Racial Considerations.   Posted by DM.Group: 0
DM
 GM, 1 post
 The Oracle
 The Prophet
Sun 19 Jun 2016
at 18:00
Racial Considerations
Alright, let's get this show on the road.

What races would people like to be playing in this game? Here's a list of races that I will consider. Please keep in mind that the party we end up with must be cohesive enough, so if we have a night elf and a Forsaken, we need good reasons for them to be working together.

SETTING
In this scenario, the night elves have recently arrived on the shores of Lordaeron. Tyrande and Maiev are either about to or already have acquaintanced themselves with Prince Kael'thas, in their hunt for Illidan. Illidan's either already been wrested from or will have the Eye of Sargeras from him. Illidan may have already opened a portal to and from Outland or he may still be on Azeroth.

Meanwhile, the Knights of the Silver Hand are fighting back the Scourge. The Ashbringer is either still alive or freshly slain. Garithos still lives. Either the Forsaken are only just releasing themselves from the Scourge or are already in a full-blown rebellion.

Races that would be available:
- Human/Dwarf/Gnome
- Night Elf/Furbolg/Moonkin/Dryad (mandatory background; OR Tyrande's Faithful OR Malfurion's Faithful OR Maiev's Faithful OR Illidan's Faithful)
- High Elf (blood elf in name only yet)
- Orc/Ogre/Forest Troll
- Goblin
- Variety of Forsaken (affects the starting point of the campaign; the Eye of Sargeras has been activated)
- Draenei/Draenor Resident (affects the starting point of the campaign; Illidan is in Outland)
- Naga (affects the starting point of the campaign; the Eye of Sargeras has been destroyed)
- Kobold/Gnoll/Other

EDIT: I know that that looks like a lot of races, but a lot of them are going to be closed off retroactively as players express interest in different storylines. So if players want to pursue Illidan as joint night elves, humans and blood elves, then the Forsaken aren't around yet. Etc.

This message was last edited by the GM at 19:10, Sun 19 June 2016.

Ieroklis Tsiranidis
 player, 1 post
Mon 20 Jun 2016
at 08:36
Racial Considerations
In reply to DM (msg # 1):

Well, as i tried to say in the other thread, i could play a Blood Elf and it might help with having a party including Night elves and forsaken (although at this stage interparty conflict is guaranteed, even between blood elves and forsaken. Not that its a bad thing :) )

As soon as we decide where we are going with the scenario i would also decide on classes.
DM
 GM, 3 posts
 The Oracle
 The Prophet
Mon 20 Jun 2016
at 10:08
Racial Considerations
Well, to address the concern with the Forsaken. What I was considering was, if we have a Forsaken, we frame it sort of like the first of its kind. Something without precedent in the current time line. Like, the party is currently sleeping in the barn of a farmer and he says, "eesh, yer might wanner cem shee thish, I caught one of erm ded fellers and locked it in the toolshed. I went ter pick up me shovel when'r feller shtart talking at me!"

That way, it's a novelty worth investigating.
Ieroklis Tsiranidis
 player, 2 posts
Mon 20 Jun 2016
at 10:24
Racial Considerations
In reply to DM (msg # 3):

That's pretty nice actually :)
Ieroklis Tsiranidis
 player, 3 posts
Mon 20 Jun 2016
at 12:24
Racial Considerations
In reply to Ieroklis Tsiranidis (msg # 4):

Also, how do you feel about Occult classes?
and are we starting at level 1?
DM
 GM, 4 posts
 The Oracle
 The Prophet
Mon 20 Jun 2016
at 13:19
Racial Considerations
In reply to Ieroklis Tsiranidis (msg # 5):

I am considering level 1 or 3.

Alright, in response to the question about occult classes, let's discuss how this will work for the material that we are allowed to choose as a character. I am going to set these initial parameters for character creation;

Automatic Yes:
  • The Core Rolebook
  • The Advanced Series
  • The Ultimate Series
  • The Unchained Series
  • Hybrid Classes (see below provision)


Automatic No:
  • Except for anything that grants the Martial Flexibility feature from the Brawler class.


