| FormerFiend |
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Work in progress, open to constructive criticism & input. My goal isn't to space up the warcraft setting with perfect accuracy but rather take something that has the look & feel of warcraft creatures & make them fit into a Starfinder mold.
Draenei
Ability Adjustments: +2 Str +2 Wis -2 Dex
Hit Points: 5
Gift of the Naaru: Draenei can cast Mystic Cure M1 as a spell like ability once per day for every three character levels it has(minimum once). Additionally, a draenei that takes the Major Psychic Power feat and selects Mystic Cure M2 can use it as per this ability.
Heroic Pressence: Draenei receive a +2 bonus on will saves to resist fear or despair effects
Traditional Enemies: Draenei receive a +1 racial attack bonus to outsiders with the demon or devil subtypes.
Shadow Resistance: Draenei have resistance 5 to cold & electricity
Skilled: Draenei receive a +2 racial bonus to Diplomacy & Mysticism checks
Low Light Vision
Draenei, Lightforged
Size & Type: Lightforged Draenei are medium humanoids with the draenei subtype
Ability Adjustments: +2 Con +2 Cha -2 Dex
Hit Points: 6
Light's Judgement: Lightforged Draenei can cast Overheat as a spell like ability once per day.
Celestial Radiance: As a standard action, a Lightforged Draenei can shed light, causing light within 10 ft of him to increase two steps up to bright, and light for more than 10 ft beyond that to increase one step, up to normal. This effect lasts for 1 minute, but the lightforged draenei can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it's rom an item or creature of a level or CR higher than that of the Lightforged Draenei. A lightforged Draenei can use this ability once per day, plus an additional number of times per day for every three character levels he possesses.
Traditional Enemies: Lightforged Draenei receive a +1 racial attack bonus to outsiders with the demon or devil subtypes.
Holy Resistance: Lightforged Draenei have resistance 5 to fire & electricity.
Skilled: Lightforged Draenei receive a +2 racial bonus to Engineering & Mysticism checks
Draenei, Broken (Krokul)
Size & Type: Broken Draenei are medium humanoids with the draenei subtype.
Ability Adjustments: +2 Dex +2 Wis -2 Cha
Hit Points: 4
Shadowmeld: Attacks against Broken Draenei in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Traditional Enemies: Broken Draenei receive a +1 racial attack bonus to outsiders with the demon or devil subtypes as well as a +1 racial attack bonus to creatures with the orc subtype.
Low light vision
Darkvision
Skilled: Broken Draenei receive a +2 to Stealth and Survival checks.
Kaldorei
Size & Type: Kaldorei are medium humanoids with the elf subtype.
Ability Adjustments: +2 Dex +2 Wis -2 Cha
Hit Points: 4
Quickness: Kaldorei have a base land speed of 40
Shadowmeld: Attacks against Kaldorei in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Weapon Familiarity: Kaldorei are proficient with basic & advanced melee weapons and gain Weapon Specialization with those weapons at 3rd level.
Skilled: Kaldorei receive a +2 racial bonus to Perception & Survival checks
Low Light Vision
Light Sensitivity: Kaldorei are dazzled so long as they remain in areas of bright light.
Shal'dorei
Size & Type: Shal'dorei are mediu humanoids with the elf subtype
Ability Adjustments: +2 Dex +2 Int -2 Wis
Hit Points: 3
Cantrips: Shal'dorei can select one 0th level spell to use as a spell like ability once per day plus an additional time per day for every three character levels they possess. Once made, this decision cannot be changed.
Arcane Pulse: Shal'dorei can cast Mind Thrust M1 as a spell like ability once per day.
Arcane Resistance: Shal'dorei receive a +2 racial bonus to saving throws against spells, but not against spell like abilities.
Skilled: Shal'dorei receive a +2 racial bonus on Culture and Mysticism checks
Dark Vision
Light Sensitivity: Shal'dorei are dazzled as long as they remain in areas of bright light.
Orcs/Mag'har
Size & Type: Mag'har are medium humanoids with the orc subtype
Ability Adjustments: +2 Str +2 Con -2 int
Hit Points: 6
Frenzy: Mag'har can fly into a frenzy once per day per four character levels, granting them a +2 to melee attack rolls and a -2 penalty to AC for one minute.
Weapon Familiarity: Mag'har are proficient with basic & advanced melee weapons and gain Weapon Specialization with those weapons at 3rd level
Skilled: Mag'har receive a +2 racial bonus to Intimidate & Survival checks
Orc Ferocity: Once per day, a Mag'har brought to 0 hit points but not killed can fight on for one more round. The mag'har drops to 0 HP and is dying but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
Low Light Vision
Mogu
Size & Type: Mogu are large humanoids with the Mogu subtype. They have a space of 10ft and a reach of 5ft
Ability Adjustments: +4 Str -2 Cha
Hit Points: 6
Thunder Attunment: Mogu receive a +1 racial bonus on attack rolls with weapons that deal electricity or sonic damage.
