World of Warcraft Gets The Pathfinder Treatment


Conversions

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TarkXT wrote:
Xum wrote:
I agree we would have to make some NEW classes, but not mingle with the ones already there. Maybe some minor changes to wiz and cleric, but that's pretty much it.
Also being a bard is a good way to get your face kicked in by an orc whose just not having it.

Hehe, that would be fun to watch.

Dark Archive

I'd like to see a Pathfinder Bard go up against a WoW orc. The results might be surprising.

Shadow Lodge

Xum wrote:
Beckett wrote:

YOu do realise that PF undead get Cha to HP now?

I'm suggesting making them undead, not Undead Type. That is it.

I DO realise that, and I don't see that as a problem.

Thing is, since you are making it specifically for Warcraft, and I do love those and would like to help, you could make every race balanced from them (since you are not making them undead type cause it's too powerful). More feats for humans, more strength for taurens, and stuff like that, it's really no big deal and would bring things up to par with the world you know?

Just for the record, on the WoW RPG they were undead and were WAY more powerful then they are now (no critical and all) and there was a feat that made u use cha instead of con for undead. So, what's the problem in making them undead type now?

That is fine, it was just a suggestion. I'm not going to bring it up after th, so don't worry. I was thinking the goal was to

1.) update the WoW RPG to PF rules, (including using PF Classes)

2.) to make WoW RPG material, (in this case the races) reasible in a PF rules setting.

I like the idea that the Forsaken are undead. I do not think that the Undead type does them justice though, (especially compared to the MMO). PathFinder has remove a great deal of out-right immunities. Spells do not give 100% protection, they give bonuses instead. Now that Pathfinder Undead can be Sneak Attacked, Critted on, have lower general HP, and a dang good reason to fear even a very low-level Cleric/Priest (don't forgeta PF Paladin, too!!!), keeping them undead (comparitively) makes the Foresaken very much less powerful.


Beckett wrote:


That is fine, it was just a suggestion. I'm not going to bring it up after th, so don't worry. I was thinking the goal was to

1.) update the WoW RPG to PF rules, (including using PF Classes)

2.) to make WoW RPG material, (in this case the races) reasible in a PF rules setting.

I like the idea that the Forsaken are undead. I do not think that the Undead type does them justice though, (especially compared to the MMO). PathFinder has remove a great deal of out-right immunities. Spells do not give 100% protection, they give bonuses instead. Now that Pathfinder Undead can be Sneak Attacked, Critted on, have lower general HP, and a dang good reason to fear even a very low-level Cleric/Priest (don't forgeta PF Paladin, too!!!), keeping them undead (comparitively) makes the Foresaken very much less powerful.

Actually wouldn't that put them closer to the undead in the MMO? You can still crit, sneak attack, poison, and yes you can even disease the undead in wow.


Sounds like a rehash of the Living Construct's intro to the game. SKR suggests moving away from "immunities" in race design, which is a good start. Want an ability to scale? Look to the Raptorian. Want a particular set of undead powers? Scaling them back is a viable path.

So people, where are we and where do we want to go?

Dark Archive

I'd like to do some thread necromancy on this one, instead of starting a new thread about the same topic. I'm curious if anyone has actually written up PRPG versions of each class. I'm playing WoW now, and though I haven't played for very long, I find that I'd very much like to RP some of the race/class combos. My main character is an Undead (Demonologist) Warlock, and was very interested in trying to play as one in a PRPG game. Can anyone point me in the right direction?

Dark Archive

Jason Beardsley wrote:
My main character is an Undead (Demonologist) Warlock, and was very interested in trying to play as one in a PRPG game. Can anyone point me in the right direction?

Spellcasting classes convert poorly from online to tabletop, IMO.

