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Enforcer84 wrote:
Can I ask what the current version is? Or is the link on page one still the current?

Oh Look, me. It's on the previous page.

Sorry for that :)

Thanks for everyone's work on this.


Can I ask what the current version is? Or is the link on page one still the current?


Just found this. It's awesome. Thank you both for your hard work!


Ipslore the Red wrote:
Would this have any use for getting around memory-altering spells and the like?

I hadn't thought of that to be honest and that sounds like a great idea. I'll have to read Alter Memory and adapt :)


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This beautiful instrument was crafted in deference to Shelyn and is a wonder to behold physically and aurally. Platinum with inlaid gold in the image of feathers on the wind with a solitary purple amethyst near the end, which is wrapped with golden silk cords. The tones from this magnificent flute have been known to bring a tear to the eyes of celestials.

The flute is so well crafted that anyone capable of playing it receives a +5 insight bonus to their Perform (Wind Instrument) Skill.

In addition, the dulcet sounds the flue elicits sends its listeners to a happier place. Memories based on the type of song being played crystallize in their minds; for instance, a wedding march might remind the listeners of their own wedding or a wedding they attended. The musician can seed the thoughts by asking questions before playing.

So vivid and beautiful are the memories that the individuals gain a +5 insight bonus to remember the details of this memory.

Construction
Requirements Craft Wondrous Item, Ancestral Memory; Cost 3750 gp

I was pretty arbitrary with the price, and it may be way too cheap...but it's not a game breaker.


Just curious for a bit of fic I was writing.


Working on some NPC's and orgs. My campaign if it gets off the ground is going to be set some odd years in the future.

I sort of want to recreate the Scarlet Crusade - and it's clear that it's been in decline if not completely destroyed

My attempt at making Inquisitor Whitemane as an Inquisitor didn't quite work, I think she's a priest.

Oh speaking of Priests, the Light (in my campaign) is a philosophy rather than a deity, the Scarlet Crusade venerate a Scarlet Light which more easily fits their warped worldview.

I've decided to incorporate some other "Divinities" to allow for worshipers - Earth Mother, Elune, Cenarius, Malorne, The Sky Father...

I probably need a name for the Sun, and the Blue Child Moon, Dwarves worship the light philosophy or a few more historical dieties/patrons including the bubbling Brewmaiden Ingedee, and the Bitterbew maiden Eedegni (a bit of an inside joke for my players and I)


LazarX wrote:
I've always seen the Mogu as Oni.

Probably true, and I based the Mogu there on Ogre Magi - but decided they'd be their own race.


Race: Mogu

I really like the look/feel of the big bads from Pandaria.

Giant, Mogu
LE Large Humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6 natural)
hp 95 (9d8+54)
Fort +12, Ref +5, Will +10; +2 vs. illusions
--------------------
Offense
--------------------
Speed 40 ft.
Melee Slam (Giant, Mogu) +12 (1d10+10/x2)
Space 10 ft.; Reach 10 ft.
Sorcerer Spells Known (CL 9):
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 23, Int 14, Wis 14, Cha 17
Base Atk +6; CMB +14; CMD 26
Feats Iron Will
Skills Acrobatics +2 (+6 jump), Fly +0, Stealth -2
Languages Common, Giant
SQ deathless spirit, illusion resistance
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless Spirit (Ex) +2 saves vs death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Essentially, I think Mogu are inborn sorcerers. I'll be making two race files one for the warriors who don't seem to use magic and one for the sorcerers who do. Unless I'm mistaken there is some of each?


Ok so I haven't gotten very far on my material whimsy as I'm afraid I'm simply making a bunch of magic item descriptions, rather than interesting materials.

However, so far I have created this:

Thorium: One of the rarer heavy metals of Azeroth, thorium is seems to culminate in areas of high prolonged magic. Either due to magic caused catastrophes or simply high usage. The metal is as sturdy as the finest steel and takes to enchanting like a dream (-10% cost to enchant).

