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  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default WoW: patch 3.5 (3.5-Based System, WIP)

    The Races:

    The Alliance:

    Human (Stormwind):
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    Humans
    Humans are among the youngest races on Azeroth, but they make up for it by being the most populous. With life spans generally shorter than the other races, humans strive all the harder to achieve great heights in empire building, exploration, and magical study. Their aggressive and inquisitive nature lead the human nations to become active and influential in the world. Such was the case prior to the orcs' original invasion through the Dark Portal. Human kingdoms suffered greatly in the three wars against forces of the demonic Burning Legion's creating, The Horde in the first two, and The Scourge in the third.
    Personality:
    Humans value virtue, honor, and courage, though like all races, they also pursue power and wealth. Humans have spent generations battling dark forces and have lost some of their greatest kingdoms to them. This loss embitters humans, and they have a view of diplomacy that does not favor negotiations. Aided by belief in the Holy Light, humans have fought hard and endured much during the wars against the Horde and the Burning Legion. Despite all their tragedies, humans show hardiness and bravery and are thoroughly committed to building strong societies, reinforcing their kingdoms, and reclaiming their nations. Years of war have tempered human resolve, tempering them and giving them a determined nature.
    Physical Description:
    Humans come from many backgrounds and show great physical variety among all the races. Humans' skin ranges from dark to light and may have tones of other colors. Their eyes are blue, brown, green, gray, or hazel. Human hair is brown, black, blond, or red. Men often grow short beards and women commonly wear their hair long. Humans average six feet in height and weigh about 180 pounds, with men noticeably taller and heavier than women. The physique of humans is more muscular and sturdy than of elves, but much more slender than that of dwarves. The color and hue of human skin is varied, ranging from a fair pink, to tanned, to a very dark brown. Hair becomes gray or white with sickness or age. Human eyes have been known to glow like those of the naturally magical elves if he or she is wielding powerful magic. Humans have a relatively short lifespan, less than the majority of the other races on Azeroth. They are old at about 55 years of age, and at 70 years they are venerable, with a maximum age between 72-110 years. Because of this, humanity strives to make the most out of what it has and to build legacies.
    Relations:
    Humans began the Alliance, and it could not exist without them. Humans and orcs joined forces to face the Burning Legion several years ago, but friction again returned once they dispatched the demonic threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds are commonplace. Humans also look upon tauren with suspicion, due to the ties tauren have established with orcs. Humans and dwarves have long enjoyed a good relationship, a bond only strengthened since the dwarves' latest discoveries have energized their archaeological efforts. Elves are a source of mystery and frustration — especially the exotic night elves, with whom they are allied. Humans dislike and distrust jungle trolls and, to an even greater extent, Forsaken. They greatly respect gnomish technological prowess, though it is unknown exactly how they view the Gnomeregan Exiles and their current plight. Draenei share faith with the humans, a fact that has instantly endeared them to the masses, but their newness and resemblance to the eredar still has many suspicious of them. Humans have been known to rarely intermarry with other races. The human paladin Turalyon married the elven ranger Alleria Windrunner, producing one son, Arator. Rhonin, the leader of the Kirin Tor, is married to Alleria's sister Vereesa. Less famously, a human woman now named Tamara Wobblesprocket married a gnome.
    Alignment:
    Humans have a slight tendency towards lawful alignments, but they are a varied bunch, and it's not uncommon to find representatives of all points of the alignment spectrum within the same building.
    Human Lands:
    Humanity has generally been controlled by seven powerful kingdoms, each with their own sphere of influence. All seven city-states were descended from the ancient nation of Arathor. Recently, however, a series of devastating wars have plagued humanity, resulting in the end of several kingdoms and the creation of a new one, Theramore, the only human state in Kalimdor. After the end of the Third War, Alliance forces under Jaina Proudmoore sailed to Southeastern Kalimdor. They founded a stronghold called Theramore, a small, walled city on a rocky isle east of Dustwallow Marsh. Theramore Isle and the nearby mainland fall under human control and border Durotar, the orcs' new homeland, to the North. Humans and orcs maintain a tentative peace along their borders, but clashes are common. Since most of the human warriors and mages lost their lives during the war against the Burning Legion, only a handful of veteran mages and paladins remain in Theramore. While Ironforge dwarves and the high elves also occupy the small island city, humans hold the seats of greatest power. Goblin vendors and traders are a common sight in and around the rocky isle. In the east, Lordaeron still boasts several human settlements, but it has diminished to a fraction of the size and power that it once was. Hillsbrad and Kul Tiras are still mostly under human control, and a few settlements hold out in Silverpine Forest and the Alterac Mountains. Stormwind, in the Southern continent of Azeroth, suffered in the First and Second Wars but remained relatively untouched in the Third. Stormwind has been rebuilt and stands larger and better defended than before. Though the Scourge did not make itself felt in Stormwind, the small kingdom faces its own enemies, both from without and within. Nevertheless, currently Stormwind is humanity’s strongest nation and a symbol of reclamation and renewal.
    Religion:
    Humans follow the Holy Light. Cathedrals and churches stand in their cities, and their priests preside over followers, heal the wounded, soothe the weary, and crusade against what they consider evil. Humans have an order of holy warriors, paladins, who follow the Holy Light and crush evil and chaotic beings in its name. Paladins are wholly committed to defending the human nations.
    Language:
    Humans speak Common. They may know many other languages, however, as they deal with many different creatures.
    Names:Human parents grant a child its given name at birth, while its family name has a long history and usually speaks something of its bearer’s ancestry. Some humans change their family names to emphasize their own accomplishments.
    Male Names: Merander, Gyram, Darrick, Hebry.
    Female Names: Lilla, Merian, Richelle, Ammi.
    Last Names: Renn, Townguard, Silversmith, Runetouch.
    Adventurers:
    While many humans spend their entire lives as farmers or guards, a surprisingly large number of a humans take class levels to one degree or another. Adventurers are far from uncommon, and about one in three humans has class levels of one kind or another.

    • +2 to one stat of your choice
    • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    • Human base land speed is 30 feet.
    • Racial Weapon Proficiency: Humans are always proficient with the Shortsword, Longsword, Greatsword, Light Mace, Heavy Mace, and Maul.
    • A human has a +2 racial bonus to Spot and Diplomacy checks
    • A human has a +1 racial bonus to will saves.
    • Every Man For Himself: Once per encounter, a human may immediately end any Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Shaken, or Stunned condition. Doing so is NOT an action, but you may only make a single move or standard action on your next following turn.
    • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
    • Favored Class: Any.


    Dwarves (Ironforge):
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    Dwarves

    Personality:
    Physical Description:
    Relations:
    Alignment:
    Dwarven Lands:
    Religion:
    Language:
    Names:
    Male Names:
    Female Names:
    Last Names:
    Adventurers:

    The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

    • +2 str, +2 Con, -2 Dex.
    • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
    • Stoneform: A dwarf can tap into his connection with the earth, temporarily gaining a +2 bonus to natural armor and becoming immune to effects that require fortitude saves, unless they also affect objects. This ability lasts for a number of rounds equal to his constitution modifier, and can be used 1/encounter
    • Cold Resistance: A dwarf gains a +2 bonus to saves against spells or abilities that have the (cold) descriptor or deal cold damage.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    • Favored Class: Fighter.



