Converting Guild War 2 Races into Pathfinder


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Hi I'm trying to convert some Guild War 2 races for fun. So far I have made a Asuran. Its a mixture of gnome, goblin, and halfling. I kinda played this one by ear, so I don't know how much monster points I've spent. So at best this Race Creation is a prototype. Any help and suggestions would be appreciated.

GW2 Asuran Racial Traits Pathfinder

Description:
Asurans are humanoid goblins usually about 3 feet in height, gray to pale smooth skin, medium to oversize floppy ears, large eyes, a wide smile with small short razor sharp teeth, and over sized head with a smaller body. They are cuter and more refined in appearance than their Goblin counter parts.

Alignment and Religion:
Usually Neutral, but Alignment can be any. Religion can be any.

Abilities Bonuses
+4 to Intelligence, -4 to Strength, +2 Dex, +2 Charisma

What Asurans lack in strength and body, they make up with their brilliant intelligence. Asurans are known to be extraordinary Engineers, Scientist, Magic Wielders, and Scholars, creating wondrous feats of Architecture. Still despite their brilliance, they are known to be cocky and arrogant, often looking down at other races. They are usually very secretive of their technology, cities, and societies. They often isolate themselves from the other races. Not surprising, they are often neutral and indifferent of the affairs of other races. However Asurans are sympathetic towards individuals who share a interest to advance technology and knowledge, and on special occasions permit these individuals entrance to their Technological Cities (if they prove to be worthy that is).

Alternative Racial Traits
Sneaky Asuran: you are able to trade your Abilities Bonuses of +4 Intelligence and +2 Dexterity, for Abilities skill bonus of +4 Dexterity and +2 Constitution.

Spotty Genetic Laser Surgery: You’ve undergone an experimental surgery to rewrite your Genetics/Ability Starter Bonuses. Your default Ability Bonuses have been erased. You may now, add a racial bonus of +2 to two ability scores of your choice, and a racial penalty of -2 to one ability score of your choice.

Dark Vision:
Can see up to 60 feet in the Dark.

Speed:
Speed of 30 feet. They are usually fast for their size, like their Goblin Brethren.

Small:
Asurans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth Checks.

Defense Training:
Asurans get a +4 dodge bonus to AC against Monsters of giant subtype.

Asuran Ingenuity:
Asurans get +3 racial bonuses on of Crafts and Professions of choice, and knowledges. A +2 racial bonus for Using Magical Device skill; Use Magical Device skill will now be Intelligence based.

A Close Keen Sense:
Asurans get a +2 racial bonus on Perception Skill Checks. Asurans get a +2 racial saving throw against illusions of spells and effects. Asurans get a +1 racial bonus on all saving throws.

A Strange Cuteness and Uncanny Smile:
Asurans are often regarded to be cute and adorable, because of their small statue, large floppy ears and big puppy dog eyes. Some Asurans resent this treatment, wanting to be taken seriously, but those are those who use this towards their advantage. A +2 Racial Bonus to Persuade Skill. Asurans have an uncanny adorable smile, until they show their teeth that is. Their short sharp razor teeth combined with their grin like smile, can almost make them unsettling. A +2 Racial Bonus to Intimidate Skill.

Weapons:
Proficient with spears, quarterstaffs, and any weapon with the name Asura on it can be treated as a martial weapon.

Language:
Asurans begin speaking Common and Asuran. Those with a high Intelligence can choose any language it wants (except secret languages, such as Druidic.)

The Asuran Crononut:
The Player can re-roll one roll of a saving throw per session, can choose between the new or old roll.

Silver Crusade

Your Asuran seems fine, but I'm not a rules guy. At a first glance I'd say that his ability bonuses seem a bit high, especially considering that he can swap them out for others, see in the dark, and move 6 squares even as a small creature.

In any case, the Sylvari are basically the Ghoran, although you would probably want to replace the Ghorus seed ability and give them some form of alternate racial abilities relating to their dreams, the wyld hunt, or something similar.


