
Zrob |
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The denizens of Azeroth and Draenor, as found in the World of Warcraft setting can offer an interesting take on long established racial tropes in the fantasy setting. This is my first crack at a conversion for these races. In doing this I’ve tried to stay as close to the source material as possible, while also making characters that I believe are balanced and able to be played while not overshadowing other races as written in the books.
Personally I detest twinks and munchkins and try to convince my fellow players to play interesting characters rather than the best stats or the best build. I hope I’ve remained true to that ideal in doing this conversion. From my standpoint, I wouldn’t feel put out if anyone showed up at my table with one of these, even if I was playing a strictly base human fighter with minimally average stats.
I look forward to your feedback.
Unless otherwise stated, assume Medium Creature with 30 Movement Speed
Draenei:
Stats: +2 Wisdom +2 Strength -2 Dex
Heroic Presence: The Draenei inspire their companions on to further acts of heroism, your friends receive a +1 on all attack rolls (standard, touch, ranged touch, etc). Regardless of how many Draenei are in a party, this bonus cannot increase past +1
Gift of the Naaru: Once per day a Draenei can heal themselves or another for 20% of their max HP as though it were a Lay on Hands
Shadow Resistance: Draenei have Negative Energy resist 1
Crafting: Draenei get one free Craft as a trained skill.
Immortal: Due to their connection with the Naaru, the Draenei are exceptionally long lived (tens of thousands of years) and are immune to aging effects. This does not, however, mean they cannot be killed by violence
Note Draenei Sorcerers should avoid the infernal or undead Bloodlines and it is recommended they take the Celestial Bloodline. GM could rule that a Draenei Sorcerer who took the Infernal or Undead bloodlines are unable to use Gift of the Naaru
Dwarf:
Use regular Dwarf Template, the following can be substituted for Stonecunning or Stability
Stoneform: Once per day the Dwarf can call upon her Earthen heritage and as a swift action briefly become living stone (one round). All diseases and Poisons are cured (exception Lycanthropy and Mummy Rot) and they take 50% damage reduction for the next round.
Frost Resistance: Dwarfs receive Cold resistance 1
Gnome:
Use regular Gnome Template but optionally substitute any of the following for Gnome Magic, Illusion Resistance or Keen Senses
Escape Artist: Receives the Escape Artist skill as a trained skill (regardless of class) and a +2 racial bonus to checks
Shortblade Spec.: The gnome does +1 damage with daggers and short swords
Expansive Mind: The Gnome’s superior intellect allows them one extra spell per day (chosen when spells are learned, Sorcerers just choose the level of extra spell per day)
Darkvision
Human:
Baseline
Night Elf
Use Elf package but optionally substitute any of the following for Elven Immunities, Keen Senses, or Elven Magic (or Weapon Familiarity at GM DISCRECTION)
Nature Resistance 1
Quickness: +2 racial bonus to reflex save
Shadowmeld: Night elves must survive by their wits, if standing perfectly still the can make stealth checks with a +5 racial bonus, however unless they have Stealth as a class skill they cannot move. Any movement outside of their square will break the effect or upon completion of any spell or attack.
Night Elves are much taller than standard elves with a base height of 5’10” (both genders) They also have glowing yellow eyes
Worgen:
+2 Strength +2 Dexterity -2 Charisma (Even in their Human Form, Worgen give off an air of their predator nature)
Worgen sorcerers treat their Charisma as +2 for spells and such
Abberation: As a lycanthrope, the worgen is of course immune to further infection of lycanthropy. However they also receive a -2 to all handle animal checks when dealing with any “pack” or “prey” animals.
Heightened Senses: Worgen receive a +2 to Perception checks involving smell while in their Worgen Form
Two forms: Worgen Can assume their Human form at will, however the stress of combat causes them to effortlessly and instantly shift into their Worgen from upon taking their first aggressive action (no penalty)
Darkflight: Once per day the Worgen can increase their speed as though under a Haste Spell for two rounds
Viciousness: Worgen increase their Critical Threat with all weapons by one, this does not stack with other increases to critical threat
Low Light Vision
(Optional: The GM might impose the XP Dept, NPC Class or PC Boon disadvantages as per playing a Tieflings, though this should be discouraged if playing a full party of Azerothian adventurers)

