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Small thing, if you end up doing something like this and you make vows important, there is a big difference between Celibacy (will not marry) and Chastity (will not know the pleasures of the flesh).
personally I'd tweak the Druid class to make it.
Remove the animal companion and beast shape, keep the spell list and figure out something for totems. Work with the GM to bring in some of the iconic abilities.
The belt is a nice item to strive for, but remember that it represents a reward from a very specific storyline in with YOU, THE PLAYER were the Goblin who was set to be the hottest thing to ever hit Kezan before Gallywix and Deathwing ruined your plan.
Would be a nice magic item to have or find later though.
Here's the write up I did recently. Horde races are in the second post.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/conversions/warcraftRacesConversion

LazarX wrote:
I have the opposite issue. I'd never play any of the Warcraft races or classes outside the setting the concepts, the races, and the world are too much welded together.
I think you're mistaking my meaning slightly.
There's two ways you can do this.
1) World of Warcraft as seen through the lens of Pathfinder. This would be like any standard adventure and your setting is Azeroth/Draenor or whatever would you want to set it on. The Holy Light vs. The burning Legion and all that. You don't actually have to have an entire series of splatbooks to cover this. Adapt existing classes to incorporate the games classes and move on. Druids worship Elune and Priests/Paladins worship the Light or the Shadow. If you're married to some "iconic" thing or another, then figure out the conversion. It's like the guy who wants someone to convert the Pandaren, hell, do it yourself, be fair and realistic and run it by your GM.
2) You could also spill Azerothian adventures into another world, simply by the fact that portals exist all over Draenor and other places. There were no Orcs on Azeroth until the Dark Portal opened, what's to stop one from opening up on whatever world the GM wants to open one up to.
As far as one thing being welded to another, I'm not sure I agree with you. Every fantasy or sci fi genre cribs off of its predecessors and then twists things a little here and they to make them fresh. Deciding that you have more "noble savage" orcs or "steampunk gnomes" doesn't dilute any particular story so long as you make it consistent. Hell, you could even argue that Gnomes who talk fast and think in math and like to be engineers was blatantly stolen from Dragonlance...just an example.

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LazarX wrote:
Have you read the paper and dice material there? It's a far larger game in scope than the MMO is right now. The fact that it's not congruent with the computer game is a relatively minor concern. It's a good setting in it's own right and even if they disown it now, the folks at Blizzard had a lot of influence in it's creation and ongoing design. Meh, I looked through it and one of my friends did a good chunk of the artwork. I found it pretty lacking personally, but then I'm generally pretty down on established media getting their own stand alone gaming system since they are usually poorly made cash-ins. My idea came from wanting to play a more Azerothian Orc in my current PF game. fortunately my GM agreed with my vision and was willing to accomodate me.
IMHO whether you were playing a PF rulesset game set in Azeroth/Draenor or pulling WoW races into another world through Portals or just saying "my Minotaurs are like the Tauren" it could be done fairly easily and without a full conversion.
Other things are pretty lightweight....wanna play a Shaman? Fine, you're pretty much a druid, maybe you focus more on elementals than on wildshape stuff. Warlock? Easy. Take a Wizard with the Empowered Familiar feat and make it a Quasit or Imp regardless of Alignment (Demonology). Sorceres would of course have the Infernal bloodline (Affliction or Destruction based). It's all about using different ingredients to achieve the same flavour. In the end it's all about story and the GM and the Players interacting to tell that story, right?

David Fryer wrote: Zrob wrote: Here's my take on the Player Races (I'm not interested in converting the non pc races)
I think my stat bonusess are slightly more realistic than the stuff I'm seeing here. (For instance Tauren, which in the game have more HP than any other race are not given a con bonus so far in this thread.)
Link
True, the Tauren did not get a Con bonus, which was because I was working from the P&P game, not the MMO. In the d20 game they did not get a Con bonus either, which is the reason for the oversight.
Personally as a WoW player, I'd recommend using the d20 version as little as possible. Recently the Creative Development team from Blizzard said that it was a third party license that had no effect on their view of the world and was not an accurate reflection of it.
Really as I see it, aside from converting the player races, there's not a lot that a good GM would need to do to run Azeroth or incorporate Azerothians into their world (there's portals everywhere...not just THE DARK PORTAL). It's less about the numbers imho than it is about the feel of the story and keeping things tied to an accurate portrayal of the lore as it is given.

