World of Warcraft Gets The Pathfinder Treatment


Conversions

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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. :)


Detect Magic wrote:
Any new updates on that Warcraft conversion, Ashiel?

Was curious about this myself :)


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

Grand Lodge

Enforcer84 wrote:


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

Presumably you did some fixing as the 'saber in that book was built as a medium creature which didn't have the spare encumbrance to carry a human much less a night elf. :)


Dotting with great glee.

Grand Lodge

I actually would put he Night Elf negative modifier to Charisma,not Intelligence. In the past they made the world's most formidable arcanists, and they are generaly aloof and not very approachable even to their own kind.


LazarX wrote:
I actually would put he Night Elf negative modifier to Charisma,not Intelligence. In the past they made the world's most formidable arcanists, and they are generaly aloof and not very approachable even to their own kind.

The first edition book had the penalty to INT and the 2nd ed had penalty to CHA. I think it can really go either way, even though they had such great arcanists, the use of arcane magic was something the night elves didn't practice again until recently. I think I went with INT also more because a few other races already had the penalty to CHA and wanted a little more variety.


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.

Grand Lodge

1. Automatic proficiency with mace and sword. inherent +2 bonus to Diplomacy.


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.


David Fryer wrote:
Set wrote:

Ooh, very cool idea. I've always wondered what a WoW Warlock or Shaman or Paladin or Hunter would look like as a D&D class, but never bought the WoW conversion books (the EQ conversion was kinda 'eh' and turned me off those sorts of conversions).

The weird things that the same company did both conversions, but the WoW one was stellar and the EQ one was a soul sucking hole of darkness which should never be mentioned.

I may be 3 years behind the posting of this, but I take umbrage sir.

*smacks with gauntlet*

UMBRAGE!

The EverQuest RPG is a piece of art fit to hang in the Louvre. Any man that disparages such perfection better be prepared to face my furry fury of fluffy footstomps!

Seriously, it's amazing :)


I was planning on drawing from WoW for some races and Class Archetypes...

And d20 EverQuest was a Fiasco when it came to balance...


That just makes it a faithful conversion, since the EQ MMO didn't even try to be balanced. That's part of The Vision: decisions have consequences. Some choices are naturally better than others. You're free to choose poorly, whether in terms how you create your character, or where you go and what you do. And the consequences can be heavy.

EQ PHB, pg. 31 wrote:
Not every class is available to each race, and you should consider this when choosing your character's race. Even within the classes available to each race, some races are going to be better at some classes than others. Barbarians, for example, make particularly good warriors, but in many ways make worse rogues than do halflings.

Disclaimer:
I devoted eight months of my life to the EQ MMO, and now I'm a player in one of Jinx's games, so obviously I like that kind of thing. ;)

I agree it was faithful.

But sometimes it was horrid even when compared to the MMO.


Azaelas Fayth wrote:
And d20 EverQuest was a Fiasco when it came to balance...

It would not be the first time in my life that blinders lead the way, even before my expansive proboscis, but I would kick myself if I didn't ask....

How is/was it a fiasco?

I must be drinking deeply of the lemonade because I have found it to be surprisingly balanced for the most part. As with most D&D-centric games it suffers from the same caster-centric world, but that is easily fixable by the DM as they restrict spells (it's 100% in the Guide's hands here) or give the melee access to a surprising array of powerful magical items.

Fredrik wrote:

That just makes it a faithful conversion, since the EQ MMO didn't even try to be balanced. That's part of The Vision: decisions have consequences. Some choices are naturally better than others. You're free to choose poorly, whether in terms how you create your character, or where you go and what you do. And the consequences can be heavy.

EQ PHB, pg. 31 wrote:
Not every class is available to each race, and you should consider this when choosing your character's race. Even within the classes available to each race, some races are going to be better at some classes than others. Barbarians, for example, make particularly good warriors, but in many ways make worse rogues than do halflings.

