| Post/Author/DateTime | Post |
|---|---|
| Lankaster01-02-08, 05:20 PM | I am trying to create something akin to the Blood Elves from WoW for a campaign. A friend wants to create such a character, and it is most likely that he will create a Ranger excelling in archery. He is willing to go for as much as +2 LA, but I can not think of something reminiscent to those Blood Elves... Apart from having an innate ability to use Silence as a Spell-like Ability, that is as much as I can go... Any suggestions? I really need this help of yours, as I will be DMing in this campaign. |
| drunkman01-02-08, 05:40 PM | I simply have only heard of the blood elves from a friend of minewho plays WoW. Never played the game. Can you sare the blood elf traits with me on WoW, then I might help you. |
| Lankaster01-02-08, 06:29 PM | Well, the traits that are most worth mentioning are as follows: 1: While all other races have a Resistance value against an attribute by 10%, Blood Elves have an innate Magic Resistance against all attributes by 5%. For instance, undead have a 10% Resistance against Shadow. 2:Their Arcane Affinity skill allows them to improve the effects of their Enchanting profession by 10 points. That would equate to a +2 bonus in DnD terms... :thinks: 3:Then we have their racial ability to prevent their enemies from casting spells by Silencing them. It is usable fairly often but lasts a little. 4:Then, we have their Mana Tap ability, which decreases their enemy`s Mana by a small amount and charges the Blood Elf with Arcane energy. 5:Finally, the Blood Elves cannot choose the path of the Warrior (Identical to the Fighter class), but they are the only race from the Horde (the bad guys) that can choose the path of the Paladin. I hope this was useful. As far as racial ability modifiers are concerned, I consider them hardier than common elves and similar sub-races, plus that I find them rather regal and grand in their appearance, thus they should have a +2 on Charisma. Any thoughts? |
| Bahumut01-02-08, 06:34 PM | i have a suggestion or two, but i don't have direct book references for how to do it. any spell/SLA guru's want to help me out by pointing to the (possible) spell(s)/SLA(s) that can accomplish what im about to ramble about? it would be greatly appreciated :D ANYWAYS...for the Mana Tap, i suggest a spell-like ability that drains a spell slot, or one use of an SLA, with the highest spell level able to be drained determined by either: 1. (Character Level/2) 2. (Character Level/3) 3. (Character Level/4) (your choice, you get the picture); usable 3/day. It also gives you a "Magically Charged" effect that stacks up to 3 times. Now, for Arcane Torrent, it should only be usable when you are "Magically Charged", and causes an Xft. burst that prevents anyone hit by it from casting spells or using SLA's (of the highest spell level able to be drained or lower) for a number of rounds equal to the number of "charges" of MC you currently have. If you are a spellcaster (possibly only arcane?), you also regain a previously used spell slot of a level determined by how many "charges" of MC you currently have: 1 charge: (Highest Spell level - 2) 2 charges: (Highest Spell level - 1) 3 charges: (Highest Spell level) now, for a few mechanical notes... takes a standard action to use "Mana Tap", a swift action to use "Arcane Torrent", and both are Spell-Like Abilities. i think this ability would grant a high +1 LA, possibly a low +2 LA; coupled with some decent racial stat mods/skill bonus', the race would probably end up being around mid +2 LA. questions? comments? i have to amend this note here: i am slightly sleep deprived, so this may not make sense at all. please yell at me if so. |
| drunkman01-03-08, 12:51 AM | Thanks guys. Here's the traits I suggest. Blood Elf Traits: Just like the high elf, except when noted --Ability Score Increase: This is in replacement of the High Elf's ability score adjustment. +2 Cha. Blood Elves have a natural magnetism built into them that make them arcane in nature and great in social interaction. --Arcane affinity: Blood Elves excel at enchantments by nature. They gain +2 to saves against enchantments and to their CL when casting enchantments. This superstedes the High Elf's racial +2 bonus to saves against enchantments (though they still are immune to sleep). --Spell Resistance: 5 + Blood Elf's HD. Blood Elves are naturally resistant