I would start with WotC's Warlock class, and tone down the Eldritch Blast a bit (to make it less all at once and more 'damage over time,' using Acid Arrow as a guideline), and add an Eidolon-like summons. At 1st level, you'd get a little dude with gremlin-like stats that can cast Produce Flame as a free action at will and jumps around, throwing fire at people. As levels accrue, the 'Imp' uses more powerful blasts, as it's 'caster level' increases along with your own, and since produce flame doesn't scale terribly impressively, I'd be inclined to allow the 'imp' to make iterative attacks when level permits, allowing a mid-level imp to hurl multiple produce fire projectiles in a round, or to have the produce flame effect linger like alchemist's fire, after a certain level, so that it might do an additional 1d6 damage / hit on the next round.

Higher level pets, like the succubus, voidwalker, dreadguard and infernal, would require similar tweaking. A WoW Warlock's 'succubus,' for example would go nowhere near the PF Succubus stats, since about all they share in common is a name and their fashion sense.

The Eldritch Blast would never be quite as powerful as a standard EB for a 3.5 Warlock (because it it was, you'd be converting a WoW Mage!), but have more debuff / damage over time effects, and the various other Invocations learned would cover other spells, like fear or draim life or whatever.

Unlike 3.5 Invocations, some would have limited use, such as must wait 5 rounds, or 10 minutes, or whatever, before being able to be invoked again, which would simulate the 'timers' on abilites like Death Coil or the Infernal summoning blast. (Forgot the name, haven't played a Warlock in years.)

Dark Archive

Thank you, Set! I never truly realized how much can be done with what already exists, and a little tweaking. Though, I am a fan of SKR's "serial numbers filed off" bit, I never thought to do that for some reason...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
ragoftag wrote:

Can'tFindthePath said: Also, and this is important, ALL the races are exaggerated in appearance.

Take a look at some mideval woodcuts on how various fae such as elves, trolls, are depicted. Night Elves in particular are pretty much spot on how some kinds of faerie are supposed to have looked.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Shutat Delumana wrote:

Okay, now I got a question for this thread. What are the odds of seeing some of "named" weapons from WOW statted for Pathfinder? I'm curious because one of my players is curious as to how one would work up the sword "Ashbringer" for Pathfinder as a non-epic item?

If it's not epic, than it wouldn't be the Ashbringer. Although truth be told, at least some of the power in the blade was based on its wielder.

Remember the blade wasn't just any ordinary blade, the Argent Crusade considered the loss of many of it's members a fair price to get it into Fiordring's hands.

Dark Archive

Looking at some undead templates in the Beastairy and Beastairy 2, I would say give them a channel resistance bonus equal to their CHAR bonus or a straight +4.

Has anyone done Trolls? Blood Elves?

How well does the Hunter Class translate to PF?

Dark Archive

Shenron wrote:


Has anyone done Trolls? Blood Elves?

Trolls are on the first page. Blood elves are here


Shenron wrote:

Looking at some undead templates in the Beastairy and Beastairy 2, I would say give them a channel resistance bonus equal to their CHAR bonus or a straight +4.

Has anyone done Trolls? Blood Elves?

How well does the Hunter Class translate to PF?

In the APG there is a ranger variant that deals with beasts more.

Dark Archive

Sweet, thanks for the help. I will have to see what I think of that variant in the APB.


i've developed my own version of WoW's races, here are the Alliance Races

http://www.mediafire.com/?fq7d621dsg9go0e

Dark Archive

Wow. Good job, Omega! I don't suppose you're working on Horde? I also noticed you changed ability score names to match WoW. Is there any difference in the mechanics, or is it simply for dress?


Omega9999 wrote:

i've developed my own version of WoW's races, here are the Alliance Races

Link

FIFY


just for dress :D, I've done all the Horde races, and some other races(Mok'nathal, Wildhammer Dwarves and Pandaren for example) but I have to traslate them in English(i'm Italian lol) I'll soon translate them in English and post them here.

BTW, what FIFY means? XD


Omega9999 wrote:
BTW, what FIFY means? XD

.