Daniel Yeatman wrote:

Your Asuran seems fine, but I'm not a rules guy. At a first glance I'd say that his ability bonuses seem a bit high, especially considering that he can swap them out for others, see in the dark, and move 6 squares even as a small creature.

In any case, the Sylvari are basically the Ghoran, although you would probably want to replace the Ghorus seed ability and give them some form of alternate racial abilities relating to their dreams, the wyld hunt, or something similar.

What would you suggest the abilities be? Also the switching out abilities is optional. It's a alternative trait, going in theme with their advance race theme. What you think of this.

+4 Intelligence, -4 Strength, +2 Dex

Or +4 Intelligence, -2 Strength, -2 Con, +2 Dex

Also slow speed. 20ft

Silver Crusade

Again, I'm not that into balance, but with just those revisions there I think you've already improved them a lot! I'd play a character with one of those two variants, at least.


I'd give asuras a wisdom penalty over a con penalty. They're durable little buggers with almost no sense of self-preservation.

For sylvari I'd suggest having the assignable +2 to any stat with no other mods (deliberately similar to humans), but of course plant-typed and then having Dream/Wild Hunt themed racial abilities (as already suggested). A sylvari might have assignable racial skill bonuses or even an assignable dedicated foe ability (similar to dwarven hatred) to reflect that sylvari's hunt.

Charr should be large sized, with probably str and int bonuses and a charisma penalty (with racial bonuses to intimidate and knowledge (engineering)). While charr are big hulking brutes, they're smart big hulking brutes (they're at WWI tech in an 1600's era world), while lacking an intuitive grasp of magic. They may also have some sort of hot weather acclimation like the summer-born Triaxians.

Norn should be large sized, with probably str and cha bonuses and an int penalty (with racial bonuses in survival and Craft). Norns tend be big, boistrous, and charming, but a lot of them come across as doofuses and poorly suited to scholarship. They absolutely should have a cold weather acclimation like the winter-born Triaxians - the typical norn views sub-zero temperatures as swim suit weather.

The norn transformations can probably be handled through norn-only feats with level requirements. The transformations are basically controlled lycanthropy on a cooldown (maybe once per hour, lasts 1 minute per level).


Guild Wars handles races very differently than Pathfinder does. They tend to be very flexible and well-suited to any class, and importantly Guild Wars doesn't do built-in stat modifications. An Asura is just as strong as a Charr. If I were being faithful to Guild Wars, I would implement every race with a floating +2 bonus rather than fixed bonuses and penalties to reflect that they are all portrayed with human-like adaptability and versatility. Asura intellect can be modeled in other ways, like giving them a big bonus to one knowledge, craft, or profession skill of your choice.

Zhangar wrote:

Charr should be large sized...

Norn should be large sized...

Charr and Norn are on the cusp between medium and large. Norn come in at about 9 feet tall, which is just about as small as you can be as a large-sized creature. I'd say you could go either way with these guys.


Dasrak wrote:

Guild Wars handles races very differently than Pathfinder does. They tend to be very flexible and well-suited to any class, and importantly Guild Wars doesn't do built-in stat modifications. An Asura is just as strong as a Charr. If I were being faithful to Guild Wars, I would implement every race with a floating +2 bonus rather than fixed bonuses and penalties to reflect that they are all portrayed with human-like adaptability and versatility. Asura intellect can be modeled in other ways, like giving them a big bonus to one knowledge, craft, or profession skill of your choice.

Zhangar wrote:

Charr should be large sized...

Norn should be large sized...

Charr and Norn are on the cusp between medium and large. Norn come in at about 9 feet tall, which is just about as small as you can be as a large-sized creature. I'd say you could go either way with these guys.

You know Dasrak, you're absolutely right. One thing I like about GW2 is that it doesn't really play on sterotypes or limitations. You can have a heavy guardian asura or a stealthy Norn. It's freeing to be able to play these classes with any race you want. I think I'll do that, with bonuses to certain skills and attacks that suits the race.


