WoW Jungle Troll


Conversions

Sovereign Court

I'm preparing a Warcraft campaign for my group, and I'm doing relatively well creating and refluffing what I need so far, but trolls are giving me some trouble. I do have the 3.5e Warcraft RPG books, but I don't like the Rapid Healing ability as presented there. It's just a bit too slow.
So I'm considering using the Fast Healing trait (ARG), but slowing it down to 1 hp per minute rather than 1 round.
Would this be worth about 3 RP? Any other ideas for watering down fast healing to make it a viable trait for core-level races?


Too slow versus what? I don't have the books so not sure the exact details of the ability.


Fast Healing 1 HP/round is worth 6 RP, so I don't think it's inconceivable to get it on a race.

Perhaps:

- Standard Stats and language (0 RP)
- Fast Healing (6 RP)
- Low-light Vision (7 RP)
- Weapon familiarity (8 RP)
- Voodoo Shuffle - 1 CMD against trip (9 RP)
- Bad Mojo -+2 to Will saving throws (10 RP)

How does that look?

Sovereign Court

Onyxlion: Rapid Healing in the Warcraft RPG book lets you heal twice as much when you rest.

Secret Wizard: Well... I had been trying to work in something for Berserking like Ferocity, but otherwise that's not bad. Berserking aside, I'd still make a couple of small tweaks (darkvision instead of low-light, drop weapon familiarity, and specialized stats) and call it done. That's 11 RP, but several core races have 11 RP. Thanks.


No probbo!

You can take out Bad Mojo and Voodoo Shuffle and add a 2 RP skill that grants them an attack of opportunity whenever they are critically hit by a melee attack, regardless of whether they are dropped to negative HP by the critical hit or not. (Remember how old Berserking used to work?)


Secret Wizard wrote:

Fast Healing 1 HP/round is worth 6 RP, so I don't think it's inconceivable to get it on a race.

Perhaps:

- Standard Stats and language (0 RP)
- Fast Healing (6 RP)
- Low-light Vision (7 RP)
- Weapon familiarity (8 RP)
- Voodoo Shuffle - 1 CMD against trip (9 RP)
- Bad Mojo -+2 to Will saving throws (10 RP)

How does that look?

Seems like a high RP race that doesn't bring much, fast healing is nice but it's mainly just a gold saver for after combat.

Edit: bah I'm tired was looking at it as adding up all your numbers instead of it being a sum.

Grand Lodge

Link

I converted them a while ago if interested.

Sovereign Court

Okay, if I may, a second inquiry. We're not going to try rebuilding or converting the classes from WoW to Pathfinder wholesale, and instead simply settle for refluffing the existing PF ones. Priests become clerics, cavaliers can be paladins, rangers and gunslingers are alternate types of hunter, and with some minor tweaking warlocks can be represented by summoners, witches, or sorcerers. But even with (or perhaps because of) the Advanced Class Guide, I've got a slight problem with the shaman. Particularly, their totems. It just seems like such an iconic thing to me not just of the class but almost of the entire setting.

My first thought for this (keeping simplicity in mind) is to create an archetype for the shaman (totemic shaman or something) that turns the hexes into the totems, but I can't really figure out any way that that would be significantly different from the way they already work. However, they work just differently enough that I'm not sure simply refluffing things would be enough. Thoughts? Suggestions? Is there another class that doing something like this to would actually work? Should I just bite the bullet and scrap the default hexes to come up with a new array specific to the archetype?

Grand Lodge

I, personally, would just bite the bullet. There have been a few threads on the conversion/refluffing of Pathfinder WoW. I believe (I could be wrong) the general consensus was its too complex(not sure if that's the correct word) for a simple refluff.

I mentioned in another thread and I'll mention it here: Elghinn Lightbringers's group that does the Multiclass Archetypes. There are several archetypes that fit WoW-style classes. I think its an excellent place to start if you're looking for classes.

Races? You got me.


Lawrence DuBois wrote:

Okay, if I may, a second inquiry. We're not going to try rebuilding or converting the classes from WoW to Pathfinder wholesale, and instead simply settle for refluffing the existing PF ones. Priests become clerics, cavaliers can be paladins, rangers and gunslingers are alternate types of hunter, and with some minor tweaking warlocks can be represented by summoners, witches, or sorcerers. But even with (or perhaps because of) the Advanced Class Guide, I've got a slight problem with the shaman. Particularly, their totems. It just seems like such an iconic thing to me not just of the class but almost of the entire setting.

My first thought for this (keeping simplicity in mind) is to create an archetype for the shaman (totemic shaman or something) that turns the hexes into the totems, but I can't really figure out any way that that would be significantly different from the way they already work. However, they work just differently enough that I'm not sure simply refluffing things would be enough. Thoughts? Suggestions? Is there another class that doing something like this to would actually work? Should I just bite the bullet and scrap the default hexes to come up with a new array specific to the archetype?

In the actual game shamans barely even have totems left, the ones that are are only shadows of what they used to be. I think spirits and hexes are just fine for totems and such. You don't need to reinvent the wheel, the d20 itself is only a shadow of a shadow of the Warcraft universe. It doesn't have all the classes anyway nor all the permutations present in the universe so I really don't think you should be shackled by what things are called.


You can fiat that hexes, etc are represented by physical representations: totems, etc.


Bwang wrote:
You can fiat that hexes, etc are represented by physical representations: totems, etc.

I'm saying don't even got that far. Don't shackle yourself to what something has to be. A hex could be a curse from a warlock, a buff from a druid, or a totem from a shaman who could all be the same class. Let the players play what they want then put the wrapping paper on it, it's less work and more fun.

Sovereign Court

That's what I've been doing for the most part, it just seemed like totems in particular were something a little too iconic to ignore, but not very well represented by anything in PF. However, I realized that at least a few totems were regular old spells in the Warcraft RPG, so I just converted them over. With that, I can now settle for just basic refluffing the rest of the way when needed. Thanks, all.


I would make totems buff or debuffs in an area around a totem object on the map. They act on everyone within the area on the correct side of battle, but can be squished very easily by an attack on them.

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