    Gnomes (Gnomerengan):
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    The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate.

    Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering - it is the gnomes who provide the critical, visionary designs for most of the Dwarves' weapons and steam vehicles.

    The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion's recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes' decision to withhold their courageous troops and pilots.

    When the war ended, the Alliance discovered the reason for the Gnomes' sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies' priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost.

    Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves' stronghold of Ironforge. Committed once again to the Alliance's cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people.

    • +2 dex, +2 int, -2 str
    • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Gnome base land speed is 20 feet.
    • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Gnomes gain a +4 racial bonus to escape artist checks.
    • Gnomes have a +2 racial bonus to saving throws against arcane spells or spell-like abilities.
    • Gnomes gain a +4 racial bonus to Knowledge (architecture and engineering) checks.
    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
    • Favored Class: Wizard.



    Night Elves:
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    The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

    • +2 dex, +2 wis, -2 str
    • Medium: As Medium creatures, night elves have no special bonuses or penalties due to their size.
    • Night elf base land speed is 30 feet
    • Low-Light Vision: A night elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • Shadowmeld: A night elf gains a +4 bonus to hide checks. In addition, a night elf in shadowy or darker illumination can turn invisible as a swift action, as with the spell invisibility, but it only affects her and her equipment, and the effect breaks if she moves, casts a spell, or attacks. The effect lasts until she breaks it. After using this ability, it cannot be used again for one minute.
    • A night elf gains a +1 dodge bonus to AC
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Class: Ranger



    Draenei:
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    One month ago, a terrible explosion tore open the skies above northern Kalimdor. At that moment, the great ship Exodar plummeted from the heavens, and crashed upon the world of Azeroth. Having fled the ravaged world of Outland, the noble draenei used the dimension traveling Exodar to reach safe haven. Inspired by tales of the heroic alliance that stood against the might of the Burning Legion, the draenei have come to enlist aid in retaking their shattered homeland. Dedicated to preserving life and upholding the tenets of the Holy Light, the draenei hope to gather a new coalition of warriors to battle the Burning Legion and put a halt to its horrific Burning Crusade. Armed only with courage and their unshakeable faith in the Light, the draenei look forward to finding the alliance and ushering them towards the destiny that awaits beyond the skies of Azeroth.

    • +2 str, +2 wis, -2 dex.
    • Medium: As Medium creatures, draenei have no special bonuses or penalties due to their size.
    • Draenei base land speed is 30 feet.
    • Gift of the Naaru: A draenei can heal one creature within thirty feet as a standard action, granting the target fast healing equal to the draenei's HD for 3 rounds. This ability can be used 1/encounter.
    • A draenei has a +2 racial bonus to saves against negative energy spells and abilities that use negative energy.
    • Automatic Languages: Common, Draenic. Bonus Languages: Aquan, Auran, Draconic, Dwarven, Elven, Goblin, Ignan, Terran.



    Worgen:
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    The worgen are a race of feral wolf-beasts whose very name inspires fear. Theories regarding their history abound, yet the worgen's origins remain steeped in mystery.

    Records indicate that the worgen existed for a time in Kalimdor. In fact, more recent evidence suggests that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor's distant past. Yet until new evidence comes to light, this information remains speculative.

    The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal's weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.

    Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the fabled walled nation of Gilneas, where the curse rapidly reached pandemic levels.

    The citizens of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.

    Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.

    There are those among the Gilneans, however, who cling to hope. Many believe that a treatment for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.


    • +2 str, +2 dex, -2 int
    • Medium: As Medium creatures, worgen have no special bonuses or penalties due to their size.
    • Worgen base land speed is 30 feet.
    • Low-Light Vision: A worgen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Human Form: A worgen in human form gains a +2 to charisma-based skill checks. While in human form, he can switch to feral form as a swift action.
    • Feral Form: A worgen in feral form gains two natural claw attacks that deal 1d4 damage, his speed increases to 40 feet, and he gains the scent ability. While in feral form, a worgen can switch to human form as a move action.
    • Automatic Languages: Common. Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Class: Barbarian




    The Horde:

    Orcs:
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    The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.

    • +2 Str, +2 wis, -2 int.
    • Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
    • Orc base land speed is 30 feet.
    • Blood Fury: An orc can enter a state of blood fury as a swift action, gaining a +2 morale bonus to attack and damage rolls for a number of rounds equal to his constitution modifier. He can use this ability 1/encounter.
    • Command: An orc's animal companion gains a +2 bonus to all damage rolls.
    • Automatic Languages: Common, Orcish. Bonus Languages: Aquan, Auran, Draconic, Goblin, Ignan, Taurahae, Terran.
    • Favored Class: Barbarian



    Jungle Trolls:
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    The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races.

    One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde.

    Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracts within the nearby jungles of the Echo Isles.

    As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.

    • +2 dex, +2 con, -2 int.
    • Medium: As Medium creatures, jungle trolls have no special bonuses or penalties due to their size.
    • Jungle troll base land speed is 30 feet.
    • Berserking: A jungle troll can enter a frenzy for three rounds. While in this frenzy, the jungle troll can make an additional melee attack at his highest base attack bonus each round, but takes a -2 to all attacks made in that round if he does so. He can use this ability 1/encounter.
    • A Jungle troll gains fast healing equal to one-half his HD.
    • Automatic Languages: Orcish. Bonus Languages: Aquan, Auran, Draconic, Goblin, Ignan, Taurahae, Terran.
    • Favored Class: Barbarian



    Forsaken:
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    Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron's former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas' royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.

    • +2 con, -2 str.
    • Living Dead Subtype: The forsaken are not fully undead, instead retaining some of their connection to life. As such, they gain the following traits:
      Traits:
      • Unlike other undead, a forsaken has a Constitution score.
      • Unlike other undead, a forsaken does not have darkvision.
      • Unlike other undead, a forsaken is not immune to mind-affecting spells and abilities.
      • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
      • A forsaken cannot heal lethal damage naturally.
      • Unlike other undead, forsaken are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
      • As living dead, forsaken can be affected by spells that target living creatures as well as by those that target undead. A forsaken is healed by both inflict and cure spells, but only is healed half the indicated amount. If the forsaken succeeds on a will save against a cure or inflict spell's DC, he is healed by the full amount. Heal and Harm affect him similarly. If he is the target of a spell such as slay living or destroy undead, he is affected normally, but he gains a +4 to his save due to his half-dead nature.
      • The unusual qasi-dead nature of forsaken makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A forsaken can be turned or rebuked, but gains a +4 to the check to resist. A forsaken struck by a disrupting weapon must still make the save, but similarly gains a +4 on his save to resist.
      • A forsaken responds slightly differently from other living creatures when reduced to 0 hit points. A forsaken with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a forsaken is inert. He is unconscious and helpless, and cannot perform any actions. An inert forsaken does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
      • As a member of the living dead, a forsaken can be raised or resurrected.
      • A forsaken does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
      • Although the living dead do not need to sleep, a forsaken wizard must rest for 8 hours before preparing spells.
    • Medium: As Medium creatures, forsaken have no special bonuses or penalties due to their size.
    • Forsaken base land speed is 30 feet.
    • Cannibalize: A forsaken adjacent to a humanoid or undead corpse may take a full-round action to feed on it. The forsaken is healed a number of HP equal to 1d8+twice the target's HD.
    • +2 racial bonus on craft (alchemy) checks.
    • Automatic Languages: Orcish, Gutterspeak. Bonus Languages: Aquan, Draconic, Goblin, Orcish, Taurahae, Terran.
    • Favored Class: Warlock



    Tauren:
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    The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.