Zhangar wrote:

I'd give asuras a wisdom penalty over a con penalty. They're durable little buggers with almost no sense of self-preservation.

For sylvari I'd suggest having the assignable +2 to any stat with no other mods (deliberately similar to humans), but of course plant-typed and then having Dream/Wild Hunt themed racial abilities (as already suggested). A sylvari might have assignable racial skill bonuses or even an assignable dedicated foe ability (similar to dwarven hatred) to reflect that sylvari's hunt.

Charr should be large sized, with probably str and int bonuses and a charisma penalty (with racial bonuses to intimidate and knowledge (engineering)). While charr are big hulking brutes, they're smart big hulking brutes (they're at WWI tech in an 1600's era world), while lacking an intuitive grasp of magic. They may also have some sort of hot weather acclimation like the summer-born Triaxians.

Norn should be large sized, with probably str and cha bonuses and an int penalty (with racial bonuses in survival and Craft). Norns tend be big, boistrous, and charming, but a lot of them come across as doofuses and poorly suited to scholarship. They absolutely should have a cold weather acclimation like the winter-born Triaxians - the typical norn views sub-zero temperatures as swim suit weather.

The norn transformations can probably be handled through norn-only feats with level requirements. The transformations are basically controlled lycanthropy on a cooldown (maybe once per hour, lasts 1 minute per level).

I was thinking about that. Giving Charr a alternative feat for Gunsmithing. What bonuses and fears do you think would be given to give Charr a slight edge as a Gun Slinger? I was little hesitant do make the gun related stuff since most DMs don't like guns.


Zhangar wrote:

I'd give asuras a wisdom penalty over a con penalty. They're durable little buggers with almost no sense of self-preservation.

For sylvari I'd suggest having the assignable +2 to any stat with no other mods (deliberately similar to humans), but of course plant-typed and then having Dream/Wild Hunt themed racial abilities (as already suggested). A sylvari might have assignable racial skill bonuses or even an assignable dedicated foe ability (similar to dwarven hatred) to reflect that sylvari's hunt.

Charr should be large sized, with probably str and int bonuses and a charisma penalty (with racial bonuses to intimidate and knowledge (engineering)). While charr are big hulking brutes, they're smart big hulking brutes (they're at WWI tech in an 1600's era world), while lacking an intuitive grasp of magic. They may also have some sort of hot weather acclimation like the summer-born Triaxians.

Norn should be large sized, with probably str and cha bonuses and an int penalty (with racial bonuses in survival and Craft). Norns tend be big, boistrous, and charming, but a lot of them come across as doofuses and poorly suited to scholarship. They absolutely should have a cold weather acclimation like the winter-born Triaxians - the typical norn views sub-zero temperatures as swim suit weather.

The norn transformations can probably be handled through norn-only feats with level requirements. The transformations are basically controlled lycanthropy on a cooldown (maybe once per hour, lasts 1 minute per level).

What do you think of this?

GW2 Charr Racial Traits Pathfinder

Ability Bonuses
+2 to Strength, +2 to Intelligence, -2 to Charisma. Charr are known to be fierce fighters, but are prune quickly to anger and impulsiveness.

Charr: A Dog/Cat Monstrous Humanoid Subtype.

Medium: Charr are Medium sized creatures and have no bonuses or penalties due to their size.

Normal Speed: Charr has a base speed of 30 feet.

Dark Vision: Can see in the dark, up to 60 feet.

Fierce Sharp Teeth and Razor Sharp Claws (Ex):
Can bite opponent as a free swift action for 1d4 points of piercing damage during face to face combat. The Charr’s large razor sharp teeth and sharp claws, give a +4 racial bonus to Intimidation Skill Check. The Sharp Claws give +3 points of slashing damage in unarmed attacks.

Brute Strength Intimidation:
Intimidation Skill is now Strength based, instead of Charisma based.