to spells of all kind. --Mana Tap (ex.): A Blood Elf may magically drain magic ability out of a chosen victim. With a touch attack, a Blood Elf may take away one spell slot or SLA usage per day (if any) and add one more time per day to the blood elf's spell slot, or if he doesn't have a spell slot, he may choose an SLA and instead add one more time per day for that chosen SLA. The victim is entitled a fortitude save (DC: 10 + 1/2 character HD + Cha modifier) to avoid the effect. If the spell slots of any class where you must prepare your spells like a wizard, the Blood Elf may choose to convert this extra spell slot to a spell already prepared for use. The level of the spell slot or SLA the Blood Elf drains must be level 3 or 1/2 the his HD (whichever is higher), and the level of the spell slot or SLA increased by this effect must be equal or less to the one stolen so if he steals a spell slot or SLA use with a level too high for any of his spell slots or SLA's, he may use it for any of his spell slots or SLA's that are lower than the drained spell. This magic drain is not permanent, the victim's losses from this effect last for one day and the Blood Elf's benefits from this effect last for one day. This is not the same as an energy drain, so creatures normally immune to energy drains are not immune to this effect. Usable 3 times per day. --Spell-Like Abilities: 1/day-dancing lights, detect magic, 3/day-silence. DC: 10 + Spell Level + Cha modifier --Favoured Class: Sorceror. Replaces the High Elf's favoured class. The Blood Elf's imborn arcana makes the sorceror an ideal choice. --Level Adjustment: +2 NOTES: Okay, I promptly gave it all the High elf traits (except when noted of course) because 1. That's what you normally do with subraces and 2. I'm just lazy like that. I believe I excluded nothing about this race not mentioned in the PH or MM. If you don't find anything, ask and I'll answer. Second, I didn't include the elf's standard ability score adjustments because I thought that I'd make the Blood Elf slightly different from the High Elf. I thought that since Blood Elves spent more time with arcana than the more standard elves, they would not be as agile as their cousins. And I didn't subtract constitution because I thought this would even out the +2 level adjustment a bit. Lankaster mentioned some "arcane affinity" to enchantements so I covered that. All I really added was a +2 CL bonus when a blood elf casts an enchantment (the High Elf already gives a +2 bonus to saves against them). Lankaster also mentioned some inborn spell resistance so I covered that with some simple SR. I am having second thoughts of making the base SR number two instead of five to lessen the power a bit (note though the +2 level adjustment so the base number is really three plus the ECL) To cover this "Mana Tap" situation I made my own SA feature version of it. The only issue I have is that is the Mana Tap a touch attack or have a given range like a standard spell? I assume it is a touch attack because that's what these drains normally are, but correct me if I'm wrong. As said before, I am totally out of touch with WoW, it's just what my friend, who's a WoW adict, told me that I vaguely remember and what I'm hearing now from the comments that gives me some knowledge to give the racial stats. As for this silence thing mentioned by Lankaster, all I thought was needed was three days of the Silence spell. You said it was usable often, 3/day often enough? And I thought I added a couple of basic cantrips to make the blood elf seem more magical in the D&D world. As for the Arcane Torrent thing, sorry Bahumut, but you lost me, if you give me a general idea of what it does in WoW, I can convert the effect to D&D language. The name "Blood Elf" gave me a more sorcerorish than wizardish impression, so I chose the favoured class to be sorceror, plus someone advised me a Charisma bonus which seems more like a sorceror. Again, I know nothing about WoW, correct me if I'm wrong. Level adjustment is +2 as Bahumut advised. Seems fair to me. Agreed? Comments PLEASE!!! If I agree to your corrections and suggestions, I'll edit it. |