    • +4 str, +2 con, +2 wis, -2 dex, -2 Cha
    • Monstrous Humanoid: Tauren are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium Size: As medium creatures, tauren have no special bonuses or penalties due to their size.
    • Tauren base land speed is 30 feet
    • Low-light vision: Tauren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • 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 modifier or special size modifier for an opposed check (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 improved 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 benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • War Stomp: As a standard action at will, a tauren can stomp the earth, sending his foes toppling. All creatures within 15 feet must make a reflex save (DC 10 + 1/2 tauren's HD + str mod) or fall prone. A tauren can use this ability 1/encounter.
    • Tauren have a +2 racial bonus to knowledge (nature) checks.
    • Automatic languages: Orcish, Taurahae. Bonus Languages: Auran, Aquan, Draconic, Giant, Gnoll, Goblin, Ignan, Terran.
    • Favored Class: Barbarian
    • LA: +1


    Blood Elves:
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    For nearly seven thousand years, the high elves cultivated a shining magical kingdom deep within the forests of northern Lordaeron. But five years ago, the undead Scourge invaded Quel'Thalas and drove the elves to the brink of extinction. Led by the evil death knight Arthas, the Scourge destroyed the mystical Sunwell, thereby severing the elves from the source of their arcane power. Though the scars of that conflict are evident, the remaining elves have banded together and retaken much of their homeland. Calling themselves "blood elves", these grim survivors are committed to regaining the vast powers they once commanded. Inspired by the leadership of their beloved prince, Kael'thas Sunstrider, the blood elves now seek out new sources of arcane magic and the means of defending their land against the undying horrors of the Scourge.

    • +2 dex, +2 cha, -2 str
    • Medium Size: As medium creatures, blood elves have no special bonuses or penalties due to their size.
    • Blood Elf base land speed is 30 feet.
    • Arcane Torrent: 1/encounter as a swift action, a blood elf can project an aura that lasts for 3 rounds. All creatures within 20 feet of the blood elf that attempt to cast a spell or manifest a power must make a will save (DC 10 + 1/2 HD + cha mod) or the spell fails and is lost. For every spell lost this way, a blood elf gains 1d6 temporary HP for each level of the spell lost. These temporary HP last for one hour.
    • Blood elves have a +1 racial bonus to saving throws against all spells and spell-like abilities.
    • Blood elves have a +2 racial bonus to knowledge (Arcana) and spellcraft checks.
    • Automatic languages: Orcish, Thalassian. Bonus languages: Common, draconic, elven, goblin, gutterspeak, sylvan.
    • Favored Class: Sorcerer


    Goblin (Kezan):
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    Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro.

    The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins' complex, unpredictable mindset.

    The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction’s services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn't last forever...

    Recently, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms

    • +2 dex, +2 int, -2 wis
    • Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Goblin base land speed is 20 feet.
    • Darkvision out to 60 feet.
    • Utility Belt: A goblin's utility belt is a very useful device. It contains pockets, tool hooks, and even some of the engineering wizardry goblins are famous for. 1/encounter, a goblin may use his belt to gain a +20 bonus to a single jump check, or he may use it to fire a rocket as a ranged touch attack. The rocket deals 1d6 fire damage to all creatures within 10 feet of the target, plus an additional 1d6 fire damage for every two HD he has. The belt also comes with three masterwork tools of the goblin's choice.
    • Merchant's Instincts: A goblin can sell items at 75% their listed value instead of 50%, and, once per day, can talk a merchant into selling a single item for 75% it's listed value.
    • Goblins gain a +2 racial bonus to knowledge (architecture and engineering) and craft (Alchemy) checks.
    • Automatic languages: Common, Orcish, Goblin. Bonus Languages: Any (other than secret languages, such as Druidic).
    • Favored Class: Artificer
    Last edited by Admiral Squish; 2010-08-16 at 11:04 PM.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Monsters:

    Ancients:

    Bog Creature:


    Murloc:
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    Murloc, 1st level Warrior
    Small Monstrous Humanoid (Aquatic)
    Hit Dice: 1d8
    Initiative: +1
    Speed: 20 ft. (4 squares) Swim 40 ft. (8 squares)
    Armor Class: 14 (+1 Dex, +1 size, +2 Natural Armor), 12 touch, 12 flat-footed
    Base Attack/Grapple: +1/-3
    Attack: Spear +1 Melee (1d6-1) or Bite +0 melee (1d4-1) or Spear +2 ranged (1d6-1)
    Full Attack: Spear +1 Melee (1d6-1) and Bite +0 melee (1d4-1) or Spear +2 ranged (1d6-1)
    Space/Reach: 5/5
    Special Attacks:
    Special Qualities: Amphibious, Murloc Traits
    Saves: Fort +3, Ref +1, Will +0
    Abilities Str 10, Dex 12, Con 12, Int 8, Wis 10, Cha 8
    Skills: Swim +12
    Feats: Weapon Focus (Spear)
    Environment: Any Aquatic
    Organization: solitary, Pair, Warcamp (5-20), Tribe (20-100).
    Challenge Rating: 1/2
    Treasure: Half standard
    Alignment: Usually Neutral Evil
    Advancement: 1-3 (Small), 4-7 (Medium), 8 (Large), or by character class.
    Level Adjustment: +0

    A small humanoid creature rises out of the waters in front of you. It' body is hunched forward completely, it's arms and legs coming down from it's torso. It's back bears a number of curved, colorful spines. It's hide is covered in a layer of fish-like scales, and it's hanging arms hold a crude spear.

    Murlocs are, at first glance, are a developing race of fish-like creatures. They wield primitive spears and crude nets, and carve artwork and tools out of stone and coral. They live in crude wooden huts along the shores of azeroth, though they are slowly expanding their influence in along rivers and streams leading inland.

    However, there is new information slowly coming to light, information that implies they may infact not be a newcomer, but a race with origins in the deepest, darkest oceans, and a history that may even stretch further back than the origin of the trolls.

    Combat:
    Murlocs may seem cowardly and primitive, but they show a surprising cunning. Often, they will flee to lure pursuers into the water where they and their companions can rip into a victim freely.

    Amphibious: (Ex)
    Although Murlocks are aquatic, they can survive indefinitely on land.