Night Predator:
Charr receive a +2 racial bonus on Perception, Stealth, and Survival Checks.

Animalistic Sprinting:
Charr gains a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Gains a additional 5 feet when unarmed and sprinting on all fours.

Hate:
A +2 racial bonus to attack rolls made against Norns and creatures of giant subtypes, due to their Long Centuries of War.

Based on the Image of a Fiery God:
5 resistance to fire. Charrs can exist comfortably in conditions between 90 and 110 degrees Fahrenheit without having to attempt Fortitude saves due to the environment. When in conditions of severe heat, Charrs have to attempt Fortitude saves only once per hour instead of once every 10 minutes.

Languages:
Begins Speaking with Common or Charr. With a high intelligence score, a Charr can also choose to speak Draconic, Dwarven, Abyssal, Ignan, and Infernal.


Pathfinder Lost Omens Subscriber
highwings89 wrote:


Charr: A Dog/Cat Monstrous Humanoid Subtype.

just feel like pointing out the original concept of charr is "demon cat", there's nothing about dogs in them.

beyond that all of these races are over powered compared to normal races.


Bandw2 wrote:
highwings89 wrote:


Charr: A Dog/Cat Monstrous Humanoid Subtype.

just feel like pointing out the original concept of charr is "demon cat", there's nothing about dogs in them.

beyond that all of these races are over powered compared to normal races.

I feared so. This is my first time creating races. What should I keep and discard for Charr? Also what creature subtype would you consider Charr? Would it be like Cat like Humanoid?


Bandw2 wrote:
highwings89 wrote:


Charr: A Dog/Cat Monstrous Humanoid Subtype.

just feel like pointing out the original concept of charr is "demon cat", there's nothing about dogs in them.

beyond that all of these races are over powered compared to normal races.

I feared so. This is my first time creating races. What should I keep and discard for Charr? Also what creature subtype would you consider Charr? Would it be like Cat like Humanoid? I kinda considered Charr to be somewhat of a monstrous type.


I had impression of Charr being more sturdy than strong. I thought about giving them +2 Con, +2 Int, and a -2 Wis penalty. Common sense does not feel like their strong suit, they were deceived into worshipping titans as gods, and a significant number of them are still compelled to follow the Flame Legion...

They should be humanoid (charr) - probably each of Tyrian races would have their own subtype (human, charr, asura, sylvari), except norn who could be humanoid (giants).

I would not make norn and charr Large-sized. It's too problematic in-game, as they would have hard time acting in any properly sized dungeon. Instead I'd give norn some sort of massive special quality that gives them partial modifiers of a Large creature (maybe a +1 size bonus to CMB and CMD, and 1.5x carrying cappacity).


Drejk wrote:

I had impression of Charr being more sturdy than strong. I thought about giving them +2 Con, +2 Int, and a -2 Wis penalty. Common sense does not feel like their strong suit, they were deceived into worshipping titans as gods, and a significant number of them are still compelled to follow the Flame Legion...

They should be humanoid (charr) - probably each of Tyrian races would have their own subtype (human, charr, asura, sylvari), except norn who could be humanoid (giants).

I would not make norn and charr Large-sized. It's too problematic in-game, as they would have hard time acting in any properly sized dungeon. Instead I'd give norn some sort of massive special quality that gives them partial modifiers of a Large creature (maybe a +1 size bonus to CMB and CMD, and 1.5x carrying cappacity).

What do you think their Starter abilities bonus should be? I came across the same issue too about their size. How does a player play a Norn without breaking everything due to their size? Also I imagine their height to maybe be around 9 to 12 ft. Idk what you think?


Bandw2 wrote:
highwings89 wrote:


Charr: A Dog/Cat Monstrous Humanoid Subtype.

just feel like pointing out the original concept of charr is "demon cat", there's nothing about dogs in them.

beyond that all of these races are over powered compared to normal races.