These are the automatic Yes and No sources. If you draw from these sources for classes, you are probably good (though I reserve the right to re-examine that decision).

Now, if you've found something inspirational in sources other than those provided above, please tell me about it and I'll see if it fits within the kind of story I want to tell. Even if it's not technically part of Pathfinder or World of Warcraft or statted!!

Though, to be honest, I feel iffy with giving these recommendations, since it's really not much of an answer to which classes are allowed. It's a round-about way of saying "it's on a case-by-case basis".

All that being said, which of the occult classed did you have in mind?

EDIT: Nobody asked for clarification, but I realize that the Martial Flexibility feature being banned might seem unfair without one. So I'm going to explain it here; I don't like the ability because it means, especially during a forum game like this one, you could pour through all the sources to find the exact combat feat you need to counter what I've thrown at you with the intent of giving everyone a bit of spotlight.

I wouldn't have minded it as much if all melee-oriented characters could have done something similar, so everyone could have the same opportunity to think of a clever feat that would benefit them for that occasion. Which could just as well have been action points. However, because this is one character, this one character will typically be the one who has all the answers and that's not very fun for me. Summoners have a similar problem with summoning monsters, but at least I can tell a summoner beforehand that they need to have made a pact with a monster first to summon it or something different.

This message was last edited by the GM at 15:57, Mon 20 June 2016.

Ieroklis Tsiranidis
 player, 4 posts
Mon 20 Jun 2016
at 13:45
Racial Considerations
In reply to DM (msg # 6):

PM sent
TheRoguishBard
 player, 1 post
Mon 20 Jun 2016
at 15:35
Racial Considerations

This message was deleted by the player at 15:48, Mon 20 June 2016.

DM
 GM, 5 posts
 The Oracle
 The Prophet
Mon 20 Jun 2016
at 15:44
Racial Considerations
In reply to TheRoguishBard (msg # 8):

Paladin is definitely allowed for night elves. War Priest and Cleric are too. I suppose that means I should select domains for Elune, huh? Keep in mind that paladins still have a code of conduct to honor, so you have to respect the laws and choices of the people around you, even if you don't agree with them. You can tell Kael'thas that his quest for power is foolish, but you can't stop him from going down his path, as he's within his sovereign right. A war priest could actually block his path and prevent him from doing anything.

I know that that's kind of dickey for me to enforce, but blood knights will have the same restrictions. Even blood knights have to follow their code of conduct, even though they get away with being generally evil because they are commanded.

As for which race will represent night elves, I'll work on that.

BTW, I might introduce compound bows for the elves to use. They are constructed to change the behaviour of the string and release arrows at much higher velocities than normal, while still allowing a quick draw. I don't know if that means I'll actually make a mechanic out of it. Basically, in a world with so many elves, firearms and bows actually go toe-to-toe still.
dlantoub
 player, 1 post
Mon 20 Jun 2016
at 18:32
Racial Considerations
All sound reasonable to me. Its important to remember that death knight (antipaladin?) should not be available, and nor should monk(brawler?). It also sounds like we have more or less decided to use pathfinder.

I think it's a case of "best fit" for classes. Eg. A shaman is either witch, or shaman (though possibly oracle)

In terms of myself race wise, I'm actually quite happy to go with whatever balances out the group, same for classes.

This message was last edited by the player at 18:36, Mon 20 June 2016.

Trask84
 player, 1 post
Mon 20 Jun 2016
at 19:05
Racial Considerations
So party wise, what would be our collective backgorund?
DM
 GM, 7 posts
 The Oracle
 The Prophet
Mon 20 Jun 2016
at 19:59
Racial Considerations
In reply to dlantoub (msg # 10):

I'm okay with monks to some extent. For example, night elves could easily be monks and the abilities sort of fit them. We've also seen monks in the Scarlet Monestary, though I think that I'll enforce one archetype or another if it goes too far into the oriental. Particularly when it comes to Abundant Step. It makes sense for night elves, since they have Blink, but it doesn't make sense for human monks. But then, maybe they're a monk of the Holy Light born and raised in Dalaran!