Here's my take on the Player Races (I'm not interested in converting the non pc races)
I think my stat bonusess are slightly more realistic than the stuff I'm seeing here. (For instance Tauren, which in the game have more HP than any other race are not given a con bonus so far in this thread.)
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/conversions/warcraftRacesConversion
Prime Evil wrote: Omega9999 wrote: I'm working on the races I Need.
I will set my campaign after the Frozen Throne. So i will not work on the Worgen and the Draenei. Personally, I'd love to see somebody try a Draenei conversion. They're my favourite WoW race. 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 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)
Nodnarb wrote: 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.
Name Violation wrote: 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.
Well, to be fair it's only +10 if you're standing perfectly still and if you move you aren't in stealth anymore, I can only see that wrecking the games of the worst of GMs.
Could even be toned down to a +5
LazarX wrote: 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.

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

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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 wrote:
Now, in discussions with my GM, she believes that an Empowered Familiar grants no + skill bonus. My concern with that logic is, why should I spend a feat to get less of a bonus than had I not spent the feat?
To give another concrete example of where I am going with this logic.
Say a regular unarmed strike did d6 + STR +2 non lethal and provokes AoO
Taking Improved Unarmed Strike now makes it do d6 +STR lethal or subdual, does not provoke AoO
Regardless of the removal of Aoo and ability to do lethal, I would also wonder why IUS takes a damage tax and ask for an explanation.
So far as I've seen with feats that begin with "Improved" or "Empowered" or a like adjective, what you have begins at equal to and gets better, rather than being better but missing key components of the initial thing.
Karui Kage wrote: They get the same 'familiar bonuses', sure. But a Psuedodragon or Imp is still, at it's core, miles beyond better at everything than a Raven. Again, please quantify this with rules.
I was also mentioning the above comment that empowereds were "sturdier"
Thank you.
Thank you all for your input.
Please allow me to explain myself. I took a very long break from D&D. The last time I played was right before 3.0 came out. This is one of two characters I've run in a very very long time and I've been trying to find my sea legs.
Now, in 3.5 it says to look at the MM for the specific boncuses you get for this type of familiar. I look at the 3.5 MM and all it lists for Pseudodragon familiars is how a pseudodragon decides to take you as it's master. Hence, my consideration that perhaps someone at WOTC forgot to include the section.
Now as for the person who said that an empowered familiar is sturdier, where do you get that in a quantifiable fashion.
By my reading of the PF book, a familiar has the same defensive feats and shards half the masters hitpoints, regardless of empowered or not.
If I a missing something, please enlighten me.
hogarth wrote: Improved Familiars don't give you a skill or save bonus like (most) regular familiars do.
Why would you spend the feat? Because Improved Familiars can do useful stuff (e.g. an air mephit can cast Blur and Gust of Wind -- I'd like to see a feat do that!).
Perhaps I'm greedy, but why is this?
All things being equal, an empowered familiar and a non-empowered familiar should have the same abilities.
+skill bonus
Abilities listed according to level
Half hit points of caster.
An empowered familiar then has the bonus such as what you listed for an air mephit.
I find it all to be, at best, ambiguous. At worst, an oversight from WOTC (hopefully to be rectified by Paizo)
I'm playing a Wizard and I took the Empowered Familiar feat, granting me a Pseudodragon.
The problem is I cannot find the special features of having an Empowered Familiar, other than having that creature with you.
My big questions is this:
All regular animals are listed as giving a +skill (appraise, perception, stealth....) bonus.
This was the same in 3.5 Just as in 3.5, players were encouraged to consult the MM to find the extra benefits of an Empowered Familiar.
MM did not list any extra benefits. Will the beastiary have a small secion on Imps, Quasits, Celestial X, Homonunculi, Pseudodragons and the like in it?
Now, in discussions with my GM, she believes that an Empowered Familiar grants no + skill bonus. My concern with that logic is, why should I spend a feat to get less of a bonus than had I not spent the feat?
Your input is appreciated.
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