What do you think of these revised stats

Charr Ver3 GW2 PF RT

Ability Score Bonuses:
+2 Con, +2 Intel, -2 Wis

Medium:
Charr are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed:
Charr have a base speed of 30 feet.

Charr Sprinter:
Runs an additional 10 feet when sprinting on all fours and unarmed.

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

Intimidating:
Charr receive a +2 racial bonus on Intimidate skill checks, due to their fearsome nature.

Sharp Teeth and Claws:
Can bite a opponent for 1d4 points of piercing damage during face to face combat as a full action. The Sharp Claws give Charrs +3 points of slashing damage in their unarmed attacks.

Charr Blood:
5 resistance to fire. Charrs can exist comfortably in conditions between 90 and 110 degrees Fahrenheit without having to attempt Fortitude saves due to the environment. When in conditions of severe heat, Charrs have to attempt Fortitude saves only once per hour instead of once every 10 minutes.

Weapon Familiarity:
Charrs are proficient with Guns and Greatswords, and treats any weapons with the word “Charr” in its name as a martial weapon.

I also want to add a hate trait. like

Hate: +1 racial bonus to attack rolls against Norns, due to their centuries of war.

Think I can still add this with the other traits?


Drejk wrote:

I had impression of Charr being more sturdy than strong. I thought about giving them +2 Con, +2 Int, and a -2 Wis penalty. Common sense does not feel like their strong suit, they were deceived into worshipping titans as gods, and a significant number of them are still compelled to follow the Flame Legion...

They should be humanoid (charr) - probably each of Tyrian races would have their own subtype (human, charr, asura, sylvari), except norn who could be humanoid (giants).

I would not make norn and charr Large-sized. It's too problematic in-game, as they would have hard time acting in any properly sized dungeon. Instead I'd give norn some sort of massive special quality that gives them partial modifiers of a Large creature (maybe a +1 size bonus to CMB and CMD, and 1.5x carrying cappacity).

What you think of these stats for Charr?

Charr Ver3 GW2 PF RT

Ability Score Bonuses:
+2 Con, +2 Intel, -2 Wis

Medium:
Charr are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed:
Charr have a base speed of 30 feet.

Charr Sprinter:
Runs an additional 10 feet when sprinting on all fours and unarmed.

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

Intimidating:
Charr receive a +2 racial bonus on Intimidate skill checks, due to their fearsome nature.

Sharp Teeth and Claws:
Can bite a opponent for 1d4 points of piercing damage during face to face combat as a full action. The Sharp Claws give Charrs +3 points of slashing damage in their unarmed attacks.

Charr Blood:
5 resistance to fire. Charrs can exist comfortably in conditions between 90 and 110 degrees Fahrenheit without having to attempt Fortitude saves due to the environment. When in conditions of severe heat, Charrs have to attempt Fortitude saves only once per hour instead of once every 10 minutes.

Weapon Familiarity:
Charrs are proficient with Guns and Greatswords, and treats any weapons with the word “Charr” in its name as a martial weapon.

I'm also thinking about adding a hate trait like..

Hate: +1 racial bonus to attack rolls made against Norns and giant subtypes, due to their centuries of war.


Pathfinder Lost Omens Subscriber

This how I would make them:

Charr
Ability score racials: +2 con, +2 wisdom, -2 dex (This seems weird I know, but they really only have a knack for creating things, not remembering stuff and being scientists)
Size: Medium
Type: Humanoid(Charr)
Base speed: 30ft
Languages: .... common? should they get their own languages GW2 doesn't have languages

Offensive Racial Traits:
Claws: Charr have a pair of claws and thus gain a pair of claw natural attacks(1d4).
Charr weapon proficiency: Charr all go through basic combat training and thus are always proficient with at least one martial weapon. If the campaign is using the rule "guns are everywhere" the charr may also be proficient with all firearms.

Defensive Racial traits:
Defensive Training: +4 dodge bonus against creatures of the dragon type.
Large build: Charr count as large for the purposes of determining CMD and CMB bonuses and requirements.
Natural armor: Charr gain +1 natural armor bonus.