    Murloc Traits:
    Murlocs possess the following racial traits.
    • +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma
    • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
    • A murloc's base land speed is 20 feet, and it has a swim speed of 40 feet.
    • Low-light vision.
    • Weapon Familiarity: A murloc treats nets and bolas as martial weapons
    • +1 racial bonus on attack rolls against humanoids.
    • +4 bonus to hide, listen and spot checks while underwater.
    • Automatic Languages: Nerglish. Bonus Languages: Aquan, Common
    • Favored Class: Ranger



    Quillboar:
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    Quillboar, 1st level Warrior
    Medium Monstrous Humanoid (Aquatic)
    Hit Dice: 1d8+2
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (-1 Dex, +2 Natural Armor, +2 heavy shield), 9 touch, 13 flat-footed
    Base Attack/Grapple: +1/+2
    Attack: Morningstar +2 Melee (1d8+1) and Gore +2 melee (1d6+1)
    Full Attack: Morningstar +2 Melee (1d8+1) and Gore +2 melee (1d6+1)
    Space/Reach: 5/5
    Special Attacks: Thorned Hide
    Special Qualities: Quillboar Traits
    Saves: Fort +3, Ref -1, Will +0
    Abilities Str 12, Dex 8, Con 12, Int 10, Wis 10, Cha 8
    Skills: Survival +4,
    Feats:
    Environment: Warm Plains
    Organization: solitary, Pair, Warcamp (5-20), Tribe (20-100).
    Challenge Rating: 1/2
    Treasure: Half standard
    Alignment: Usually Lawful Neutral
    Advancement: By character class.
    Level Adjustment: +0

    (Need more work, but don't have time tonight)


    Ogre:

    Dragons:

    Ruby
    Cobalt
    Bronze
    Emerald
    Ebon

    Furbolg:

    Gnoll:

    Kodo:

    Kobold:

    Magnataur:

    Satyr:

    Imp:

    Voidwalker:

    Tuskarr:

    Wolvar:

    Moonkin:

    Abomination:

    Ghoul:

    Dryad:

    Vrykul:

    Iron Vrykul/dwarves/giants:

    Infernals:

    Felguard:

    Felhound:

    Trogg:

    Lasher:

    Giant Moth:

    Ravager:

    Fungal Giants:

    Sporegarr:

    Sporebat:

    Makrura:

    Spore Walkers:


    Coming Soon!
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Classes:

    Druid:

    Hunter:

    Mage:

    Paladin:

    Priest:

    Rogue:

    Shaman:

    Warlock:

    Warrior:

    Death Knight:
    Last edited by Admiral Squish; 2010-08-03 at 04:26 PM.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    (Reserved for Items/Equipment/Artifacts)
    Last edited by Admiral Squish; 2010-08-03 at 04:27 PM.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    (Reserved for anything else)
    Last edited by Admiral Squish; 2010-08-03 at 04:27 PM.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Its only been about 4 hours. I wouldn't be getting too impatient yet.

    Anyways, the only gripe I have so far is that your "human" is just lifted from the generic 3.5 D&D human. The Warcraft human is a good deal different.

    From WoW, their stats are:
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    Perception - passive
    -Increases stealth detection by 5 points (1 level).
    The Human Spirit - passive
    -Spirit increased by 3%.
    Diplomacy - passive
    -Faction reputation gains increased by 10%.
    Every Man for Himself - instant - 2 min cooldown
    -Activate to remove all movement impairing effects and all effects which cause loss of control of your character.
    Sword Specialization - passive
    -Expertise with One-Handed Swords and Two-Handed Swords increased by 3.
    Mace Specialization - passive
    -Expertise with One-Handed Maces and Two-Handed Maces increased by 3.


    I think to represent that, you could go with:

    Human
    Medium
    Base Land Speed 30 feet
    Racial Weapon Proficiency: Humans are always proficient with the Shortsword, Longsword, Greatsword, Light Mace, Heavy Mace, and Maul.
    Skill Bonuses: +2 Spot, +2 Diplomacy
    Saving Throws: +1 Will
    Every Man For Himself: Once per encounter, a human may spend a standard action to remove the Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Shaken, or Stunned condition. This ability may be used even when a character wouldn't normally be able to use standard actions due to one of the above abilities. If the condition would be the effect of a spell, spell-like abilities, or ongoing ability, that spell, spell-like ability, or ongoing ability is immediately removed from the human as well.

    ---

    At the very least, it could give you a place to start.

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    I was originally going to rip dwarves and gnomes straight from D&D, too, but once I took a closer look at the WoW stats, I decided against it. I just forgot to go back to redo humans.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    This is pretty cool, but... http://www.wowwiki.com/Warcraft_RPG

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    Troll in the Playground
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Also, two other nitpicks.

    Your Night Elves have a penalty to Intelligence? Considering the Night Elves were capable of harnessing arcane magic to the point where they tore the world asunder, there legacy living on as the Highborne, not to mention they have shown no less competence in tactics or academia than say, humans, I don't think they deserve an Intelligence penalty.

    Really, I think they could go +2 Wis, -2 Con.

    You've also classified Draenei as Monstrous Humanoids, whereas I think they should be more classified as Outsiders. They are, essentially, Celestials who fell from grace to become Manarii Eredar (Demons), and then were redeemed to become Draenei. So, they went from Outsider [Good] to Outsider [Evil] to Outsider.

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    Firbolg in the Playground
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    As for night elves, you do have a point, but I was also reading the wiki on them and they were described as much bigger and more feral than most elves. I based their stats off those for the wood elves due to that. While you do bring up a good point on the int penalty, perhaps it could be a penalty to charisma instead? It does say that most elves, while beautiful are distrusted to to their 'dark magics'.

    Outsiders, hm? True, I could see that. So, native outsider, like the planetouched?

    As for the WoW RPG, I'm aware it exists. But I also don't care. I'm enjoying myself as it is.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Nice work on WoW Races, but that's the easy part, will see what you can do with Classes, but continue, more WoW love is good and the RPG dosent really feel wow... ToB should be the way to go for most of the classes,..

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    PirateGuy

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    chiming in with Xzoltar:

    Are you thinking about doing classes? It'd be interesting to work out a Rage Bar mechanic for the fighter...

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Actually, yeah, that would make a lot of sense. Some kinda pan-class list, then some you get as you level up your tree.

    Unfortunately, without majorly rewriting almost everything about 3.5, this is not plausible, and I don't play WoW nearly enough to make the apropos abilities. If someone else were to make them, though, I think I could certainly offer some help.

    And we've got the first half of the horde done. I couldn't find a way to make tauren as epic as they are without going into +1 LA...
    Last edited by Admiral Squish; 2010-07-31 at 08:56 PM.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    In the past we have playtest WoW in a D&D environnent and it was working great and was beeing played almost the same as Online.

    Death Knight was quite similar to the Recovery mechanic of the crusader. Almost every classes was using Tome of Battle maneuvers, all WoW abilities were converted on a use basis for each classes and I know we have playtest Rogue, Warrior, Hunter, Death Knight, Druid (ToB when morphing, else spellpoint druid with heavy modified spell list), Paladin

    I dont think we had playtest Mage, Priest, Shaman, but Warlock was underway but not completed.

