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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)


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.