Day 18!! I love all my OC couples but there's something special about Sigrun and Anduin (yes, King of Stormwind Anduin. She won him over because they got similar traumas and Anduin loved the fact that she ate 30 kebabs at a noble gala w/o a single care). (I also might've rolled a nat 20 to impress him lol.)
Also I couldn't help but lowkey do a fairytale AU again lol
If you're a big fan of wow lore and like me, you have a bunch of OC you'd like to give a story to, AND you like the dnd 5e rules system, I highly recommend you play WoW 5e. You have no idea how much fun it is.
There are a number of concepts from the old Warcraft RPG books that I’m fond of. One that reoccurred to me to day was the Wildhammer settlement in the mountains of Ashenvale. There isn’t much written about, but we know they raise gryphons and keep an eye out for anything out of the ordinary to report to the Night Elves. I don’t know, I just love small stuff like that and seeing the cooperation between two groups we don’t really see together much.
This is also part of the reason I have a fondness for the Hinterlands. Wildhammer, High Elves, and Draenei all in one place is a cool concept to me.
I don’t play current WoW at all (good thing prob) but damn I wish I could explore the setting. Like the worlds of Azeroth & Draenor have such cool potential too them, such interesting settings I just wish there were other ways to explore the setting.
Basically what I’m saying is I want to run a wow rpg alsdjflasdjf. In it’s own system or through that one D&D 5e conversion. It would be so fun. Plus you could set it for literally any time period you want. And make any changes to lore you feel like. (aka.... lots of it lasjfl;asjfl;kj)
You want it set during the Classic era, when the factions are establishing themselves, slowly building up and making new alliances? When the Forsaken just joined the Horde and tensions are building over Ashenvale and other battlegrounds, or doing the OG dungeons?
Or perhaps you want to Explore Outland as a Blood Elf! Or since in an rpg you could be anything, maybe you want to serve Illidan instead! And this could go on for literally any expansion, or any of the previous wars/games! Heck with chronicles you have enough info you could even set it in the past!
I just. No matter how shit Blizzard is, part of me will always like the setting, and I just want to explore it in fun interesting ways.
So.... anyone want to do a WoW rpg hit me up la;sdjfl;dsjf
(Or like just a discord server to discuss wow ocs would be fun)
Howdy all. As a little patch-day treat, here’s an alternate racial class for some of our newest allies, the Mechagnomes.
Any Gnome character can take levels in the “Mechagnome” racial class. This class is mutually exclusive with other racial classes - that is, to say, a single character cannot take levels in multiple racial classes.
P.S. - there’s no official gnome racial class, but you can find a good one in the EMM&M fan supplement, found on Greywolf’s fan site.
Mechagnome Racial Class:
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon/Armor Proficiency: Mechagnomes that only have racial levels are proficient in the use of all simple weapons and light armor in addition to any “natural” weapons they possess.
Starting Currency: 1st-level Mechagnomes with no other class start with 3d4 x 10gp.
Special Abilities:
Augmentation: At each level, the Mechagnome can select a single augmentation from the list below. Unless otherwise noted, each augmentation can only be chosen once.
Gyro-Stabilizing Limbs: Add 1 to one of your Physical ability scores (Strength, Agility, or Stamina). This augmentation can be selected multiple times.
OverMatter Mind-Enhancers: Add 1 to one of your Mental ability scores (Intellect, Spirit, or Charisma). This augmentation can be selected multiple times.
Max-grab synthetic grips: You gain a climb speed of 20 feet. This augmentation can be selected multiple times - each additional selection increases the climb speed by 10 feet.
Internal schematic projector: Add your levels in mechagnome to your tinker level for the purposes of determining your technological limit (TL).
MaxBlast Mana Resovoir: Select a single spellcasting class. Your Mechagnome level stacks with your levels in the chosen class for the purpose of determining your spells known and spells per day.
Ligament-integrated Locksplitters: False compartments in your arms conceal a set of masterwork thieves’ tools. These are integrated into your body and confer a +10 bonus on sleight of hand checks made to conceal them. The tools are integrated into your body and so cannot be removed except by force.
Warning Klaxon: You may select a shout feat as a bonus feat. In addition, the radius of your shouts is increased to 40 feet.
Needlessly complex attachments: Your augmentations are bulky! You gain a +1 “natural” bonus to your armor class. This augmentation can be selected multiple times.
Clamps!: You can use your synthetic limbs as a “natural” weapon. This weapon is a one-handed slam attack that deals (1d6 + Strength modifier) points of damage. This augmentation can be selected twice. The second time it is selected, the damage of your slam attack improves to (1d8 + Strength modifier).
Echolocators: You gain a +2 bonus on all Listen and Gather information checks.
