kevin_video
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So I've got a new player that loves WoW, and currently has a draenei priest. She'd like to convert it over to Pathfinder and make a draenei cleric. No problem with that, minus a slight one.
Just before the 2nd Edition Warcraft book lost its licensing, I was in talks with one of the authors and managed to get a beta playtest of the race, and the racial class. Most of it won't be hard to convert (ie. spirit is wisdom, so that's easy), but the languages and the bonus vs. fel energy I don't know what do with.
• +2 racial bonus on saving throws against fel energy spells. The Draenei have attuned their bodies to be almost immune to the demonic energies that have plagued their brethren.
• Automatic Languages: Common and Eredun. Unlike other races, knowledge of Eredun causes no Spirit damage, and does not force the draenei's alignment to change. Bonus Languages: Darnassian, Low Common, and Orcish. The Draenei use to live in harmony with the orcs and have learned the orcs language, as well as the lesser languages of the universe. They also learn the language of their closest allies, the night elves.
I've looked up "fel energy". It reads as "corrupted arcane magic" that's usually cast by demons. To me, that seems similar to the "vile" damage from the days of 3.5's Book of Vile Darkness. I was thinking that either you get a +2 vs. spells with the [evil] descriptor, or just a straight up +2 bonus vs. arcane spells and spell likes. Something along the lines of what the 3.5 Hexblade had.
As for the languages, I'll remove "low common", and change orcish to just orc. Darnassian is the night elf language, so change that to standard elven. Eredun is the language of the demons, so technically that means I should go abyssal. I was thinking of maybe adding infernal to the bonus languages as well, just to cover both bases.
What would you do?
| Adjule |
With the design of the draenei to basically be the embodiment of the Paladin archetype, giving them a +2 vs evil spells and SLAs (both descriptor and/or those used by evil creatures) makes sense, as does a saving throw against negative energy.
Fel energy is best represented by Pathfinder's negative energy. As for the language, Eredun equalling Abyssal works, and adding in infernal as a bonus language works, since Warcraft doesn't have devils, but they are a thing in Pathfinder.
kevin_video
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So, would the Deathless Spirit ability of the aasimar be what it would best be swapped with?
Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Or, would it better fit that the first sentence is ignored (gain resist 5 negative energy), as well as the "do not lose hp", and just go with everything after "+2 racial bonus"?
| Adjule |
Well, the draenei in-game have the racial ability "shadow resistance", which reduces shadow damage by 1%, so resist 5 negative energy works pretty well. I would probably remove the "do not lose hit points" from that ability, but otherwise use it as is.
Otherwise, I think the Deathless Spirit works rather well for the draenei.