For example, the Monk of the Lotus or Monk of the Healing Hand archetype would fit a human monk really well.

In regards to classes, I am trusting players to make the right decisions and that they'll follow my directions when I think that a class feature doesn't fit with their chosen background.

In reply to Trask84 (msg # 11):

Well, hard to say, since a lot of people are saying that they're cool with whatever. Right now, it looks like nobody is claiming a Forsaken and the only other calls that I've had are for night elves and blood elves.

So, in terms of background, I think that we're leaning towards the Shards of the Alliance premise. The Night Elves meet the Blood Elves and the Blood Elves suggest that they all hire mercenaries to make it through alive.
Trask84
 player, 3 posts
Tue 21 Jun 2016
at 12:44
Racial Considerations
Def starting to lean towards playing an Ogre Unchained Monk ( not an classival monk as much as an Oger that has become really good at unarmed combat :p)that serves as a merc
DarthSelackHD
 player, 2 posts
Tue 21 Jun 2016
at 13:17
Racial Considerations
My character goal is an Orc Demon Hunter, using the Slayer hybrid from PF as the basis.  I would probably be a mercenary as well.
DM
 GM, 14 posts
 The Oracle
 The Prophet
Tue 21 Jun 2016
at 17:07
Racial Considerations
High/Blood Elf Racial Traits
Ability Scores: +2 Intelligence, +2 Dexterity, -2 Constitution
Size: Medium
Base Speed: 30 feet
Low-Light Vision: High Elves can normally see two times farther than a human can in starlight, moonlight, torchlight and similar conditions of poor illumination.
Magic addiction: High elves are addicted to the use of arcane magic. A high elf must spend 1 hour each morning in meditation or a distraction from their addiction, or take a -1 penalty to effective caster level for all arcane spells and a -2 penalty on all saving throws against spells for that day.
Weapon Proficiency: High elves receive for free the Martial Weapon Proficiency feats for the longbow, composite longbow, short sword, the longsword and the elven curve blade.
+2 Racial bonus on saving throws against mind-affecting spells or effects
+2 Racial bonus on Knowledge (arcana) and Spellcraft skill checks. These skills are also considered class skills for all high elf characters.
Magic is Everything: Any deity or force worshiped by a high elf character is considered to have the Arcane subdomain for that character.


Night Elf Racial Traits
Ability Scores: +2 Wisdom, +2 Dexterity, -2 Charisma
Size: Medium.
Base Speed: 30 feet.
Low-Light Vision: Night elves can see normally two times farther than a human can in starlight, moonlight, torchlight and similar conditions of poor illumination. Night elves retain the ability to distinguish color under these conditions.
+2 racial bonus on Knowledge (nature) and Survival checks. These skills are considered class skills for all night elf characters.
Weapon Familiarity: Night Elves treat moonglaive, moon swords and warglaives as martial weapons rather than exotic weapons.

Orc Racial Traits
Ability Scores: +2 Constitution, +2 Strength, -2 Intelligence
Size: Medium
Base speed: 30 ft.
Low-Light Vision: Orcs can normally see two times farther than a human in starlight, moonlight, torchlight and similar conditions of poor illumination. Orcs retain the ability to distinguish color under these conditions.
Battle Rage: Orcs long ago learned how to harness the ferocity that dwells within their fierce hearts. This ability functions exactly as a barbarian’s rage, except for the differences noted below.
The orc may rage only once per day. If the orc belongs to a class that already allows access to a rage-like ability (such as the barbarian class), the orc’s racial battle rage ability allows him to rage one additional time per day. Regardless, an orc may rage only once per encounter.
+2 racial bonus on Handle Animal (wolf and boar) and Intimidate checks. Intimidate is a class skill for all orcs.
+1 racial bonus on attacks against humans.
Weapon Familiarity: Orcs may treat tekko-kagi and orc double axes as martial weapons rather than exotic weapons.