Storm Resistance: Mogu receive resistance 5 to electricity and sonic damage
Skilled: Mogu receive a +2 racial bonus to Engineering and Intimidate checks.
Low Light Vision
Normal Speed: Mogu have a base land speed of 30ft
Tauren
Size & Type: Tauren are large monstrous humanoids. They have a space of 10ft and a reach of 5ft.
Ability Adjustments: +2 Str +2 Wis -2 Dex
Hit Points: 8
Natural Weapons: Tauren are always considered armed. They can deal 1d4 lethal piercing or bludgeoning(a choice that is made at character creation and can't be changed after) damage with unarmed strikes and the attack doesn't count as archaic. They gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 x their character level to damage rolls with their natural weapons(instead of just adding their character level as usual)
Charge: Tauren receive a +2 racial bonus on Combat Maneuver checks to Bull Rush
Skilled: Tauren receive a +2 racial bonus to Survival Checks
Low Light Vision
Normal Speed: Tauren have a base land speed of 30ft
I have more planned out. Note that the Mogu entry represents curse of flesh mogu, not stone mogu, the mag'har entry represents standard and uncorrupted orcs, only using the mag'har name to distinguish it from Path/Starfinder orcs, and the tauren race entry represents tauren, highmountain tauren, taunka, and yaungol.
| FormerFiend |
There's actually a fairly dedicated project towards warcraft conversion in PF 1e that I actually consulted fairly heavily while working on these, though these run counter to a few of the write ups they've done, and I might throw up some tweaked versions of these over there since last I checked they haven't gotten to the allied races.
As for what's to come, well, I might get to high/blood/void elves but to an extent I feel that high/blood elves can mostly be covered by standard Starfinder elves, maybe with some tweaks. Void elves would need some more but, and this is just me personally, I'm not a fan of void elves. They're really something that, in my opinion, shouldn't exist; Alliance should have just gotten high elves as an allied race and if they wanted to push the void storyline further with what Alleria's become maybe make that a future hero class. But that's a whole other rant, and I digress.
What I want to tackle next are actually the trolls; warcraft trolls are along with orcs & draenei probably my favorite race as I feel they're really something unique to warcraft that stands out. The hang up I'm having is I'm not sure how to incorporate their regeneration within the balance of Starfinder, whether it should be fast healing, whether it should just be something that recovers Stamina points & HP faster during down time, or whether it should be something like a self targeting SLA heal.
I'm also debating on whether or not I should split them up into the various subraces like I did with draenei & night elves/nightborne or whether I should roll them into one like I did with orcs/tauren.
But after we tackle that hill I'll work on the other elf flavors. High/blood might just end up being one race with a cultural divide but void would definitely be it's own thing.
I will say that I've got no intention of doing a specific entry for WoW styled humans, gnomes, or dwarves - at least not Ironforge dwarves. Maybe something to be done with the dark irons & wild hammers.
One thing I do want to do is stat up a lot of the currently non-playable races in warcraft, and I think Starfinder is certainly more friendly to that than PF 1e with more allowances for different sized races and different body plans.
| FormerFiend |
Incoming voodoo
Zandalari (High Trolls)
Size & Type: Zandalari are medium humanoids with the troll subtype
Ability Adjustments: +2 Dex, +2 Cha, -2 Int
Hit Points: 6
Fast Healing: Trolls have Fast Healing 1; this improves by 1 for every five character levels the troll has, to a maximum of Fast Healing 5 at level 20.
Fire Vulnerability: Taking fire damage negates a troll's fast healing. Fast healing resumes once the troll has gone a full round without taking fire damage.
Skilled: Zandalari receive a +2 racial bonus on Acrobatics & Mysticism checks.
Low Light Vision
Gurubashi (Jungle Trolls)
Size & Type: Gurubashi are medium humanoids with the troll subtype
Ability Adjustments: +2 Dex, +2 Wis, -2 Int
Hit Points: 6
Fast Healing: Trolls have Fast Healing 1; this improves by 1 for every five character levels the troll has, to a maximum of Fast Healing 5 at level 20.
Fire Vulnerability: Taking fire damage negates a troll's fast healing. Fast healing resumes once the troll has gone a full round without taking fire damage.