    You can easly emulate most Classes with existent Spells/Maneuvers but its not as much fun.

    Wow english is really bad tonight, sorry about that, going to sleep I guess...

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Stoneform: A dwarf can tap into his connection with the earth, temporarily gaining a +2 bonus to natural armor and becoming immune to effects that require fortitude saves, unless they also affect objects. This ability lasts for a number of rounds equal to his constitution modifier, and can be used 3/day.
    How about once per hour instead of 3/day?

    Also, call the dwarves, dwarves (ironforge), since there's more then one kind of dwarf in warcraft verse.

    As for the wargen, say that in human form, they lose their charisma penalty from being in wolf form instead of gain a bonus. They aren't particularly charismatic.

    +2 Str, -2 int.
    Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
    Orc base land speed is 30 feet.
    Blood Fury: An orc can enter a state of blood fury as a swift action, gaining a +2 morale bonus to melee and ranged damage rolls for three rounds. After using this ability, he cannot use it again for one minute.
    Command: An orc's animal companion gains a +1 bonus to all damage rolls.
    Automatic Languages: Common, Orcish. Bonus Languages: Aquan, Auran, Draconic, Goblin, Ignan, Taurahae, Terran.
    Favored Class: Barbarian
    In warcraft verse, orcs are very powerful.

    I'd say:

    - +4 Str, +2 Con, -2 Int, -2 Cha (orcs are terrible at social stuff and have to hit it off with other races that are caught in the dirt like them; the whole formation of the horde, according to warcraft 3, is them being the underdogs and grinding to the top), -2 wis (orcs love fighting and were pretty foolish to join with the demons originally).

    - Depending on an orc's clan (sub-type), they get different benefits (ie. warsong - additional +1 benefit from bard's inspiration; frostwolf - +2 handle animal with wolves, etc.)

    - Lose 'dazzled' condition

    - Blood fury - Orc's gain an additional +2 benefit from the effects of rage and bull's strength

    - Illiteracy - Unless an orc's intelligence score is 13 or higher, they are always illiterate until they spend 2 skill points to become literate (orcs all hail from clans that can't read; D&D orcs are more like ruffians on the other hand that depend on other races for civilized goods and can as such read if they aren't solely barbarians).
    ------

    I couldn't find a way to make tauren as epic as they are without going into +1 LA...
    Okay, uh...

    - +2 Natural Armor (thick skin and rough hides but nothing comparable to D&D's ogre)

    - 1 Hoof (1d4 damage), can take the trample feat and apply it to themselves

    - +8 Strength (Tauren are ridiculously strong), -4 Intelligence (Tauren are pretty primitive, even compared to orcs), -2 Charisma, -2 Dexterity; Tauren aren't particularly rambunctious like orcs. And the whole 'wise shaman' thing translates to no wisdom penalty (if orcs think they are wise and they themselves have a wisdom penalty then that = no penalty and no bonus, imo). Yes, major ability score bonus to one ability score that doesn't really matter all that much. Penalties more than account for it, IMO.

    - Illiteracy (like orcs, Tauren are illiterate), unless they have at least 13 Intelligence

    - Clumsy Build (all the negatives of being size large without the benefits)

    - Size medium, Speed 20ft. (Tauren are heavy and slow; they also live long, so this makes them slow decisions makers as well)

    Tauren Paragon (class)

    - HD = d12

    - Level 1: Tauren Paragons gain the half giant's stomp ability at will, use-able once per half hour (or encounter, or hour, whatever). This is extraordinary instead of psi-like.

    - Level 2: +2 Knowledge (nature), Acquire gore as a natural weapon (1d4 damage), and the ability to deal damage with gore attacks made as the first attack after a declared charge. Speed improves to 30ft. Movement is not penalized in medium armor and tauren can run full out in heavy armor.

    - Level 3: Gain powerful build - natural weapon damage from both natural weapons improves one step (from 1d4 to 1d6)

    Shadowmeld: A night elf gains a +4 bonus to hide checks. In addition, a night elf can turn invisible as a swift action, as with the spell invisibility, but it only affects her and her equipment, and the effect breaks if she moves, casts a spell, or attacks. The effect lasts until she breaks it. After using this ability, it cannot be used again for one minute.
    Your night elves are pretty wonky. First, shadow meld should only work at night time (the reason this didn't occur in-game is because players tend to whine whenever they can't stealth during daytime; even if shadowmeld doesn't see all that much use - I guess it helped rogues early on). Most night elf only parties would probably adventure at night instead of day, which could change things up a bit too.

    - Males and females should be different. There was a notable caste system in warcraft 3. Females should have +2 Dexterity (they were the warriors) and Males should have +2 Wisdom (they were the druids). Both should have -2 Con.

    - Both night elf genders should have slight build (all the benefits of one size smaller without the penalties - they do not count as one size smaller for purposes of natural reach, occupied spaces, etc.)

    - Maybe low light vision (or starlight vision - vision is enhanced, but only during night time; this was an actual thing that applied to fog of war in warcraft 3).

    That's right, most of night elf fluff is defined in warcraft 3, since that was the game that introduced them. Not WoW.

    A night elf gains dodge as a bonus feat.
    Yah... no. Maybe if they have Dex 15 or higher?
    ------

    I didn't see trolls the way the OP saw them at all.

    Maybe:

    - +2 Strength (they have greater strength than humans starting off in-game), +2 Dex (they also have more agility), +2 Intelligence (they're crafty, that's their reputation), -2 Wisdom (also foolish), -2 Charisma (rather unapprochable except for an orc who usually happens to be a brave warrior), -2 Con (potions make them gaunt and almost sickly, if not for improved healing)

    - Hyper Healing: Trolls heal naturally at a rate of 1 hp per minute and 1 ability score loss per hour. Not enough to be combat effective but they will wake up fresh each day. They aren't immune to non-lethal damage.

    - Trolls receive only half the benefits of magical healing, because this disrupts their accelerated natural healing. Troll's blood potions (regeneration potions with the 'vial of troll's blood' (150 gp? Must be treated, so any old troll can't just bleed themselves and create the reagent) reagent thrown in) will not be halved for healing.
    Last edited by imp_fireball; 2010-08-01 at 01:00 AM.

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Aren't Orcs the diplomats with the Warcraft universe? Giving them poor mental stats of any kind is a bad idea...

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    Firbolg in the Playground
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Probably gonna go back and change all the 1/minutes to 1/encounters, dwarve's ability will get the same.

    Alright, I'll put the ironforge dwarves in there.

    -------------------------------------

    As for worgen, I figured being all highly cultured could represent a high cha.

    ----------------------------------------

    Well, powerful, yes, but I can't go around making the orcs all-around better than humans, can I?

    - As for orcs being underdogs and grinding themselves to the top, I'm not sure what that has to do with cha. they're not with 'dirt like them', they're just not traveling in the same 'civilized' routes as most. Dwarves love fighting too, but they don't get a -2 wis. Wis really doesn't have anything to do with 'loving to fight' and as for joining with demons, I wouldn't call it 'stupid' I'd just call it being duped, once, in the ancient past.