| Lankaster01-03-08, 01:47 PM | Wow, that was quick! Thanks for the input, it was of great help. I think that most of the traits mentioned here are ok, and I really liked the Spell-like Abilities mentioned along with Silence. The only thing I would like to mention is that when I said that Blood Elves have an affinity for enchantments, I meant that they excel at upgrading the magical enhancements of already existing items or when forging new magic items. Perhaps this should equate in their receiving an Item Creation Feat as a bonus feat whenever they get to meet the prerequisites, and they should also receive a +2 bonus on relevant Craft checks. For instance, a level 5 Blood Elf Sorcerer could gain Craft Magic Arms and Armor as its bonus feat of choice, and that Blood Elf would also gain a +2 bonus on Craft (Armorsmithing), Craft (Weaponsmithing), or Craft (Bowmaking) checks (one choice only). Oh, and by the way, don`t you think that they should still retain the bonus on Dexterity? They still have the Grace of the other elves, but they tend to be more charismatic and physically robust. Anyway, thanks for the aid! :D |
| Saiyamantis01-03-08, 02:48 PM | Gaining free item creation feats is either ridiculously good (if you're playing a spellcaster) or meaningless (if you're not). Might I suggest making their favored class artificer? |
| drunkman01-03-08, 03:00 PM | The only thing I would like to mention is that when I said that Blood Elves have an affinity for enchantments, I meant that they excel at upgrading the magical enhancements of already existing items or when forging new magic items. Perhaps this should equate in their receiving an Item Creation Feat as a bonus feat whenever they get to meet the prerequisites, and they should also receive a +2 bonus on relevant Craft checks. For instance, a level 5 Blood Elf Sorcerer could gain Craft Magic Arms and Armor as its bonus feat of choice, and that Blood Elf would also gain a +2 bonus on Craft (Armorsmithing), Craft (Weaponsmithing), or Craft (Bowmaking) checks (one choice only). To answer that, how about I ditch that +2 CL thing for enchantments and make them able to meat the Craft Magic Arms and Armor feat early, by maybe making them +2 CL for the purpose of meeting the perequisites of that feat and putting it into use, so a 3rd level sorceror could get Craft Magic Arms and Armor as his third level feat and be CL 5 instead of 3 when using this feat. I don't know about just giving them all the item creation feats autimatically as bonus feats, that might make them overpowered. But question: in WoW, do they excel at magic item creation in general or just magic arms and armor? Because I could always make them +2 CL for item creation feats in general. And I won't forget the +2 bonus on craft checks for a chosen area, I'll add that too. Oh, and by the way, don`t you think that they should still retain the bonus on Dexterity? They still have the Grace of the other elves, but they tend to be more charismatic and physically robust. So that's in WoW? Because the Drow didn't retain the gracefulness of their cousins. I assumed they were like them in that they spent more time with arcana so they lost their gracefulness, but hey. I know absolutely nothing about WoW, I just have a little bit of experience creating my own monsters, and I'm translating your info into D&D language. And should they get -2 Con two, since they're just common like their elf cousins like that? Anyway, thanks for the aid! Your welcome, creating monsters is what I like to do. And I'll make an edit version after these questions I asked are answered. I'm sort of liking this too. I just might write down these traits and give them to my friend who's a WoW adict and lectured me about blood elves a long time ago, and who will probably want to play this race in D&D. |
| drunkman01-03-08, 03:02 PM | And oh yeah, sorry, typo, I meant detect magic instead of darkness. I think that makes more sense, is it okay with you if I change this? |
| Lankaster01-03-08, 03:23 PM | It is much better, indeed. I really like how it turned out. If you want to look at their racial traits, here you are. http://www.wowhead.com/?spells=-4 Also, here is a pic of a Blood Elf, just for referance. http://wiggler.gr/wp-content/424px-Blood_elf2.jpg |