For Ogre Racial Traits refer to: http://www.d20pfsrd.com/races/...-21-30-rp/ogre-23-rp

Dryad Racial Traits
Ability Score: +2 Wisdom, +2 Dexterity
Medium: As Medium creatures, dryads have no special bonuses or penalties due to their size.
Quadruped: A dryad’s lifting and carrying capacity is 1-1/2 times greater than a Medium biped. Dryads also have a +4 bonus on checks to avoid being tripped. For the purpose of riding a dryad, they are considered to be large in size, but they do not gain any of the other benefits or drawbacks of being large. Due to a dryad’s nonhumanoid frame, armor costs twice as much.
Dryad base land speed is 40 feet.
Low-Light Vision: Dryads can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Fey: Dryads are fey, not humanoids. They are immune to effects that specifically target humanoids, like hold person.
Immortality: Dryads are immortal and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures.
+1 Dodge bonus.
Automatic Language: Common and Darnassian.
Bonus Languages: Low Common and Taur-ahe.

This message was last edited by the GM at 12:22, Wed 22 June 2016.

DM
 GM, 15 posts
 The Oracle
 The Prophet
Tue 21 Jun 2016
at 17:09
Racial Considerations
BTW, if nobody is selecting human, everyone gets a bonus feat for free! All peoples in Azeroth adapt to their surroundings.
dlantoub
 player, 3 posts
Tue 21 Jun 2016
at 20:43
Racial Considerations
Actually still considering what to play... Choices choices...
DM
 GM, 17 posts
 The Oracle
 The Prophet
Tue 21 Jun 2016
at 23:20
Racial Considerations
Keeper of the Grove
Ability scores: +2 Wisdom, Strength
Large Quadruped: As a Large creature, a keeper of the grove’s space is 10 feet (though his reach is only 5 feet). He takes a –1 size penalty to AC and a –1 size penalty on attack rolls. He must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized and shaped for him, which costs four times normal. His lifting and carrying capacities are triple those of a Medium biped. He takes a –4 penalty on Stealth checks to hide, but gains a +4 bonus on grapple checks and a +8 bonus on checks to avoid being tripped.
Base speed: 40 ft.
Low-Light Vision: A keeper of the grove can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Fey: Keepers of the grove are fey, not humanoids. They are immune t o effects that specifically target humanoids, like hold person.
Immortality: Keepers of the grove are immortal and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures.
Natural Weapon: A keeper of the grove has a claw attack that deals 1d6 points of damage.
+1 natural armor.
Automatic Languages: Common and Darnassian.
Bonus Languages: Low Common and Taurahe.

NOTE: You can be an either male or female dryad or keeper of the grove. Lunara in Heroes of the Storm demonstrates that the gender roles are not quite set in stone. So you can be a male dryad and a female Keeper of the Grove.

This message was last edited by the GM at 12:23, Wed 22 June 2016.

Ieroklis Tsiranidis
 player, 9 posts
Wed 22 Jun 2016
at 07:36
Racial Considerations
So, have people decided on what they are going to play? The huge diversity offered by the Occultist makes me unable to decide on a path if the party isn't decided.

Still, unless a major lack in melee characters arises, i will be going for a ranged Occultist,which i will start building right now :)

PS: Is there a reason the ability score racials have been nerfed? (was SO looking forward to that +2 to INT and DEX for this build :P )

This message was last edited by the player at 07:51, Wed 22 June 2016.

DM
 GM, 20 posts
 The Oracle
 The Prophet
Wed 22 Jun 2016
at 10:14
Racial Considerations
Oh! Right, forgot about that in the conversion process. They'll be added once I have a computer at my disposal.
DM
 GM, 22 posts
 The Oracle
 The Prophet
Wed 22 Jun 2016
at 12:24
Racial Considerations
In reply to Ieroklis Tsiranidis (msg # 19):

I updated the ability scores for all the races. We have a melee oriented ogre and a melee oriented orc. So we're good on melee.

This message was last edited by the GM at 12:25, Wed 22 June 2016.

DM
 GM, 25 posts
 The Oracle
 The Prophet
Wed 22 Jun 2016
at 13:46
Racial Considerations
The "slot" for Forsaken has been taken. I've decided that, to justify an undead player, I'll force him or her to take a racial level in Undead, effectively meaning that he's going to be somewhat handicapped from a leveling perspective (he's playing a magus).