    -Look, I don';t know wow well enough to comment on every orc clan and I don't think it's all that neceesary. It's not a racial thing, anyways, it's a nurture thing. You don't learn how to deal with wolves if you're raised in the city.

    -...You're not even looking at MY orcs, are you?

    - Illiteracy - No. Just no. Illiteracy is a terrible mechanic. If you want a character that can't read, just say 'my character can't read'. No need to shove it down the player's throat.
    ---------------

    - I could see that, a little high on the power scale, though.

    - Understandable, but a little awkward.

    - WHAT. HOW. No. +8 physical is NOT balanced by a bunch of -2s. No way in hell. And while they ARE quite strong and quite large, I can't make tauren with a bajillion RHD and LA and call everything cool.

    - See orcs for my problems with illiteracy.

    - How? What? That's a freakin' -1 to attack rolls and AC, and a -4 to hide. Big freakin' difference. How does that even work? IF powerful build is like medium and a half, then what's this?

    - They may be slow in stride, but their size makes for surprisingly long legs, and tauren are HUNTERS. They HAVE to be fast.

    What you gave me for tauren there is a REALLY awkward LA +2 at least.

    Tauren Paragon (class)

    - HD = d12

    - So, basically, what I already gave them?

    - Well, the tauren I've seen never actually did the whole 'gore' dealie. Perhaps it's a cultural thing, but I don't think that a gore attack fits.

    - Level 3: So, now he has all the bonuses AND penalties of being large? So.. He's just large...

    -----------------------

    Okay, how about in shadowy or darker illumination? That would work. Annoying for DMs due to having to keep track of light radiuses. Either way, I don't think it should matter so much.

    - Well, that was more a factor of them only having one sprite for each kind of critter.

    - They're no scrawnier than normal elves, why would night elves, which were specifically being mentioned as much taller and rougher than 'high' elves have slight build?

    - Low light vision I can see.

    Yeah, I'm aware of that. I've played both, you know...

    Like +1 dodge bonus against ONE enemy at a time is so much worse than your proposed +1 size bonus to AC.
    ------

    - You just touched EVERY ability score. Just want to point that out, right off the bat. +2 str, +2 dex. I could see those two. Specifically the dex. +2 int. You're arguing that orcs, with their now-huge empire, should be illiterate, but you're saying trolls should be more intelligent than average, despite being raised in stilt-houses in a swamp. -2 wis, again with the foolish. I could see +2 wis to represent cunning. But again, foolish has almost nothing to do with wis. It MIGHT be involved in will saves, but you don't make a will save against stupid. -2 cha, well, if they're so unapproachable, then why were they so easy to hire/recruit in WCIII?

    - But... The whole point of troll regen is it's still helpful during battle. Also, it's fast healing not regeneration. I'm not getting where you're getting 'immune to nonlethal'.

    - So... the cost to make a potion work is actually more than the potion itself? WHAT. this whole thing is ridiculous. if magical healing interferes with the enhanced natural healing, just have the fast healing shut down for a day or something after he receives a healing spell, but I'd like to point out nothing like this shows up in any of the warcraft game's I've played.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Quote Originally Posted by Xefas View Post
    Every Man For Himself: Once per encounter, a human may spend a standard action to remove the Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Shaken, or Stunned condition.
    Funny idea, that, especially since some of those conditions, like dazed, don't allow for taking actions.
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    Quote Originally Posted by M-Bark View Post
    Funny idea, that, especially since some of those conditions, like dazed, don't allow for taking actions.
    Then it could be triggered automatically and consuming a Standard Action.
    Do you use the mechanics to play the game,
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    I say make Tauren have all the penalties of being large, too. Warstomp is, like, 5ft range tops, definitely not 20ft. I think that scales them to LA 0 nicely.

    On Worgen's -2 Wisdom - many of them are druids, ya know...

    Ow, and Orcs are kind of too weak. I say, give them +4 strength and have Blood Fury give them +2 on attack rolls as well.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    If they have all the benefits and penalties of being large, then they're large in all but reach. Just seems odd to me.

    Also, war stomp says 8 yards for it's range, so it's actually more like 25 feet. But I figured 20 feet would be a good base range. I might be able to see 10 or 15 feet, but it's a standard action so it provokes AoOs. Using it with 5ft range would be suicidal.

    As for worgen's -2 wis, I was thinking it would represent them being just a tad crazy.

    On orcs: Alright, I could see that, but I'd need to add another penalty to even it out.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Were you aware that White Wolf published a D&D version of WoW in hardback for 3.5? It's by Rob Baxter.

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Quote Originally Posted by Balford View Post
    This is pretty cool, but... http://www.wowwiki.com/Warcraft_RPG
    Quote Originally Posted by Admiral Squish View Post
    As for the WoW RPG, I'm aware it exists. But I also don't care. I'm enjoying myself.
    It's been mentioned.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Alright, I remade humans, added blood elves and goblins, and made some minor edits to pretty much everything. Dwarves got the stoneform as 1/encounter. Gnomes got a minor bump to the save bonus. Night elves got a flat +1 dodge bonus as opposed to dodge as a bonus feat and shadowmeld is restricted to shadowy or darker illumination. Draenei got the gift of the naaru bumped up to 1/encounter. Worgen got the wis penalty removed and the human form got a +2 to cha-based skills. Orcs got an extra +2 str -2 cha, and blood fury was upgraded to attack/damage, as well as being 1/encounter. Troll frenzy got made to 1/encounter and their ability mods got redone. Tauren stomp was reduced a bit in range and the nonlethal damage was removed.

    So, since that's mostly done, who's got some monsters for me that they want to see made?

    Some that occur to me:
    Ancients
    Those vine/moss monsters.
    Murlocks
    Quillboars
    ogres/ogre mages
    Dragons?
    Furblog
    Gnoll
    KODOS!
    'Kobolds'
    Magnataur
    Satyr demons
    Imps
    Void-thingies
    Tuskarr
    Wolvar
    Moonkin
    Abominations
    Ghouls
    Dryad
    Vrykul
    Iron Vrykul/Dwarves
    Those fire-rock demons.
    Felguard
    The demon-puppy things.
    Troggs
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Quote Originally Posted by Aran Banks View Post
    Aren't Orcs the diplomats with the Warcraft universe? Giving them poor mental stats of any kind is a bad idea...
    They're about as much diplomats as any other race. Except the ones that are NPCs.

    In fact, the only people who seem to care about diplomacy are Thrall and Drek'thar - Drek'thar's got the high wis and Thrall the high charisma. The fact that no other orc rules that way says something about penalties in those two stats.
    ----

    Ogres

    - Ogres vary in size. Young ogres are size medium, whereas older ones can be large or huge. Most ogres are crass and brutal, caring not so much for the rest of the horde's affairs. As long as they get their daily dose of making cavities in the skulls of enemies. Compared the 'roaming iron age' style orcs to 'settled pre-rennaissance' of the orc's horde in kalimdor, ogre's are quite primitive, affixed in a stone age state of technology

    - Large ogres have +10 Str, -4 Int, -2 Cha, +4 Con, +3 Natural armor (their skin is thick but not coarse and super rough like a D&D ogre's). They receive slam as a natural weapon. When wearing gauntlets and slamming with their fists, their slam counts as dealing one size die of damage greater.