| drunkman01-03-08, 04:48 PM | Okay, thanks, here's the edit version. EDIT VERSION: Blood Elf Traits: Just like the high elf, except when noted --Ability Score Increase: This is in addition to the High Elf's ability score adjustments. +2 Cha. Blood Elves have a natural magnetism built into them that make them arcane in nature and great in social interaction. --Arcane affinity: Blood Elves excel at creating magic items by nature. They gain +2 to CL for the purpose of meeting the perequisites of all item creation feats and using item creation feats. In addition, a Blood Elf gains a +2 racial bonus on either all craft (weaponsmithing) cheks, craft (armorsmithing) checks, or craft (bowmaking) checks (blood elf's choice on which racial bonus he permanently gains). --Spell Resistance: 5 + Blood Elf's HD. Blood Elves are naturally resistant to spells of all kind. --Mana Tap (ex.): A Blood Elf may magically drain magic ability out of a chosen victim. A Blood Elf may take away one spell slot or SLA usage per day (if any) and add one more time per day to the blood elf's spell slot, or if he doesn't have a spell slot, he may choose an SLA and instead add one more time per day for that chosen SLA. The victim is entitled a fortitude save (DC: 10 + 1/2 character HD + Cha modifier) to avoid the effect. This is a supernatural ability. A Blood Elf may choose a target to inflict this Special Attack within 50ft of the Blood Elf. The chosen victim autimatically must make the save (no ranged touch attack required). If the spell slots of any class where you must prepare your spells like a wizard, the Blood Elf may choose to convert this extra spell slot to a spell already prepared for use. The level of the spell slot or SLA the Blood Elf drains must be level 3 or 1/2 the his HD (whichever is higher), and the level of the spell slot or SLA increased by this effect must be equal or less to the one stolen so if he steals a spell slot or SLA use with a level too high for any of his spell slots or SLA's, he may use it for any of his spell slots or SLA's that are lower than the drained spell. This magic drain is not permanent, the victim's losses from this effect last for one day and the Blood Elf's benefits from this effect last for one day. This is not the same as an energy drain, so creatures normally immune to energy drains are not immune to this effect. Usable 3 times per day. --Spell-Like Abilities: 1/day-dancing lights, detect magic, 3/day-silence. DC: 10 + Spell Level + Cha modifier --Favoured Class: Sorceror. Replaces the High Elf's favoured class. The Blood Elf's imborn arcana makes the sorceror an ideal choice. --Level Adjustment: +2 NOTES: All things in red are things I added. What I took away was the +2 CL on enchantments. Nothing else really. I still don't know whether Mana Tap is a touch attack or have a range. EDIT: Never mind, I do know, it's a ranged attack. |
| Lankaster01-03-08, 05:12 PM | I found the answer to your problem with Mana Tap. It can be used from a 30-foot range, and all you have to do is simply select a target. No attack roll is needed. The saving throw is all that is needed, and I suggest it be a Will save, not a Fort save. Besides, Blood Elves disrupt their foes` magical powers with this skill, thus my suggestion. Oh, and my bad for not giving clarification about the +2 bonus on craft checks, but every Item Creation Feat is bound to some Craft skills, so here is the options available with every first choice of such a feat (they +2 bonus applies only once): Scribe Scroll - Craft (Bookbinding) or Craft (Calligraphy). Brew Potion - Craft (Alchemy). Craft Wondrous Item - Craft (Blacksmithing), Craft (Gemcutting), Craft (Metalworking), Craft (Stonemasonry), Craft (Woodcarving), or Craft (Leatherworking). Craft Magic Arms and Armor - Craft (Armorsmithing), Craft (Weaponsmithing), or Craft (Bowmaking). Craft Wand - Craft (Blacksmithing), or Craft (Weaponsmithing). Craft Rod - Craft (Blacksmithing), or Craft (Metalworking). Craft Staff - Craft (Blacksmithing), Craft(Metalworking), or Craft (Weaponsmithing). Forge Ring - Craft (Jewelrymaking). |
| drunkman01-04-08, 10:00 AM | So how about a +2 on any chosen craft skill and that +2 CL thing I was talking about. And you said 30ft range? When I looked it up it was 30yd. I knew that would be too long for D&D standards so I changed it to 50ft. Also, are you sure it should be will save? Normally a drain is fortitude, but if you insist. I'll make one final edit as soon as I get an answer. |