Cranial Compendium: Once per day, you may reroll a failed knowledge check. You must accept the results of the second roll, even if it is worse.
TorqueTongue Translator: You gain a +2 bonus on all Diplomacy and Speak Language checks.
Voltaic Oscillation Load-Tuner: You gain resistance 5 to Electricity.
Warcraft is a copyright of Blizzard Entertainment.
The World of Warcraft Roleplaying Game was published by White Wolf Publishing.
Hey again! Back with another alternate racial class - this time, the Blood Elf.
Similarly to Void Elves, this one builds off of the standard High Elf race to allow players a bit more customization. As usual, stats are after the break.
Any High Elf character can take levels in the “Blood Elf” racial class. This class is mutually exclusive with other racial classes - that is, to say, a single character cannot take levels in multiple racial classes.
Blood Elf Racial Class:
Hit Die: d6
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.
Weapon/Armor Proficiency: Blood Elves that only have racial levels are proficient in the use of all simple weapons and light armor in addition to their racial weapon proficiencies.
Starting Currency: 1st-level Blood Elves with no other class start with 5d4 x 10gp.
Special Abilities:
Arcane Torrent: When a Blood Elf is affected by a spell, she channels a part of the spell’s effects into her own attacks. Her next attack or damaging spell inflicts an additional amount of arcane damage equal to the spell’s level. If a Blood Elf is affected by multiple spells at once, only the highest-level spell applies towards this ability.
Detect Magic: At 2nd level, a Blood Elf can cast Detect Magic twice per day as a spell-like ability.
The Dark Times will Pass: At 3rd level, the Blood Elf no longer suffers the effects of their Magic Addiction racial trait. In addition, she gains Iron Will as a bonus feat.
Warcraft is a copyright of Blizzard Entertainment.
The World of Warcraft Roleplaying Game was published by White Wolf Publishing.
If you didn’t read the more elaborate post, here’s the idea:
This is an alternate racial Class for High Elf characters in the WoW RPG. Taking levels in this class allows a High Elf to explore the mysteries of the void and become void-touched.
This Racial class is mutually exclusive with the standard High Elf racial class, as well as any other class that modifies the same race (wink, wink). Stats below!
I know what you’re thinking - “Wow! An actual table?”
It’s 2020, people. You deserve tables.
High Elves can take up to three levels in the Void Elf Alternate racial class. This class is mutually exclusive with other racial classes - that is, to say, a single character cannot take levels in multiple racial classes.
Void Elf Racial Class:
Hit Die: d6
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.
“Class” Skills: Concentration (Sta), Intimidate(Cha), Knowledge(Planes)(Int), Listen(Spt), Sense Motive(Spt), Sleight of Hand(Agy), Spellcraft(Int), and Stealth(Agy).
Weapon and Armor Proficiency: Void Elves that only have racial levels are proficient in the use of simple weapons and light armor, in addition to their racial weapon proficiencies.
Starting Currency: 1st-level Void Elves with no other class start with 3d4 x 10gp.
Special Abilities:
Maddening Whispers: Your addiction to magic has been sated... but at what cost? You no longer suffer the penalties for magical addiction. However, any time you roll a natural 1 when making an attack roll or ability check, the whispers start to eat away at the edges of your mind. Attempt a Will save, with DC equal to 10 + your character level. If you fail, you become shaken for 1d4 rounds. If you succeed, you keep the whispers at bay... for now.
Entropic Embrace: Any time you roll a natural 20 when making an attack roll or ability check, the power of the void lashes out through you. Your skin and eyes flicker darkly and noticeably. If the check was an attack roll, add an additional 1d6 shadow damage to the result of your damage roll. This damage is not multiplied on a critical hit. If the check was not an attack roll, you gain a +3 bonus on your next skill or ability check. This bonus is considered spent whether you succeed or fail the check.
Void-Touched: The damage of your Entropic Embrace increases to 1d10, and the skill check bonus increases to +5. Also, the effects of your Maddening whispers grow, and now they affect all creatures within 10 feet of you in addition to yourself. Each creature that fails its save (DC = 10 + your character level) becomes shaken for 1d4 rounds.
Spatial Rift: For a number of times per day equal to your Spirit modifier, you can step through the shadows to appear anywhere within sight. You simply vanish from your current space and appear at the target location, ignoring all attacks of opportunity. You can only move a number of feet less than or equal to your base movement speed when using this ability. Intervening creatures are ignored, but intervening terrain is not. You can open a rift on the other side of an ogre, for example, but not past a stone wall.
Warcraft is a copyright of Blizzard Entertainment.
The World of Warcraft Roleplaying Game was published by White Wolf Publishing.