Though it is heavy like steel, (same Hit Points and Hardness) thorium is expensive due to it's rarity and prized by mages and those who make it a habit of killing mages. Items made with Thorium are considered masterwork quality.

Thorium armor gives its wearer extra protection from magic attacks (DR 1/non-magic for Light armor, 2 for medium and 3 for heavy) ("Magic Attacks" for the purposes here are attacks made with magic weapons, or directly damaging spells.)

Weapons made of Thorium are considered "magic" for the purpose of bypassing damage reduction.

Thorium is very expensive, (Prices not yet set).
Thorium is also the main component for 2 major alloys:
Enchanted Thorium: which strengthens the metal so less is required, thereby making items crafted with it much lighter (about half the normal weight)
Arcanite: - haven't decided here...

Adamantite is simply a letter change of Adamantine
Mithril and Mithril are the same
Dark Iron works as Fire-Forged Steel
Cobalt works as Ice-Forged Steel
Fel Iron is considered "Evil" for DR purposes. Fel Iron Armor gives DR vs Good (1, 2, 3) (Fel Iron is also heavier than regular Iron/Steel, about %10 heavier)

I'm pondering Ghost Iron adding the Ghost Touch ability even to +0 weapons....but that's kind of a rules stretch


Diodric wrote:

This is something I've been working on for a bit off and on. Its obviously not finished and I don't have a neat spreadsheet or anything but it has some rough ideas. Aiming for a Racial Score of 14-16. Some are seriously over this and some way under, I'm still trimming and buffing.

Quick Guide - Goal 14-16
Elf, Blood/High - 10
Draenei - 12
Dwarf - 14
Gnome - 12
Goblin - 10
Human - 14
Night Elf - 10
Orc - 11
Pandaren - 19
Tauren - 21
Troll -14
Undead - 10
Worgen - 17

** spoiler omitted **...

Oh these are great, Diodric!

Thank you! I may borrow these :)
I've taken to making my WoW Campaign scribbles into Hero Lab files, and this will help a lot.


Ok I'll throw in the Iron Will. Thanks for keeping the discussion alive!


Oh something else I was thinking about - just for funzies.

Every new Expansion has introduced new materials, now for long time D20 players we know Adamantite and Mithril...

What would be good properties for the others? Sure most of it was "stronger" as we went up the list but seeing some of the materials in the Ultimate Equipment guide got me pondering. I'll have to consider it further.

Thorium - Energy effects? I can't recall off hand.
Fel-Iron - corruption effects or perhaps counts as evil for overocming damage reduction
Truesilver
Khorium - I know this had some energy properties for Engineering
Eternium
Titanium - sturdy with enegy properties when crafted into Titan Steel
Cobalt
Saranite - corruption effects
Obsidium
Pyrite
Ghost Iron - perhaps can work as ghost touch?
Trillium

and the various cloths/leathers?


Ok here's my unfinished spreadsheet of the races, hopefully you can see where I'm going...Got most of the Horde races done

Caveat: I'm using only the abilities already in the ARG. Some custom abilities may be needed and I'd welcome suggestions.

Link to Google Spreadsheet


GreenLanternMike wrote:

I was discussing with a few friends the idea of converting the Warcraft setting to the Pathfinder system and I started to build a few of the races using the system in the Advanced Race Guide. I used info from the 1st and 2nd editions of the Warcraft pen and paper games. So far, I have humans, dwarves, gnomes, night elves, worgen and draenei. Feel free to take a look and give any feedback for possible changes. The spreadsheet is pretty basic, apologies for how it looks currently.

Google Spreadsheet Link

Nice work Mike! I posted before I saw yours, well done.


Enforcer84 wrote:
GM Elton wrote:
You know what, with the Advanced Race Guide out, I bet we can work on the races from the ground up.
Seriously considering it. :)

Ok one of my new Years resolutions is to get my Azeroth Races done. *blows dust off* I probably won't get terribly far but I want to see how long I can keep the fires of creation burning

I'd like to start with a discussion:
There are a few ways I've considered going about this:

1. Build them all from the ground up; ignoring the Pathfinder races for the most part and build each (playable) Warcraft race as an advanced race.