I played a great deal of the MMORPG and don't remember ever going "wow I'll never play that class, it's so weak," but maybe I am missing what you are saying. Heck, in this WhiteWolf spawned RPG game my biggest challenge as a player is deciding what I'll play. I could easily be persuaded into playing any magical casting class or hybrid. Melee isn't my forte in RPGs, since I like the versatility of doing things I cannot do in RL (or can I? muahahah).

When it comes to races that don't line up well with classes, that's the same as PF, no? The Pathfinder halfling doesn't make the best two-handed fighting barbarian (sans mount here), as the EverQuest gnome doesn't make the greatest cleric. That being said my gnome cleric Nogglegrop is doing just fine in our game thus far.

Azaelas Fayth wrote:

I agree it was faithful.

But sometimes it was horrid even when compared to the MMO.

How so? I'm intrigued at what I am missing.

The biggest slights I have heard previous to this were that EverQuest was too fixated on balance and did not provide enough variety in their spells.


Ok think of it like this:

EverQuest limited the optimization to RaceX+ClassY=The only Optimal Build For RoleZ.

Though 3.5 had something similar but it wasn't no where as bad.


Azaelas Fayth wrote:

Ok think of it like this:

EverQuest limited the optimization to RaceX+ClassY=The only Optimal Build For RoleZ.

Though 3.5 had something similar but it wasn't no where as bad.

Most of your attribute bonuses will be coming from your magical equipment, since EverQuest is dripping with gear that give stat increases like no other similar game I have played.

This opens up opportunities to start the game with a slightly sub-optimal build (my gnome cleric comes to mind) and expect that you will be able to play with the big boys in short order.

What is lost is gained since each of the races bring something interesting to table (I'm a barbarian rogue, but I can knock you unconscious with a non-committal tackle) since their attribute bonuses are not vanilla like their contemporaries.

Conceding that point, for the sake of argument, how do deep racial furrows (leading to limited class options) affect balance?

As an aside, do you see any benefit to that limited optimization?

p.s. I am not an optimization guy, so an ogre beastlord is not lost to me because they walk in with a WIS negative. If anything they are more interesting because they make worse casters, but balance it out by being the EverQuest equivalent of Sherman Tanks : )


I agree that if you are a non-optimizer you won't notice it.

Now which one of the version are you using?


Azaelas Fayth wrote:

I agree that if you are a non-optimizer you won't notice it.

Now which one of the version are you using?

We are playing in two campaigns:

- The Torture Chamber (Goodly Campaign) Started in early November.
- Diablerie (Evil Campaign) Being formed as we speak.

I considered house rules and conversions, but while Pathfinder has a lot to offer I find there's such a wonderful simplicity in running the game as intended. EverQuest was ahead of its time (again, lemonade party of me!) so it's no big deal to play in a game that is as old as it is.

As an aside: I completely expected to hate the game, and expected it to be something thrown together as a quick cash grab to bank some of the popularity of the MMORPG. It had an uphill battle for me to even crack the tome. So if I am praising it, you know it sold me on it.

EverQuest II doesn't exist in my brain (it shares a position right next to all the other Highlander movies), so we are playing the original Sword and Sorcery EverQuest RPG.


Ok I think it is EQII I am thinking of...


Jinx Wigglesnort wrote:


EverQuest II doesn't exist in my brain (it shares a position right next to all the other Highlander movies), so we are playing the original Sword and Sorcery EverQuest RPG.

Lol. This line is priceless.


Azaelas Fayth wrote:
Ok I think it is EQII I am thinking of...

lol you and I are lockstep, that game should be used as kindling before it infects anyone else with its foolish notions and half-baked ideas.

The original game deserves a second look and some love though : ) I have played RPGs for countless years and it is the best in my eyes. *

* A good game of Paranoia is so close it's hard to judge.....citizen.


Jinx Wigglesnort wrote:
* A good game of Paranoia is so close it's hard to judge.....citizen.

What is that from...


Azaelas Fayth wrote:
Jinx Wigglesnort wrote:
* A good game of Paranoia is so close it's hard to judge.....citizen.
What is that from...