Skill and Feat Racials:
Tinkerer: +2 racial bonus to craft and spellcraft checks.

Sense Racial Traits: (Charr DO NOT have dark vision, they see as well as humans in the dark)
Scent: Charr have the scent ability.

weakness traits:
Magical aversion: to cast a non-divine spell, a Charr requires an Ability score of 12+spell level in order to cast it.


Bandw2 wrote:

This how I would make them:

Charr
Ability score racials: +2 con, +2 wisdom, -2 dex (This seems weird I know, but they really only have a knack for creating things, not remembering stuff and being scientists)
Size: Medium
Type: Humanoid(Charr)
Base speed: 30ft
Languages: .... common? should they get their own languages GW2 doesn't have languages

Offensive Racial Traits:
Claws: Charr have a pair of claws and thus gain a pair of claw natural attacks(1d4).
Charr weapon proficiency: Charr all go through basic combat training and thus are always proficient with at least one martial weapon. If the campaign is using the rule "guns are everywhere" the charr may also be proficient with all firearms.

Defensive Racial traits:
Defensive Training: +4 dodge bonus against creatures of the dragon type.
Large build: Charr count as large for the purposes of determining CMD and CMB bonuses and requirements.
Natural armor: Charr gain +1 natural armor bonus.

Skill and Feat Racials:
Tinkerer: +2 racial bonus to craft and spellcraft checks.

Sense Racial Traits: (Charr DO NOT have dark vision, they see as well as humans in the dark)
Scent: Charr have the scent ability.

weakness traits:
Magical aversion: to cast a non-divine spell, a Charr requires an Ability score of 12+spell level in order to cast it.

Awesome build. What do you mean by large build? Also what about attack bonuses against Norns and Humans, they have a long beef with each other. Like what Gnomes have with giants.


Pathfinder Lost Omens Subscriber

they're primary beef as of GW2, is with dragons who created the brand. If they would have any special stuff against humanoids, it'd be humans anyway, where they warred for a LONG time.

Large build is as it says, you count as large sized for CMD and CMB bonuses and requirments.

If someone can't use a Combat maneuver against people larger than him and he's medium sized, it won't work. Also if the charr has the same requirement he can use his ability on dire wolves.


Or bonuses against undead. A typical charr practically grows up fighting the "Ghosts" of Ascalon (which I'd write up as variant ectoplasmic creatures that keep their class levels and mental stats).

And now I'm wondering about what the hell would be the creature types of the various dragon minions. As they're usually organic creatures with elemental-themed traits, but sometimes they're elemental creatures mimicking biological ones.

(Mordremoth's are plants and Zhaitan's are undead, but branded, destroyers and icebrood all seem kind of weird (and making all of them outsider (elemental) simply wouldn't be fun to fight due to the immunities).

Though making all of them dragon type could be interesting (and make favored enemy (Dragon) very useful; otherwise the only actual dragons are the big guys and their lieutenants like Tequatl or the Shatterer).


Zhangar wrote:

Or bonuses against undead. A typical charr practically grows up fighting the "Ghosts" of Ascalon (which I'd write up as variant ectoplasmic creatures that keep their class levels and mental stats).

And now I'm wondering about what the hell would be the creature types of the various dragon minions. As they're usually organic creatures with elemental-themed traits, but sometimes they're elemental creatures mimicking biological ones.

(Mordremoth's are plants and Zhaitan's are undead, but branded, destroyers and icebrood all seem kind of weird (and making all of them outsider (elemental) simply wouldn't be fun to fight due to the immunities).

Though making all of them dragon type could be interesting (and make favored enemy (Dragon) very useful; otherwise the only actual dragons are the big guys and their lieutenants like Tequatl or the Shatterer).

That is very true, Charr at this point have been fighting Ascalonian ghost for centuries now, they definitely should have some type of bonus.

Maybe like a +1 to attack rolls made against Humans and Undead Creatures.

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