| Lankaster01-04-08, 01:17 PM | The +2 is good if it is compatible with the Craft assosiated with the feat. Also, the +2 CL is far better than I had expected. As for the range of Mana Tap, 50 feet would be a little bit too much; in WoW you have to get rather close to use it, so 30 feet is ok. Lastly, the save for Mana Tap should be Will, because you attempt to disrupt your foe`s spellcasting powers, by drawing essence of his mind; that is why I suggest it is a Will save. Besides, it should be something that wouldn`t disrupt game balance. Let`s face it, spellcasters (especially arcane) suck at Fortitude saves; taking their spells away renders them useless. A Will save, however, now that is something that everyone would be ok with. You aim to steal that Wizard`s spell? You have to defeat his will power to resist you. That is my interpretation, though, if anyone thinks this is wrong, take your pick (though a Reflex save would be out of the blue :P ). Apart from these, I have to thank everyone who posted, and my special thanks goes to Drunkman. Thank you for your valuable aid, you made a friend happy! :D |
| drunkman01-04-08, 09:36 PM | Okay, will it is. Right after this post, I'll make the final post for the official racial traits. Well...The changes I'll put in red so you know what they are. OK....... |
| drunkman01-04-08, 10:03 PM | FINAL COPY (hopefully): Blood Elf Traits: Just like the high elf, except when noted --Ability Score Increase: This is in addition to the High Elf's ability score adjustments. +2 Cha. Blood Elves have a natural magnetism built into them that make them arcane in nature and great in social interaction. --Arcane affinity: Blood Elves excel at creating magic items by nature. They gain +2 to CL for the purpose of meeting the perequisites of all item creation feats and using item creation feats. In addition, a Blood Elf gains a +2 racial bonus on a craft check of his choice. However, this racial bonus only applies to such a craft check if it involves crafting a magic item. --Spell Resistance: 5 + Blood Elf's HD. Blood Elves are naturally resistant to spells of all kind. --Mana Tap (ex.): A Blood Elf may magically drain magic ability out of a chosen victim. A Blood Elf may take away one spell slot or SLA usage per day (if any) and add one more time per day to the blood elf's spell slot, or if he doesn't have a spell slot, he may choose an SLA and instead add one more time per day for that chosen SLA. The victim is entitled a will save (DC: 10 + 1/2 character HD + Cha modifier) to avoid the effect. This is a supernatural ability. A Blood Elf may choose a target to inflict this Special Attack within 30ft of the Blood Elf. The chosen victim autimatically must make the save (no ranged touch attack required). If the spell slots of any class where you must prepare your spells like a wizard, the Blood Elf may choose to convert this extra spell slot to a spell already prepared for use. The level of the spell slot or SLA the Blood Elf drains must be level 3 or 1/2 the his HD (whichever is higher), and the level of the spell slot or SLA increased by this effect must be equal or less to the one stolen so if he steals a spell slot or SLA use with a level too high for any of his spell slots or SLA's, he may use it for any of his spell slots or SLA's that are lower than the drained spell. This magic drain is not permanent, the victim's losses from this effect last for one day and the Blood Elf's benefits from this effect last for one day. This is not the same as an energy drain, so creatures normally immune to energy drains are not immune to this effect. Usable 3 times per day. --Spell-Like Abilities: 3/day-silence, 1/day-dancing lights, detect magic. CL: 5. DC: 10 + Spell Level + Cha modifier --Favoured Class: Sorceror. Replaces the High Elf's favoured class. The Blood Elf's imborn arcana makes the sorceror an ideal choice. --Level Adjustment: +2 NOTES: What I changed (in red of course), is first, expanding the Blood Elf's selection of the craft check to any one possible. However, note that I also limited the bonus only to magic items because it stops characters from benefiting this skill in ways other than being able to create magic items. The only other thing I added was some slight adjustments to the mana tap, which was to change the save to succeed against it to will (instead of fortitude) and reduce the range of the special attack to 30ft. My only issue is, shouldn't I make the +2 craft bonus on magic items in general since it's a specialty at creating magic items in general, it seems from this WoW trait, not a specific skill, am I wrong? Otherwise, I hink this race is pretty much done. |