Paranoia is a humourous dystopian science-fiction tabletop role-playing game first published in 1984 (seriously, how wonderfully Orwellian is that publishing date?), and is by far one of the strangest experiences that anyone can undertake RPG-wise.

The tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy.

It is worth playing if you can get a tabletop group to join in without anyone else owning the book, and bringing a healthy dose of patience and giggledom.


Jinx Wigglesnort wrote:

Paranoia is a humourous dystopian science-fiction tabletop role-playing game first published in 1984 (seriously, how wonderfully Orwellian is that publishing date?), and is by far one of the strangest experiences that anyone can undertake RPG-wise.

The tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy.

It is worth playing if you can get a tabletop group to join in without anyone else owning the book, and bringing a healthy dose of patience and giggledom.

Sounds like my kinda game...

Though I was referring to it being a Movie quote...


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


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?

Liberty's Edge

Nice stuff, Enforcer84. Can't wait to see what you do with other WoW related materials.


Omega9999 wrote:

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

Forsaken Racial Traits

Undead: Forsaken are undead rather than humanoids. This provides a Forsaken with numerous undead traits:

Blizzard has stated time and again that the Forsaken are NOT undead.

"But what are they if not undead, John-Andre?" Simple. They're humans given posthuman status by the original Plague.

I mean, if we're going to give them powers based on personal opinion, we should be giving them +2 to all Will saves, because according to lore, the reason why any given character is Forsaken and no longer Scourge is because they had the strength of will to throw off the mental domination of the Scourge. So they all have free Iron Will that stacks with Iron Will...

Grand Lodge

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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:
Races
Elf, Blood/High (10 Racial Points)
Type
Humanoid (elf) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
+2 Dex, +2 Int; -2 Con (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Spell Resistance, Greater – 11+Character level (3 RP)
Feat and Skill Racial Traits
Shards of the Past (4 RP)
Magical Racial Traits
Lightbringer (2 RP)
Senses Racial Traits
Low-Light Vision (1 RP)

Draenei (12 Racial Points)
Type
Humanoid (draenei) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
+2 Str, +2 Cha; -2 Dex (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Deathless Spirit (3 RP)
Eternal Hope (2 RP)
Lifebound (2 RP)
Feat and Skill Racial Traits
Skill Bonus – Craft (gem cutting) (2 RP)
Magical Racial Traits
Spell-like Ability, Greater – Blessing of Courage and Life (2 RP)
Senses Racial Trait
Low-Light Vision (1 RP)

Dwarf, Bronzebeard (14 Racial Points)
Type
Humanoid (dwarf) (0 RP)
Size
Medium (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
+2 Con, +2 Wis; -2 Dex (0 RP)
Languages
Standard (0 RP
Racial Traits
Defensive Racial Traits
Energy Resistance, Cold 5 (1 RP)
Hardy (3 RP)
Stability (1 RP)
Natural Armor +1 (2 RP)
Feat and Skill Racial Traits
Stonecunning (1RP)
Magical Racial Traits
Spell-Like Ability, Lesser – Barkskin (self only) (2 RP)
Offensive Racial Traits
Weapon familiarity (2 RP)
Senses Racial Traits
Darkvision 60 ft. (2 RP)

Gnome (12 Racial Points)
Type
Humanoid (gnome) (0 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
+2 Dex, +2 Int; -2 Str (0 RP)
Languages
Linguist (+1 RP)
Racial Traits
Defensive Racial Traits
Cat's Luck (1 RP)
Feat and Skill Traits
Master Tinker (2 RP)
Nimble Attacks (2 RP)
Skill Bonus – Escape Artist (2 RP)
Skill Bonus – Perception (2 RP)
Skill Bonus – one Craft or Profession (2 RP)
Offensive Racial Traits
Kneecapper (1 RP)

