the Risen actually takes.

Breath of the Dead: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Languages: Risen begin play speaking Common and Risen. Risen with a high Intelligence score can choose from the following: Abyssal, Aklo, Celestial, Draconic, Infernal or Undercommon.

I really like this verison for the forsaken aswell. So I think i'm going to use it for that if ya don't mind :)

Liberty's Edge

Knock yourself out. I have height, weight and age values should you require them.


1 person marked this as a favorite.

Alex Augunas Lich King Build needs to be linked here..

Liberty's Edge

Figured I should post this since I didn't in the other post.

Risen Age, Height & Weight Data

Starting Ages
Adulthood: 55; Intuitive: +2d6; Self-Taught: +4d6; Trained: +6d6

Aging Effects
Middle Age: 90; Old: 140; Venerable: 215; Maximum: +2d%

Height & Weight
Height: 4 ft. 9 in. (Male); 4 ft. 4 in. (Female)
Weight: 110 lbs. (Male); 80 lbs. (Female)
Modifier: +2d10
Weight Multiplier: x5 lbs.


Thanael wrote:
Alex Augunas Lich King Build needs to be linked here..

So I used that Link as the guide, plus added gear and worked out all the other stuff. It was a pain in the ass to put together!

But I do hope you all enjoy

The Lich King

"Let this be your first lesson. I have no love for you or your people. On the contrary, I intend to scour humanity from this planet, and make no mistake: I have the power to do it."

Liberty's Edge

Sweet!! Going to be about as hard to defeat his as it would Deathwing. If I had people to through this at they'd most likely curse your name.


As I promised several weeks ago, I had been working on Sylvannas Windrunner. One could argue she is one of the most popular characters in all of Warcraft.

So here she is, the Dark Lady herself

Sylvannas Windrunner

"I was once a Farstrider. I swore an oath to defend Silvermoon and its people to my dying breath. It was not enough. My homeland, still, burned. But those days are long past, and history will not repeat itself. I am Sylvanas Windrunner, queen of the Forsaken. And if you will not serve me in this life, then you will do so in the next."

Liberty's Edge

Dark Lady watch over you! Power to the Forsaken!

Liberty's Edge

I'm going to do my own version of WoW's races rather than substitute races I've made or use someone else's creations. For a starting point should I used the table-top rpg or the mmo for a reference? I'll be posting them here as I get them done either way.

Sovereign Court

the tabletop rpg had some cool concepts, not going to say that the execution was perfect but could serve as a good inspiration.

Liberty's Edge

Here's the first race as I thought it would be fairly straight forward to do. The Bronzebeard clan of Dwarves. Fundamentally identical to standard Pathfinder Dwarves aside from the difference in ability score modifiers. The World of Warcraft table-top rpg was used as the initial source but had the addition of being compared to the current racial traits in the mmorpg.

Dwarves of the Bronzebeard Clan

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