F.ixed
I.it
F.or
Y.you

:)


ok, lol thank you :D

btw, here is the Orc! next step: the Tauren

Orc Racial Traits

+2 Stamina, +2 Spirit, –2 Intellect: Orcs are incredibly tought and have noble souls, but they are more likely to follow their passions instead of reason.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
Battle Rage: Orcs long ago learned how to harness the ferocity that dwells within their fierce hearts. This ability functions exactly as a barbarian’s rage, except for the differences noted below.
The orc may rage only 2 rounds per day. If the orc belongs to a class that already allows access to a rage-like ability (such as the barbarian class), the orc’s racial battle rage ability allows him to rage 2 additional rounds per day.
Intimidating: Orcs always treat Intimidate as it was a class skill for them.
Hatred: Orcs receive a +1 bonus on attack rolls against humanoid creatures of the human subtype due their long history of enmity.
Weapon Familiarity: Orcs treat any weapon with the word “orcish” in its name as a martial weapon.
Wolf Empathy: Orcs get a +2 racial bonus on all Handle Animal and Ride checks against Wolves of any kind.
Languages: Orcs begin play speaking Common and Orcish. Orcs with high Intellect scores can choose from the following: Goblin, Low Common, Taur-ahe and Zandali.

Dark Archive

Very nice.. May I ask what the "dress names" equate to? I assume:
Strength stays the same
Dexterity becomes Agility
Constitution becomes Stamina
Intelligence becomes Intellect
Wisdom becomes Spirit
Charisma stays the same

Is that correct?


Yes it is, i'm using the names used in the WoW tabletop RPG released by White Wolf some years ago ^_^.

I edited the post above, added the Wolf Empathy, I forgot to translate it xD

Dark Archive

Nice.. can't wait to see how you treat the Forsaken ;)


Ok, you asked for them.... :D

Forsaken Racial Traits

+2 Strenght, –2 Agility: Undeath grants physical power but dulls reflexes.
Medium: Forsaken are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Forsaken have a base speed of 30 feet.
Darkvision: Forsaken can see in the dark up to 60 feet.
Dreadful: Forsaken get a +2 racial bonus on Intimidate checks and always treat Intimidate as it was class skill for them
Undead: Forsaken are undead rather than humanoids. This provides a Forsaken with numerous undead traits:
• No Stamina score. Undead use their Charisma score in place of their Stamina score when calculating hit points, Fortitude saves, and any special ability that relies on Stamina (such as when calculating a breath weapon's DC).
• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
• Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Agility, and Strength), as well as to exhaustion and fatigue effects.
• Negative energy (such as from a death coil spell) heals Forsaken, while positive energy hurts them.
• Not at risk of death from massive damage. Unlike other undead, a Forsaken is not destroyed when reduced to 0 hit points or less. Instead, at 0 hit points a Forsaken is disabled. She can perform only one move action or standard action each round but does not risk further damage from strenuous activity. Between –1 and –9 hit points, the Forsaken is dying. She is unconscious and cannot act, but she does not risk further . At –10 hit points, the Forsaken is destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Forsaken. These spells return a destroyed Forsaken to her undead life; the Scourge’s curse makes it virtually impossible to bring a Forsaken back to life as the creature she was before she died. Only wish or miracle can accomplish that.
• Forsaken do not breathe, eat or sleep. Forsaken spellcasters still need 8 hours uninterrupted rest before preparing their spells.
Languages: Forsaken begin play speaking Common. Forsaken with high Intellect scores can choose from the following: Goblin, Low Common, Orcish, Thalassian and Zandali.

Dark Archive

lol.. nice.. I'm kinda concerned that Forsaken deviate from the +2/+2/-2 that the other races get..

while you're at it, why not put the rest up? =D


it was a difficult decision. I could give the +2 Cha becaouse of their frightful appearance, but giving them +2 Cha meant +1hp per hd, +1 Fort. etc...the same as +2 Con. and they are already undead and have many immunities so i stacked with +2 Str/-2 Dex.

I have to translate the other races, and here is midnight, so maybe tomorrow morning i will post them :P

EDIT: add this to the Forsake's undead trait:

• To naturally heal, a forsaken does not require sleep per se, but it needs at least eight hours of inactivity as well as food(in the form of raw flesh, the only thing Forsaken can eat properly)to promote negative energy to heal the forsaken. Like any other creature without regeneration, the Forsaken cannot regrow lost limbs

Silver Crusade

dottin the thread

Good stuff guys.