    - Huge Ogres have as much as +18 strength, -2 Cha, -4 Int, and as much as +8 Con, and +5 Natural armor. Their slam does greater damage in accordance to their size.

    - Some ogres have two heads. Ogres with two heads have one additional natural weapon (gore). They are also ambidexterous and take no penalties whatsoever when fighting with two weapons - the two weapon fighting feat grants them an additional attack with each hand rather then one additional attack with their off-hand (except they don't have any off-hands).

    - Ogre magi aren't uber like D&D's ogre mages. Ogre magi are essentially just ogres (usually two headed) with a few spell-likes (such as eye of kilrogg, explosive runes and blood lust; from warcraft 2) - They might also lose the penalty to charisma and their Int penalty is bumped up to -2

    - Ogres worship some sort of cyclopian god that is essentially a collossal giant that favors brutality and is rather stupid (unique compared to most D&D deities that have higher mental stats)
    -------

    Dragons

    - Dragons can grow beyond 'great wyrm', but in order to do so, they must become dragon aspects and rule over a domain of dragons. A dragon's domain is its color.

    - Death wing is essentially a dragon aspect of the black domain (death wing is a black dragon), with a few augments (goblin adamantine plating) and spells (necromancy, etc.) from levels that he has gained in certain classes

    but you're saying trolls should be more intelligent than average, despite being raised in stilt-houses in a swamp.
    They founded one of the oldest empires on azeroth ever. The reason they live in stilt houses is because they have warred with one another for thousands of years and they've pretty much hated everyone, hence they've been driven forward and backwards in tech levels many times over.

    Trolls are approachable when your an orc because orcs have a reputation with allegiance to trolls in warcraft 2.

    If you aren't familiar with the warcraft verse beyond WoW, you really shouldn't be doing this. The reason they call it 'WoW RPG' is to generate more sales, but really it's more like 'Warcraft d20'.

    Fast healing warrants at least LA 1, according to savage species - so I dumbed it down a bit and then made the 'magical healing' thing as a balance point to also accommodate for their 'stats across the board'. If you want, you could give them fire vulnerability instead (the humans used fire spells they were taught by the elves, to help the elves defeat the invading trolls long ago).

    +8 to Strength is a +4 to attack rolls and +6 to damage at most - it doesn't help with most ability DCs beyond basic combat maneuvers like bull rush. The penalties include a penalty to speed and the inability to retain themselves as medium creatures. When I gave them powerful build, I meant to remove 'clumsy build' - it's a mistake and I suggest you don't freak out about it and cite how terrible I am at suggesting things.

    Illiteracy requires 2 skill points to remove - it's not a bad mechanic. Someone who wants to be illiterate takes it as a small flaw or does it to get 2 bonus skill points.

    Arcane Torrent: 1/encounter for 3 rounds, all creatures within 20 feet of a blood elf attempting to cast a spell or manifest a power must make a will save (DC 10 + 1/2 HD + cha mod) or the spell fails and is lost. For every spell lost this way, a blood elf gains 1d6 temporary HP that last for one hour.
    What action is required for this and how long does it last for? Maybe you should just give +5% arcane spell failure and any spell failed due to spell failure will award the blood elf +1d6 hp (or hp to every blood elf in the vicinity). The ability is passive and always active.

    Detect magic will detect this aura emitted by the blood elf. The ability is spell-like, so it can be cancelled by an anti-magic aura. A caster can counterspell the aura or cast dispell magic, forcing the elf to make a concentration check to retain their aura.
    Last edited by imp_fireball; 2010-08-01 at 05:12 PM.

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Goblins - IMO, there shouldn't be a high Cha penalty, they are the ultimate traders, how could they have one? They should, however, have a wisdom one, seeing, that their technology is unstable and risky...
    Also, what kind of action is Arcane Torment and how does it work? A Blood Elf must ready it, or something?
    Also, I think seeing a Death Knight class would be nigh-awesome. Naturally, with them done, there should be a Lich King statted out.
    Last edited by Critical; 2010-08-01 at 05:36 PM.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Goblins are also pretty strong, stronger than humans, at least according to 'day of the dragon'. Maybe that should only apply to certain goblins though.

    From this thread


    Here's my take on the forest trolls

    - Str +2, Dex +2, Int +2, Wis -2, Cha -2
    - Trolls are aggressive and cunning but hasty and foolish and care little for social norms of most civilized races (even though they may be civilized themselves)
    - If they take a racial level of forest troll, they get fast healing 1. Fast healing is an upgrade in Wc2 and Wc3.
    - Bonus Class Skill: Craft (Alchemy)
    - Favored Class: Hexblade? Cleric (usually neutral or evil domains for 'voodoo' stuff)? Fighter (axe throwing)?
    - Special potion that only works on trolls can be created from craft alchemy. This creates the troll berserkers seen in Wc3: TFT and arguably Wc2 (both upgrades, except that the troll berserkers in Wc3 have some sort of whirling frenzy rage)

    Ogre- Essentially the same as regular ogre, except they may get one or more natural weapons depending on subrace (two maximum, usually slam or horn)
    - Two Headed ogre has multi-headed template from savage species

    Ogre Mages- Ogres imbued with warlock power to give them spell likes
    - Ogre mages can cast blood lust (combination of rage and haste), explosive runes and eye of kilrogg (greater invisiblity, size diminutive, can spy and perfect flight - lasts a number of minutes). These spell-likes drain spell points however.
    - LA +2 or higher if two headed (ogre magi are usually two headed)

    Goblin
    - +4 Str, +2 Cha; Goblins are surprisingly strong (from Day of the Dragon) and capable of talking themselves out of many situations
    - Size Small
    - Alignment: Usually Chaotic; Powerfully individualistic, Goblins constantly shift allegiances to whatever suits their favor
    - Mad Tinkering: Can apply Int bonus to craft (alchemy), techcraft (blueprint drafting), or craft (mechanical) twice (instead of just once), but risk taking 1d6 damage per 4 points of failure under the DC rolled (3/4 materials destroyed)
    - +2 to appraise. If you want something sold, take it to a goblin merchant. Goblin merchants are bonafide racquonteurs that define markets in even the most exotic locales out in the wilderness
    - LA +1
    - Favored Class: Artificer? Bard? Thug?

    Gnome

    - +2 Int, -2 Str, -2 Wis; Although quick thinkers, gnomes are scrawny and not too great at thought direction
    - Automatic Class Skills: Techcraft and Craft (mechanical). Gnomes have a +2 racial bonus to both of these skills.
    - Burst of Insight: At the cost of 1d4 Wis and Charisma damage per week of time it'd take to Techcraft a regular blueprint - a gnome can reduce this to a number of days and spend 1/2 the normal XP cost. This damage is semi-permanent in that it cannot be recovered normally.
    - Favored Class: Artificer? Rogue? Wizard?
    - LA +0

    Dwarf (Iron forge)

    - Similar to regular D&D dwarf, except that they can become stone 1/day. In this form, they risk suffocation. They have hardness equal to stone and weigh much more. Their move speed is reduced in accordance to their original weight subtracted from their new weight, refer to encumberance rules
    - Favored Class: Fighter?