2. Crib the World of Warcraft d20 game where possible.

3. Create baseline races and use the Race Levels concept to make the final touches. (ie "Elf" and then Race Levels for Blood, High, or Night Elf.
This one seems needlessly complex but it's something I enjoy pondering.

Assuming 1: I've decided to (as mentioned above) use the Advanced Race Guide to build them. My plan is to give each race 10-20 pts for build

What differences (if any) do you see between the Pathfinder Human and the Azeroth Human?

*sigh* this is scatterbrained again. I'll try to get more focused before I start posting.


GM Elton wrote:
You know what, with the Advanced Race Guide out, I bet we can work on the races from the ground up.

Seriously considering it. :)


Did I say 4 months?
*sigh*
Nice to see the thread has been picked up and picked on.
Ashiel's psionics based magic system is quite awesome, IMO, but for the guys I play with I think we'll stick with the old magic system. They're more D&D/Pathfinder focused than WoW mechanics focused.

As to the Frostsaber, i converted it from the Alliance book from WhiteWolf's World of Warcraft (2nd Edition) game - magical creature.

I have the glory that is the Advanced Race book and may be looking to alter my Hero Lab WoW creations to better match the source material; but I got a lot of use out of the stuff posted here.

If I get anything of value done in the next couple of weeks - GenCon next week and I might be working on stuff there; just for fun - I'll post.


And zing I go away for another four months! buwahahahaha!


Nightsaber CR 2
Male Panther, Nightsaber
NN Medium Magical Beast
Init +2; Senses Darkvision (60 feet), Low-Light Vision; Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+2 Dex, +3 natural)
hp 27 (3d10+9)
Fort +6, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Panther, Nightsaber) +7 (1d6+4/20/x2) and
. . Claw x2 (Panther, Nightsaber) +7 x2 (1d4+4/20/x2) and
. . Rake x2 (Panther, Nightsaber) +7 x2 (1d4+4/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce
--------------------
STATISTICS
--------------------
Str 19, Dex 14, Con 16, Int 8, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 19 (23 vs. Trip)
Feats
Skills Modifiers Shadowmeld
Languages Common, Darnassian (can't speak)
SQ Improved Grab (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grab (Ex) If you hit with your bite, you can start a grapple.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Shadowmeld (Su) A nightsaber cat is virtually invisible while under cover of darkness. This ability provides a +15 circumstance bonus on Stealth checks to hide while in shadows.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


WIP Frostsaber

Frostsaber CR 6
Male Panther, Frostsaber
NN Medium Magical Beast
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 15. . (+3 Dex, +5 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +3
DR 5/magic
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Panther, Frostsaber) +14 (1d6+5/20/x2) and
. . Claws x2 (Panther, Frostsaber) +14 x2 (1d4+5/20/x2) and
. . Rake x2 (Panther, Frostsaber) +14 x2 (1d4+5/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce
--------------------
STATISTICS
--------------------
Str 21, Dex 16, Con 18, Int 8, Wis 10, Cha 10
Base Atk +9; CMB +14; CMD 27 (35 vs. Trip)
Feats
Skills
Languages Common, Darnassian (can't speak)
SQ Improved Grab (Ex), Shadow Blend (Su)

--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grab (Ex) If you hit with your bite, you can start a grapple.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'd like to thank David and Omega9999 for their work on the conversions, since I gobbled them up for my campaign. :)

Anyway since I've taken and not really given, here's some stat blocks of the creatures I've converted from the White Wolf game.