Here is the Tauren :D

Tauren Racial Traits

+2 Strenght, +2 Spirit, –2 Agility: Tauren are incredibly powerful and in tune with spirits, but they lack grace.
Medium: Tauren are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tauren have a base speed of 30 feet.
Powerful Build: The physical stature of Tauren lets them function in many ways as if they were one size category larger.
Whenever a Tauren is subject to a size modifer or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Tauren is treated as one size larger if doing so is advantageous to him. A Tauren is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
A Tauren can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Weapon Familiarity: Tauren treat any weapon with the word “Tauren” in its name as a martial weapon.
Natural Weapon: A tauren’s horns are a primary natural weapon, and all adult tauren are profi cient in their use. Tauren horns deal 1d8 points of damage (plus bonus damage from Strength). A Tauren fighting with melee weapons treat the horns as secondary natural attacks(with a -5 penalty on the attack roll) and deal 1d8 points of damage +½ the Tauren’s Strenght modifier.
In tune with Wilderness: Tauren always treat Handle Animal and Survival as they were class skills for them.
Languages: Tauren begin play speaking Common and Taur-ahe. Tauren with high Intellect scores can choose from the following: Goblin, Low Common, Orcish and Zandali.

Dark Archive

Nice! What's left? Blood Elves and Goblins.. IIRC, You didn't have Worgen in your pdf.. Ill go back and check to make sure..

Edit: Nope, you missed Worgen ;)


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.

Dark Archive

Pathfinder Adventure Subscriber
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.


I personally hate those blue goats XD
i don't like how the story was developed after the end of the Frozen Throne, the MMO ruined something like ...half the Lore of WoW's Universe.


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.

Yes, please.


Pathfinder Rulebook Subscriber
amorangias wrote:
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.
Yes, please.

Use the stats for a 1/2 orc, but replace ferocity with an ability to use fast heal 1 x rounds per day on themselves or others. Let it increase by one every 5 HD, to a max of fast healing 5 at 20.

Also replace orc weapons with +1 to hit per 4 or 5 HD bonus.


here are the Jungle Trolls!

Jungle Troll Racial Traits
+2 Agility, +2 Spirit, –2 Intellect: Trolls are wiry, quick and love voodoo magic, but their primitive culture has not allowed for much intellectual stimulation.
Medium: Jungle Troll are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Jungle Trolls have a base speed of 30 feet.
Low-Light Vision: Jungle Trolls can see twice as far as humans in conditions of dim light.
Expert of the wild: Jungle Trolls receive a +2 racial bonus on Acrobatics check and always treat Acrobatics and Survival as they were class skills for them.
Thrown Weapon Training: Jungle Trolls receive a +1 racial bonus on attack rolls made with a thrown weapon.
Troll Healing: Jungle trolls heal twice as quickly as normal (they heal 2 hit point per hid die after a period of rest). Once per day, as a move action, a Jungle troll can gain Fast Healing 1 for a number of minutes equal to the Jungle Troll’s Stamina Modifier.
Languages: Jungle Trolls begin play speaking Common and Zandali. Jungle Trolls with high Intellect scores can choose from the following: Goblin, Low Common, Orcish and Taur-ahe.


LazarX wrote:
If it's not epic, than it wouldn't be the Ashbringer. Although truth be told, at least some of the power in the blade was based on its wielder.

The Ashbringer is an artifact level item, not just epic, in WoW terms. The closest I've come to playing an epic level character was looking at the rulebook, so I don't know how this translates, exactly.

I would leave the Ashbringer as an artifact, and not just a really cool +5 greatsword of one-handed badassitude. The orb that was used in constructing it was a powerful, dark necromantic tool. The paladins and priests that Mograine showed it to tried to destroy it with holy magic and cleansed it, turning it into an equally powerful tool of The Light. They have the dwarves forge it into a weapon, creating the Ashbringer, a sword that in modern Warcraft times rivals the Lich King's Frostmourne, destroys it, even.