Goblin
Type
Humanoid (goblin) (0 RP)
Size
Small (0 RP)
Ability Score Modifiers
Flexible +2 Con, +2 Cha (2 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Beguiling Liar (2 RP)
Greed (1 RP)
Gregarious (1 RP)
Silver Tongued (3 RP)
Skill Bonus – Craft (alchemy) (2 RP)
Magical Racial Traits
Pyromaniac (3 RP)
Other Racial Traits
Multi Talented (2 RP)

Human (13 Racial Points)
Type
Humanoid (human) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Human (0 RP)
Languages
Linguist (1 RP)
Racial Traits
Feat and Skill Racial Traits
Flexible Bonus Feat (4 RP)
Skilled (4 RP)
Other Racial Traits
Heroic (4 RP)

Night Elf (17 Race Points)
Type
Humanoid (elf)
Size
Medium (0 RP)
Base Speed
Medium (0 RP)
Ability Score Modifiers
Flexible +2 Dex, +2 Wis (2 RP)
Languages
Xenophobic (0 RP)
Racial Traits
Defensive Racial Traits
Shadow Blending (1 RP)
Shadow Resistance (2 RP)
Silent Hunter (2 RP)
Stalker (1 RP)
Feat and Skill Racial Traits
Camouflage (1 RP)
Skill Bonus – Acrobatics (2 RP)
Skill Bonus – Knowledge (nature) (2 RP)
Skill Bonus – Survival (2 RP)
Offensive Racial Traits
Weapon Familiarity (2 RP)

Orc (11 Racial Points)
Type
Humanoid (orc) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Specialized +2 Str, +2 Con; -2 Int (1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Skill Bonus – Intimidate (2 RP)
Skill Training – Intimidate and Survival (1 RP)
Offensive Racial Traits
Ferocity (4 RP)
Frenzy (2 RP)
Senses Racial Traits
Low-Light Vision (1 RP)

Pandaren (19 Race Points)
Type
Humanoid (pandaren) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Advanced +2 Str, +2 Dex, +2 Con, +4 Wis; -2 Int (4 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Mist Child (1 RP)
Natural Armor, Improved +2 (3 RP)
Feat and Skill Racial Traits
Nimble Faller (2 RP)
Skill Bonus – Acrobatics (2 RP)
Skill Bonus – Craft (cooking) or Profession (brewer) (2 RP)
Static Bonus Feat – Improved Unarmed Strike (3 RP*)
Movement Racial Traits
Climb Speed 20' +8 Climb Skill (2 RP)

*The Pandaren may choose to deal bludgeoning or slashing damage with its unarmed strikes.

Tauren (21 Race Points)
Type
Humanoid (tauren) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
+2 Str, +2 Wis; -2 Dex
Languages
Standard (0 RP)
Racial Traits
Ability Score Racial Traits
Advanced Strength (4 RP)
Advanced Constitution (4 RP)
Defensive Racial Traits
Desert Runner (2 RP)
Natural Armor, Improved +2 (3 RP)
Feat and Skill Racial Traits
Skill Bonus – Handle Animal (2 RP)
Skill Bonus – Survival (2 RP)
Offensive Racial Traits
Natural Attack – Gore 1d6 (1 RP)
Powerful Charge (2 RP)
Weapon Familiarity (1 RP)

Troll, Jungle (14 Racial Points)
Type
Humanoid (troll) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Advanced +2 Str, +4 Dex, +2 Con; -2 Int (4 RP)
Languages
Xenophobic (0 RP)
Racial Traits
Defensive Racial Traits
Fast Healing 1 (6 RP)
Feat and Skill Racial Traits
Skill Bonus – Stealth (2 RP)
Offensive Racial Traits
Frenzy (2 RP)

Undead
Type
Half-Undead (5 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Human Heritage (0 RP)
Languages
Standard (0 RP)
Racial Traits
Ability Score Racial Traits
Advanced Strength (4 RP)
Defensive Racial Traits
Deathless Spirit (3 RP)
Natural Armor, Improved – 2 (3 RP)
Resist Level Drain (included in Type)
Undead Resistance (included in Type)
Magical Racial Traits
Fell Magic (3 RP)
Senses Racial Traits
Darkvision 60ft. (included in Type)