Skilled: Gurubashi receive a +2 racial bonus on Acrobatics & Survival checks
Low Light Vision
Amani (Forest Trolls)
Size & Type: Amani are medium humanoids with the troll subtype
Ability Adjustments: +2 Str +2 Dex -2 Int
Hit Points: 6
Fast Healing: Trolls have Fast Healing 1; this improves by 1 for every five character levels the troll has, to a maximum of Fast Healing 5 at level 20.
Fire Vulnerability: Taking fire damage negates a troll's fast healing. Fast healing resumes once the troll has gone a full round without taking fire damage.
Skilled: Amani receive a +2 racial bonus on Stealth & Survival checks
Low Light Vision
Drakkari (Ice Trolls)
Size & Type: Drakkari are medium humanoids with the troll subtype
Ability Adjustments: +2 Dex +2 Con -2 Int
Hit Points: 6
Fast Healing: Trolls have Fast Healing 1; this improves by 1 for every five character levels the troll has, to a maximum of Fast Healing 5 at level 20.
Cold Resistance: Drakkari have Resistance Cold 5. A Drakkari can stack this natural resistance with one other source of resistance.
Fire Vulnerability: Drakkari take 1.5x Fire Damage. Taking fire damage negates a troll's fast healing. Fast healing resumes once the troll has gone a full round without taking fire damage.
Skilled: Drakkari receive a +2 racial bonus on Survival checks
Low Light Vision
Farraki (Sand trolls)
Size & Type: Farraki are medium humanoids with the troll subtype
Ability Adjustments: +2 Dex +2 Con -2 Int
Hit Points: 6
Fast Healing: Fast Healing: Trolls have Fast Healing 1; this improves by 1 for every five character levels the troll has, to a maximum of Fast Healing 5 at level 20.
Heat Resistance: Farraki have Resistance Fire 5 that stacks with on other source of resistance.
Cold Vulnerability: Farraki take 1.5x Cold Damage. Taking cold damage negates a farraki's fast healing. Fast healing resumes once the farraki has gone a full round without taking cold damage.
Skilled: Farraki receive a +2 racial bonus on Survival checks.
Low Light Vision
Amaki (Blood Trolls)
Size & Type: Amaki are medium humanoids with the troll subtype
Ability Adjustments: +2 Str +2 Dex -2 Int
Fast Healing: Trolls have Fast Healing 1; this improves by 1 for every five character levels the troll has, to a maximum of Fast Healing 5 at level 20.
Fire Vulnerability: Taking fire damage negates a troll's fast healing. Fast healing resumes once the troll has gone a full round without taking fire damage.
Skilled: Amaki receive a +2 Racial Bonus on Acrobatics & Intimidate checks
Darkvision
| Garretmander |
Fast healing is something of a stupidly good ability in a stamina based system.
Maybe 'heals character level in hit points when taking a 10 min rest to restore stamina points. Taking fire damage prevents this healing next time a character would take a 10 min rest. They can heal normally at subsequent rests.'
| FormerFiend |
Fast healing is something of a stupidly good ability in a stamina based system.
Maybe 'heals character level in hit points when taking a 10 min rest to restore stamina points. Taking fire damage prevents this healing next time a character would take a 10 min rest. They can heal normally at subsequent rests.'
I had been thinking that a low amount of healing combined with the ubiquity of fire damage would probably balance out but that is probably a better idea.
| FormerFiend |
Man'ari
Size & Type: Man'ari are medium Outsiders with the Native & Draenei subtypes. They also count as having the Demon & Devil subtypes for the purpose effects that target those subtypes.
Ability Adjustments: +2 Str +2 Cha -2 Dex
Hit Points: 5
Fiendish Magic: Man'ari can choose one 1st level spell to use as a spell like ability once per day per 4 character levels. Alternatively a Man'ari can choose to have wings that grant it a fly speed of 30ft with average maneuverability.
Fiendish Resistance: Man'ari receive Resistance 5 to Fire & Cold damage.
Skilled: Man'ari receive a +2 racial bonus on Intimidate & Mysticism checks.
Low Light Vision
Darkvision
Xavians (Satyrs)
Size & Type: Xavians are medium Outsiders with the Native & Elf subtypes. They also count as having the Demon & Devil subtypes for the purpose of effects that target those subtypes.
Ability Adjustment: +2 Str +2 Dex -2 Cha
Hit Points: 4
Natural Weapons: Xavians are always considered armed. They can deal 1d3 lethal slashing damage with unarmed strikes and the attack doesn't count as archaic. Xavians gain a unique weapon specialization with their natural weapons at 3rd level, alloing them to add 1-1/2 x their character level to their damage rolls with their natural weaons.
Swift: Xavians have a base land speed of 40ft
Skilled: Xavians have a +2 racial bonus on Stealth and Survival checks.
Darkvision