The wielder of such a weapon would HAVE to have a powerful connection to some divine being or energy to be worthy of it at all, I would think. Perhaps, as an artifact, it's full power is only bestowed upon a paladin with the proper divine connection (I wouldn't say Mograine was the ONLY choice for an owner at the time, but the most logical choice).

There's a really awesome comic about the Ashbringer. Made me want to roll a Pathfinder paladin.


here are some new races: the Half Ogre and the Forest Troll

Half Ogre(Mok’nathal) Racial Traits
+2 Strenght, +2 Spirit, –2 Charisma: Half Ogres are powerful and wise like their progenitors, but they’ve been isolated for many years.
Medium: Hal Ogres are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hal Ogres have a base speed of 30 feet.
Low-Light Vision: Half Ogres can see twice as far as humans in conditions of dim light.
Powerful Build: The physical stature of Half Ogres lets them function in many ways as if they were one size category larger.
Whenever a Half Ogre is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Half Ogre is treated as one size larger if doing so is advantageous to him. A Half Ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
A Half Ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Mixed Blood: Half Ogres count as both Orc and Ogre for any effect related to race.
Thick Skin: Half Ogres receive a +1 natural armor bonus.
Languages: Half Ogre begin play speaking Common and Low Common. Half Ogres with high Intellect scores can choose from the following: Goblin, Orcish, Taur-ahe and Zandali.

Forest Troll Racial Traits
+2 Strenght, +2 Spirit, –2 Intellect: Forest Trolls are powerful and adept at voodoo magic, but their primitive culture has not allowed for much intellectual stimulation.
Medium: Forest Troll are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Forest Trolls have a base speed of 30 feet.
Low-Light Vision: Forest Trolls can see twice as far as humans in conditions of dim light.
Expert of the wild: Forest Trolls receive a +2 racial bonus on Acrobatics check and always treat Acrobatics and Survival as they were class skills for them.
Thrown Weapon Training: Forest Trolls receive a +1 racial bonus on attack rolls made with a thrown weapon.
Troll Healing: Forest trolls heal twice as quickly as normal (they heal 2 hit point per hid die after a period of rest). Once per day, as a move action, a Forest troll can gain Fast Healing 1 for a number of minutes equal to the Jungle Troll’s Stamina Modifier.
Languages: Forest Trolls begin play speaking Common and Zandali. Forest Trolls with high Intellect scores can choose from the following: Goblin, Low Common, Orcish and Taur-ahe.


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)

Dark Archive

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.


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.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Xum wrote:

I don't think he is trying to make WoW MMO into a Tabletop, he is trying to make WoW RPG into Pathfinder RPG. So, there is absolutely no need for Respecs.

The books already out on WoW cover pretty much every class and variations thereoff. There is no need to implement the MMO system into the RPG, and almost no viable way to do it right.

I would second that, also the books provide a lot of setting material, most of which is still useful. While they are out of print they're still available at RPG Now.


Besides if you want an MMO just play wow Hehe.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Zrob wrote:


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.

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.


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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?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Zrob wrote:
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?

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.


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.

Silver Crusade

Zrob wrote:
Deciding that you have more "noble savage" orcs or "steampunk gnomes" doesn't dilute any particular story so long as you make it consistent.

fistbump

That's my favorite kind of orc. They've been part of my homebrew since before WoW and it hasn't diluted anything.

Along with the previous complaints about the RPG adaptation, didn't it have shenanigans like a supposedly NG order of Blood Elf knights going around doing hate crimes nad lynching every troll they could? I can see why so many have a dim view of the books if that's anything to go by.

Dark Archive

Zrob wrote:
Warlock? Easy. Take a Wizard with the Empowered Familiar feat and make it a Quasit or Imp regardless of Alignment (Demonology).

Here's an idea inspired by the WoW version of an Imp.

IMO, the Felhunter is the most distinctive warlock pet, even if I never used the darn thing...


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.


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.

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