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World of Warcraft: The Roleplaying Game
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===Monster Races=== The WoW RPG also incorporated the "Creature Class" system that was initially released in '''Savage Species''', so it could allow you to play some of the more powerful races from first level. This does have its down sides though, since unlike "racial classes" you are compelled to take your creature class at first level, and are not permitted to multi-class until you have completed it. This means if you play a particularly powerful creature like a Giant or an Abomination, you are stuck within your class for the duration of the campaign. Not only that, but several of the creature classes have a level progression that goes well beyond 20th level, and Epic level progressions are not a part of the WoW ruleset, so your group would have to shoehorn it in from the core D&D material if you wanted to continue playing your giant past level 20, and due to commitment the class takes, once you've finished them you have to ask yourself what value is having a level 29 Abomination become a level 1 Mage? Of course your GM could house-rule that you need not complete your creature progression, but that's really up to him. All that being considered, some of the creature classes do provide a lower level progression, so when you finish them you can comfortably join the group as a class member rather than a creature. *'''Abomination''' - As mentioned, it has a 29-level progression, so you'll find it cute that Barbarian is the favored multi-class option. From first level you get a +10 bonus to strength, even though you start out at medium size. Though you face hefty penalties to every other stat. Your character build revolves around multi-weapon fighting, initially with two hands, but eventually you attach a third. You also get very impressive damage reductions and the ability to confer diseases as if they were poison attacks. Also remember that as undead, you are immune to most things that interfere with other player characters, so you've got a pretty good [[Tank]], if a bit one-dimensional. *'''Ancient Protector''' - Your opportunity to play an Ent, they are the Plant versions of the Giants we'll come to talk about later; loads of STR, CON and size bonuses are coming your way. What makes this more interesting is that you can eat trees to regain hit points and you can root yourself to the spot which makes you immobile and increases your damage. It could be interesting but the class is so long that it's all you're going to be doing, so the novelty might wear off. *'''Centaur''' - The bastard mongol children of Cenarius are comparatively good choice as a PC race. It's a bit bare bones, but you get stat increases every level to the point that when you've completed the class at level six, you've accumulated +8 STR, +4 DEX & CON and +2 WIS. As well as a land speed of 50 feet. Because it's a relatively shorter progression you could then go on to any other class you wished without having been hindered too much, but at least your stats go some way to make up for it, especially with the more martial classes. *'''Dragon Whelp''' - a 13 level progression that is positively bristling with class features, every level you get something new, whether it is a set of spell-like abilities or a new trait like blindsense, flight or breath weapons; as well as all the stat increases. Dragon is a rewarding class if only because you don't feel like you're wasting time trying to get through it, even if other players are overtaking you in terms of power level. It is important to note that the rules for Dragon PCs don't work quite the same was as D&D ''Draconomicon''; you might grow more powerful, but you'll never get out of the "whelp" status and grow into one of the larger dragons, so a Spyro-esque midget you will remain. The rules are also easy enough to convert to a different colour of dragon if you wished, simply change the elemental subtype and breath weapon to a colour that matches. *'''Dryad''' - The comely Daughters of Cenarius have a nine level progression that grants them magical resistances, the ability to dispel magic and they gain poison attacks. While it's a bit longer than Centaur, they at least have the fact that they are immortal Fey. *'''Flamewalker''' - A fairly long class that provides stuff at every level, although not as fun-filled as the Dragon class. As a sort of elemental creature it is heavily dependent upon fire and cannot be away from heat sources for long otherwise they die, although GMs are advised to give PCs a special amulet that maintains temperature. The class does provide quite strong damage reductions and stat boosts and natural fire attacks and spell-like abilities. But you could have played a dragon. *'''Keeper of the Grove'''- The "Mighty Sons of Cenarius" and they have the longest level progression of the group, but are probably one of the best ones to play, why? Because their entire level progression makes them into pseudo-druids, even providing them with spellcasting ability up to their total HD, and the class features are fairly balanced, so they get stat boosts to most things, damge reduction and the occasional spell-like ability. *'''Mountain Giant''' - Immortal rock creatures, they were all born at the dawn of time so you have to fluff yourself an excuse for why you start out at level one. You get insane strength bonuses as the class progresses, as well huge CON bonuses and damage reduction. But that's about it, short of some resistance to magic and the fact that you grow to Huge size, it's fairly bare-bones. *'''Nerubian''' - Want to play a spider-man? You start out at small size but eventually grow through medium to large as the class progresses, as well has having the ability to create webs and exude poison. The class has potential, but you'll probably get the feeling that you're killing time while only accumulating a few class features to show for it. *'''Ogre''' - Much like the Centaur, it's a short class that provides stat boosts at every level, so is also a decent choice for a PC. It doesn't quite have the balance of the Centaur though, having a strong focus on strength while facing penalties on most other stats. There are options for two-headed Ogres, but it's mostly just cosmetic. *'''Ogre Mage''' - One of the better choices for monster race, it has only one more level than the Ogre class, but has far less penalties to your other stats. The absolute best bit about it is that it automatically allows you to cast spells as an Arcanist or Healer of a path chosen at your character creation, with a caster level equal to your HD much like the Keeper of the Grove, but because it's shorter you can go off and do other things. So when you've completed your level progression, you can simply continue levelling-up as a spellcaster as if nothing had happened, the only penalty is the fact that you do lose out on three levels of spellcasting due to skipped HD for being an Ogre. But if you don't want to continue as a caster because you want to take advantage of all the strength and size bonuses, you've still got the benefit of having been one on the past. *'''Sea Giant''' - Another one of those huge classes you'll never see the end of. You obviously get strength and constitution bonuses and a few spell-like abilities now and then and a special melee attack, but you'll never be as strong or as resilient as a Mountain Giant could be.
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