I expect him to be a good team player. No lone wolfing as the undead character. Since the arc of being undead more or less speaks for itself, I'll be diverting attention to the other players at least in the beginning as much as I can.

As I stated earlier, the Forsaken party member has been captured and realized he or she's regained his or her sentience in captivity. He or she is the only known undead to have regained sentience after being raised from undeath. The word "Forsaken" hasn't actually been invented to describe these undead yet.

The party will be given custody of this undead character, in the hope that he or she has some sort of advantage over the Scourge because of him or her being undead himself. He or she has been equipped with a "signet of misdirection", which masks his or her aura of necromancy with the aura of a designated party member. This allows the undead to handle animals whatsoever.
DM
 GM, 26 posts
 The Oracle
 The Prophet
Wed 22 Jun 2016
at 14:17
Racial Considerations
Undead High Elf Racial Traits
Ability Scores: +2 Intelligence, +2 Strength, -2 Charisma. Your movements are not as subtle as they once were, but they make up for this with unholy strength.
Size: Medium
Base Speed: 30.
Darkvision: Darkvision: Undead can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Undead can function just fi ne with no light at all.
Undead: Undead are no longer humanoids. This provides them with numerous undead traits:
  • No Constitution score. Undead do not possess Constitution scores and gain no bonus hit points per Hit Die.
  • May reroll all saves against mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). Normally, undead are immune to mind-affecting spells, but this is not the case for sentient undead.
  • Immunity to poison, sleep effects, paralysis, stunning, disease and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain or energy drain. Immune to damage to their physical ability scores (Strength and Agility), as well as to fatigue and exhaustion effects.
  • Negative energy (such as from a death coil spell) heals Undead, while positive energy hurts them.
  • Normally, undead do not heal ‘naturally’ on non-desecrated ground. However, sentient undead can heal normally.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses her Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage. Unlike other undead, a Undead is not destroyed when reduced to 0 hit points or less. Instead, at 0 hit points a Undead is disabled. She can perform only one move action or standard action each round but does not risk further damage from strenuous activity. Between –1 and –9 hit points, the Undead is down. She is unconscious and cannot act, but she does not risk further damage (unless her enemies attack her or some other unfortunate event befalls her). At –10 hit po— ints, the Undead is destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Undead. These spells return a destroyed Undead to her undead life; the Scourge’s curse makes it virtually impossible to bring a Undead back to life as the creature she was before she died. Only wish o— r miracle can accomplish that.
  • Undead do not breathe, eat or sleep. Undead spellcasters still need 8 hours uninterrupted rest before preparing their spells.

Automatic Languages: Common and Thalassian.
Bonus Languages: Darnassian, Goblin, Low Common, Orc and Gutterspeak.
Racial Levels: Unlike other races, you are required to take at least one level in "Undead".

Undead Levels
Undead can take up to three levels in "Undead" at any time. Unlike other races with the ability to take racial levels, Undead do not have a past legacy or rich traditions from which to draw power. Instead, Undead levels represent the individuals' focus on developing her undead abilities.
Hit Die: d12
Skill Ranks per Level: 2 + Int modifier
Class Skills: Bluff (Cha), Craft (Int), Intimidate (Cha), Jump (Str) and Stealth (Dex).
Weapon and Armor Proficiency: Undead with levels only in Undead (no actual class levels) are proficient with the use of all simple weapons and light armor and bucklers, but not shields.
Bonuses: With every level in Undead, the undead character gains +1 additional natural armor bonus to AC and +1 additional Strength, to a total of +3 natural armor bonus to AC and +3 Strength at level 3.
Claw (Ex): At level 2, the undead gain a claw attack that deals 1d6 points of lethal slashing damage (plus Strength modifier).
Increased Hit Die: At level 3, the undead's body possesses the toughness and the resilience of undeath. All of her Hit Dice she replaces with the next largest one. For example, a 3rd-Level Undead who gains a level in Fighter rolls on a 1d12 rather than a 1d10.

This message was last edited by the GM at 14:18, Wed 22 June 2016.