    Dwarf Subrace (Wildhammer)

    - They have 30ft. move speed and no stone cunning
    - +2 bonus to handle animal and ride involing gryphons
    - Favored Class: Barbarian? Scout?

    Dwarf Subrace (Dark Iron)

    - Essentially identical to duergar or possibly the same as Ironforge, albeit with gray-ish dark skin

    Tauren

    - Size Medium, but with Powerful Build. Can be large if you take a racial level of Tauren.
    - +6 Str, -2 Dex, -2 Int, -2 Cha
    - Tauren Totem (Exotic) is a martial weapon for Tauren
    - Tauren can use stomp as the half giant's psi-like ability, except that it is extraordinary for them
    - +2 Racial bonus to survival
    - Natural Weapons (Hooves and Horns); can perform a charge similar to the minotaur's ability
    - 20ft. Move Speed; Tauren do not suffer speed reduction in medium or heavy armor and may run at full x4 in heavy armor
    - Natural Armor (+5 according to Cairne's statblock)?
    - LA +1? +2 with racial HD in humanoid (or monstrous humanoid)?

    Undead Forsaken (standard humanoids)

    - Undead, but can still be affected by some mind affecting spells (possibly bonus to resist fear instead of complete immunity, ie.)
    - -2 Str, -2 Cha

    Abomination (scourge undead)

    - Similar to the intelligent flesh golem (can't remember name), except it isn't all that intelligent
    - Can swallow hole
    - Some have troglodyte's stench that can cause minor disease and persists in small area after the abomination is destroyed
    - Can consume dead bodies to recover Hp. Its metabolism repairs flesh via some wacky necromancy.
    - Has reach weapons and natural attacks (slam mainly)
    - 30ft. move speed
    - Size Huge?

    Murlocks
    - Low Light vision
    - Aquatic Subtype
    - +4 bonus to move silently and hide when submerged
    - -2 Str, +2 Dex, -2 Int, -2 cha
    - Size Small
    - Natural Armor +1

    Murlock Subraces
    - Mutant Murlocks (have spikes; from TFT)
    - Murlocks with dark scales (trade low-light vision for dark vision 60ft.)
    there should be a Lich King statted out.
    The thread I linked statted him on the first page. He's CR 40, and is essentially a lich but without a phylactery (this is the stage in which he fused with Arthas).
    Last edited by imp_fireball; 2010-08-01 at 05:53 PM.

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    I was thinking that since a lot of the wow beasties scale, I would make it so we have the low-level versions, then possibly include better scaling mechanics, so we don't end up with colossal kodos that can't actually hit anything. Possibly actually making scaled examples at each step up.

    --------------------------

    Ogres: I was thinking the warcraft ogres would be less one the ridiculously strong side and more on the incredibly tough side. Whereas D&D ogres are huge and muscular, warcraft ogres are huge and more meaty, to put it politely. Way high con, some DR maybe, lots of natural armor. Less strong than a D&D ogre, but definitely just as much of a threat. They would definitely get slams though.

    I was thinking large ogres would be more like +6 str, -2/4 dex, +8 con, -2/4 int, -4 cha. +4/6 NA, DR 5/Something. Maybe some kind of powerful build to represent their heavyweight build, so they'd count as huge.

    Two-headed ogres would be basically the same, but I'd steal the two-head thing off ettins, reduce the int penalty, possibly a bonus to spot and make them unflankable. I'm not sure about the gore. I know they have the horns, but I don't see why a two-headed ogre would be any more likely to use the horn than it's mono-headed counterpart.

    As for ogre magi, I know they're not uber wizards. Probably direct damage spells, maybe a few buffs, but ogres are, by nature, melee creatures. The mage's job it to pour on firepower while his buddies go to town.

    --------------------------

    As for dragons, they need to be recolored and re-themed based off the dragonflights and some other lore.

    ------------------

    Trolls: They have had the empire in the past, but D&D is FULL of ancient empires now in ruins. Giants of xen'drik had an empire, but that doesn't mean they're any more intelligent now. And, while they've gone up and down in POWER, that doesn't mean they've gone up and down in tech. The mayans are what I see them being comparable to. They were incredibly powerful. Continent-spanning empire, massive monuments... the works. But that doesn't mean that when the Spaniards came, they were going to town with laser cannons and rockets. The tech level can still be low, even if they were a major empire in the past.

    I AM familiar with the warcraft verse. I already said as much, provided you read the previous post...

    Yes, savage species may say so, but fast healing as half your level is really not that awesome, and it only gets less so as you go up in levels. It helps, sure, but it's not gonna be enough to save your rear when any reasonable enemy is going to be doing 30+ damage per hit three or four times a round.

    Perhaps instead of an extra 50% damage, fire damage messes with their fast healing? Like regen-lite. I'm really not sure it needs a downgrade, though.
    -------------------------------

    Tauren:

    Really, +8 strength is those numbers on it's own... but then, you also should account for that any extra +s to attack are being turned straight into PA damage. So, it's really more like +14 damage. Then, with strength-boosting items, rage, and a high base strength, that +4/+6 is looking more like +8/+12, or +12/+18 (which becomes +2/+38 at 10th or so). Strength is the lifesblood of almost every melee character. +8 str on a +) LA template is just not something that's acceptable.

    I'm not trying to be rude or anything, I just am trying to clarify the degree of my disagreement. +8 racial to strength is available at a minimum of ECL 5 on an ogre, possibly LA +3 if you took off the RHD and boiled it down to the minimum point it would be fair. It's just not doable.

    If you want to be illiterate, I think it should be something that you should be able to get a bonus for, rather than having to pay for. Illiterate should, in my opinion, be on the list of flaws. You take a penalty because you think it fits, and you get a benefit for making a more interesting character. It shouldn't be a limiting factor.
    --------------------------------

    Blood elves:
    Well, I DID forget to put in the action, but the duration is right there, three rounds.

    As for your aura idea, I like it, but the WoW stats put it as an active thing on the blood elf's part. Not sure.
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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Strength does not add to PA. PA only uses up to BAB. So it's BAB that helps PA, not strength.

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    Default Re: WoW: patch 3.5 (3.5 races/monsters)

    Quote Originally Posted by imp_fireball View Post
    Strength does not add to PA. PA only uses up to BAB. So it's BAB that helps PA, not strength.
    Yes, but that extra str allows you to keep having a bonus even as you sink more and more of you BaB into PA.

    So, as in the example, a 10th level tauren barb at 34 str, would have a total, untouched attack bonus of +22, without enchantments, and would deal +18 damage on an attack with a 2hH sword. He then sacks all +10 BaB and his attack bonus is +12, and now he's dealing +38 damage.

    -------------------------------------------------

    Also, edited BElfs and gobbos a bit. +cha, -wis, and average dex. The blood elf aura-thingie has an action now, and the duration should be clear.
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