Riding Kodo CR 4
Male Kodo Beast, Riding
NN Large Animal
Init +1; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 16. . (+1 Dex, -1 size, +7 natural)
hp 76 (8d8+40)
Fort +11, Ref +7, Will +4
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Gore (Kodo Beast, Riding) +13 (2d6+12/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Powerful Charge, Stampede, Swallow Whole, AC 13, 7 HP)
--------------------
STATISTICS
--------------------
Str 26, Dex 12, Con 21, Int 2, Wis 15, Cha 7
Base Atk +6; CMB +15; CMD 26 (30 vs. Trip)
Feats
Skills Fly -1, Stealth -3
Languages Common
SQ Improved Grab

--------------------
SPECIAL ABILITIES
--------------------
Improved Grab Start a grapple if you hit with your Bite attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Powerful Charge (Ex) Your charge attacks deal additional damage.
Stampede (Ex) Trample improves with multiple tramplers.
Swallow Whole, AC 13, 7 HP) (Ex) You can swallow smaller targets whole.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


David Fryer wrote:

And one more.

Gnome Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength; Gnomes are quick and charming, but the lack the strength of larger races.
Small Size: Due to their size, gnomes get a +1 bonus to Armor Class, a +1 bonus to attack rolls, a +4 bonus to Stealth checks, and a -1 penalty to Combat Maneuver Bonus and Combat Maneuver Defense.
Slow Speed: Base speed for gnomes is 20 ft.
Low-light Vision: Gnomes can see twice as far as human in poor lighting conditions.
Crafty: Gnomes gain a +2 racial bonus to all Craft checks.
Keen Senses: Gnomes get a +2 racial bonus to Perception checks.
Resilient: A gnome gets a +1 bonus to all saving throws.
Weapon Familiarity: Gnomes are proficient with all weapons with the word Gnomish in the name.
Languages: Gnomes speak Common an Gnome. Gnomes with high Intelligence scores can choose from the following: Elven, Dwarven, and Goblin.

Wayyyyy late for this...but I might give gnomes a high Intelligence than Charisma. But YMMV


JMD031 wrote:

Maybe it could be a CHA based Druid with some minor tweaks to class abilities or an Oracle without the curses and more of a focus on Nature.

Actually, I sort of did just that. I made them a Spontaneous Druid Caster essentially, tweaked the spell list a bit. Still decided to go with some totems but the abilities are still coming slowly, I've been using Hero Lab and just throwing stuff in (the easy stuff first, Languages, a few races, etc).

I've been going mostly quick and dirty, decided to use the "Race Levels" from the White Wolf game and have been working on those.

Also added (from a previous non-related campaign) a Giant Borne Bloodline for sorcerers.


Well I've been pondering how do do the Shaman class, the only one I don't feel comfortable with the existing plethora of pathfinder classes. (I just used summoner for warlocks)

My thoughts on Shaman so far:
CHA based, spontaneous divine casters
Weapons - simple, Quarterstaff, 1-h Axes.
Armor - Light and Medium

of course my biggest issue is how to do the various totems.
I was thinking the drop would be 1 at level 4 and then every 4 levels after that (8, 12, 16)

Bonus feats would would allow for combat style feats for the "Enhancement Shammy"

But it's all kind of pinging around in my head.


I had kind of hoped there would be rules for building "Race Levels" so that more potent races could be build more gradually like monster levels (or Paragon Levels from Unearthed Arcana or Race Levels from Arcana unearthed).

However the race builder steps were pretty easy to follow and I liked the basics of it. (though Greater Paragon Stat bonuses didn't seem to be used the same way it was stated in the Monster Races)


One thing I noticed in the examples...the Greater Paragons in practice were +4 +2 and -2. Not +4 -2 -2.


Zrob wrote:

Here's my take on the Player Races (I'm not interested in converting the non pc races)

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

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...

Nice work, and I'm glad I found this as I'm looking to add the WoW races to my Hero Labs databases and was kind of balking at the Draenei.

My only comments would be, the heroic inspiration probably needs a range...unless it's LOS, and for the Gift of the Naaru I considered the healing to be 1 + CHA (or WIS) Mod/Class level.

And I think an Infernal/Abyssal bloodlined Draenei would be essentially an Eredar.

I like the Worgen write up. I considered using the shifter's from Eberron. But this s even better :) Thanks

Thanks to you too David for the thread.
I'm gonna futz around with Hero Labs and see if I can figure out how to do racial levels as well, as I kind of dig those.