Worgen (17 Racial Points)
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Advanced +2 Str, +2 Dex; -2 Wis (1 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Plagueborn (1 RP)
Feat and Skill Racial Traits
Skill Bonus - Perception (2 RP)
Skill Bonus - Stealth (2 RP)
Movement Racial Traits
Sprinter (1 RP)
Offensive Racial Traits
Bite – 1d3 (1 RP)
Claws 2 – 1d4 (2 RP)
Senses Racial Traits
Darkvision 60 ft. (included)
Scent (4 RP)


John-Andre wrote:
Omega9999 wrote:

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

Forsaken Racial Traits

Undead: Forsaken are undead rather than humanoids. This provides a Forsaken with numerous undead traits:

Blizzard has stated time and again that the Forsaken are NOT undead.

"But what are they if not undead, John-Andre?" Simple. They're humans given posthuman status by the original Plague.

I mean, if we're going to give them powers based on personal opinion, we should be giving them +2 to all Will saves, because according to lore, the reason why any given character is Forsaken and no longer Scourge is because they had the strength of will to throw off the mental domination of the Scourge. So they all have free Iron Will that stacks with Iron Will...

I'm sorry, but every official source EVER has called the Scourge/Forsaken undead. Even on WoW's official page under faction races they call the Forsaken "Undead". LINK

But you are correct, the defining feature of the Forsaken IS their iron clad will that allowed them to break free of the Lich King's domination.

Silver Crusade

GokaiFire wrote:


I'm sorry, but every official source EVER has called the Scourge/Forsaken undead. Even on WoW's official page under faction races they call the Forsaken "Undead". LINK

Yep, he's right. UNDEAD is in big type on their website.


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


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 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


Xum wrote:
Carefull with that Rage stuff. As it is it's plus 8 to Strength right from the start, it's a bit too much. I would say it's a rage that gives +2 Str and +2 Con only, and its stackable with Barbarian Rage.

even +1 to one of two not boths

and yes, stackable with bbn´s rage... and if he isn´t a bbn can rage with +1 to one ability... sounds great for the start!!


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?

Grand Lodge

@Enforcer84
Please have at, I'll probably never finish them and if they help you out thats even better.

Grand Lodge

John-Andre wrote:
Omega9999 wrote:

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

Forsaken Racial Traits

Undead: Forsaken are undead rather than humanoids. This provides a Forsaken with numerous undead traits:

Blizzard has stated time and again that the Forsaken are NOT undead.

Keep in mind that since Blizzard's primary concern here is PVP MMORG gameplay, that distinction was made at the time to remove the Undead type from Forsaken in order to nerf Alliance Paladins who were getting massive hurt on Forsaken players.. (this is pre-Wrath) when Paladins were Alliance-Only)

And Blizzard makes no comment on the material presented in the paper and dice books since they've been discommoded from game continuity.

Grand Lodge

I've always seen the Mogu as Oni.


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.


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)


What specs are represented by which feats/archtypes.

What feats and talents might a subtlety rogue have?
What Archtype is a Holy paladin?
How would you build a Arcane mage?

I am curious to hear peoples theories.

Silver Crusade

Just my opinion, but the Slayer fits well into WoW Rogue. With the exception being the Outlaw Rogue.

http://www.d20pfsrd.com/classes/hybrid-classes/slayer

Rogue Subtetly: http://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo---sl ayer-archetypes/stygian-slayer

Rogue Assassination: http://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo---sl ayer-archetypes/executioner-slayer-archetype

Rogue Outlaw: http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler


Marcus Steelfeather wrote:

Just my opinion, but the Slayer fits well into WoW Rogue. With the exception being the Outlaw Rogue.

Slayer class

Rogue Subtlety: Stygian Slayer archetype

Rogue Assassination: Executioner

Rogue Outlaw: Swashbuckler

*BEEP*

LINKIFICATION COMPLETE.

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