Zrob |
Races of the Horde
Blood Elf
Use Elf package but optionally substitute any of the following for Elven Immunities, Keen Senses, or Elven Magic (or Weapon Familiarity at GM DISCRECTION)
Arcane Affinity: When creating magical items, treat the Blood Elf’s effective caster level as +1 for effect, but not for cost
Arcane Torrent: Once per day as a swift action you can silence everyone within 10’ until the start of your next turn (You can apply the selective Channeling Feat to this effect)
Blood Elves uniformly have green glowing eyes due to their races recent reliance on Fel Energy
Low Light Vision
Note it is recommended that Blood Elf sorcerers take the Infernal Bloodline
Goblin:
-2 Str +2 Dex +2 Int +2 Cha -2 Wisdom (Goblins are highly intelligent and able to schmooze their business contacts with ease, but they lack foresight when it comes to self preservation.)
Small size.
(use height and weight charts for Halflings)
Best Deals Anywhere: Goblins with Charisma above 13 receive a 10% favorable bonus when it comes to buying and selling items (10% more money when selling, 10% less when buying)
Better Living Through Chemistry: Goblins can brew exceptionally strong potions. When brewing a potion add a +1 to caster level for effect but not for cost.
Darkvision
Orc
+2 Str +2 Wisdom -2 Charisma
(The Orcs of Azeroth and Draenor fit more into the noble savage template depending on the point in their history. They have long been the pawns of the Burning Legion and are now attempting to forge their own destiny. Most Orcs are green, showing the lingering effects of drinking the blood of the Pit Lord Manaroth. Orcs left behind on Draenor who drank from Magtheridon are red hued and finally the pure tribe from Nagrand who never fell sway to any demon are a dark Brown. Orcs are as intelligent as any other race and when left to their own devices are quite capable or making lasting communities and engaging in peaceful relations with their neighbors.
Orc Sorcerers treat their charisma as +4 for spells for purposes of spellcasting
Axe Specialization: +1 attack with Axes and Two handed Axes (includes Thrown axes), Treats all Axes as Martial Weapons
Blood Fury: Once per day, when an Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Command: Your animal or familiar companions do an extra +1 Damage on all attacks
Hardiness: +2 racial bonus on Fortitude saves vs. Stun and Daze effects
Low Light vision
Tauren:
+2 Str +3 Con -2 Dex
Gore: An attack with your horns (1d8)
Massive: Tauren are Large creatures
War Stomp: Once Per Day you may stun all enemies in adjacent squares (DC 15 rolled for each target separately, full round action)
Cultivating: Tauren receive a +2 racial bonus on Knowledge: Nature
Tauren do not possess dark vision or low light vision. As their natural habitat is the rolling plains of Mulgore and the Barrens of Kalimdor they have had no evolutionary need to develop special sight in dark places. Further, they are NOT immune to Maze spells.
Trolls:
+2 Dex -2 Int +2 Con
Beast Slaying: +1 Damage vs. Beasts
Berserking: Once per day the Troll can increase their speed as though under a Haste Spell for two rounds
Bow Specialization: Your critical Threat range when using Bows is increased by 1 (Treats all Bows, but not crossbows as Martial Weapons)
Regeneration: While not as powerful as a standard troll, your blood has mighty regenerative powers. You regain 1 HP per hour, however if you are killed you are still dead and you cannot regenerate body parts or organs that have been removed.
Throwing Spec: +1 to hit with thrown weapons
Forsaken:
+2 Strength +2 Dex -4 Charisma
Forsaken Sorcerers treat their charisma as +4 for spells for purposes of spellcasting
Chill of the Grave: You are an undead human. You do not need to eat or drink or sleep or breathe, however you also have severe trouble relating to the living. Healing magic causes your brief pain when you receive it (but it DOES NOT cause you further damage). You are immune to aging effects. Clerics and Paladins cannot command you or use channeling to turn or destroy you are a free willed entity. (I’m with Blizzard in this decision, allowing two classes to have that much power over an entire race is incredibly unbalancing and not fun.)
Will of the Forsaken: Once Per Day you can ignore the effects of any Charm, Fear or Sleep Effect
Darkvision

Zrob |
I would suggest this for the Night Elf racial modifiers
+2 Dex +2 Wisdom -2 Charisma. Night Elves are agile and in touch with nature but are frequently withdrawn and aloof with others. Shadowmeld I'd suggest a +10 to stealth checks when in shadow and not moving.
I like that shadowmeld change.

mrofmist |
I would suggest this for the Night Elf racial modifiers
+2 Dex +2 Wisdom -2 Charisma. Night Elves are agile and in touch with nature but are frequently withdrawn and aloof with others. Shadowmeld I'd suggest a +10 to stealth checks when in shadow and not moving.
If you make it a flat +10 at char creation that's a bit broken. I think it would be st to make it either 1/day, or times per day equal to dex mod. Something like that. Cause I could take a +10 to stealth and just destroy a campaign with it.

Zrob |
dr doesnt work with non physical damage. so dr/cold doesnt work. also dr/something means that hurts them, but everything else gets 1 point knocked off. it would mean the take full damage only from cold.
do you mean resistance to things? that would be cold resist 1 (for example)
Yes, I did mean the resistance like that, sorry that's one or my blind spots in DD/PF gaming.

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Any chance of seeing the Pandaren and other Races from Dark Factions? The Worgen would be a welcome adition as well.
EDIT: Oh, and I just stumbled onto this topic that seems to be trying to do the same thing, maybe it might help. WORLD OF WARCRAFT GETS THE PATHFINDER TREATMENT

Zrob |
Any chance of seeing the Pandaren and other Races from Dark Factions? The Worgen would be a welcome adition as well.
I stuck only to PC races and I'm only interested in converting PC races, but I did make sure I paid close attention to the recent CDev Q and A for some of the information (and as such wouldn't use any previously published D20 resource)
also if you had bothered to read my first post you'd see a whole section about Worgen.
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Nodnarb wrote:also if you had bothered to read my first post you'd see a whole section about Worgen.Any chance of seeing the Pandaren and other Races from Dark Factions? The Worgen would be a welcome adition as well.
Ah, yes. My bad, shows my to skim through the last part. Sorry about that.