A version of the Draenai.

Post/Author/DateTimePost
#1

splarg

Aug 02, 2008 21:45:13
Draenai

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.

RACIAL TRAITS
Average Height: 6’2” – 6’8”
Average Weight: 220 – 320 lb.

Ability Scores: +2 strength, +2 wisdom
Size: Medium
Speed: 6
Vision: normal

Languages: Common, Draenai
Skill Bonuses: +2 insight, +2 religion

Necrotic Resistance: 5 + ½ level resistance to necrotic damage
Gift of the Naaru: you can use Gift of the Naaru as an encounter power
Group Insight: You grant allies within 10 squares of you a +1 racial bonus to insight.




#2

Cohen95

Aug 02, 2008 22:00:24
I dislike the "When you spend an action point" ability, because this is generally reserved for Paragon Paths. However, it's on the right path. Maybe something similar to the Half-Elf group skill bonus. Maybe a bonus to perception/Insight?
#3

splarg

Aug 02, 2008 22:06:46
to be honest I think that ability is a bit iffy as well, I was trying to represent the 1% increase to hit that the Draenai grants all the time and figured that the spending of an action point would be a good representation of it and it is also only when used to take an extra action which may get more use in heroic rather than paragon+ where each path provides alternates for action points.

My other idea was to make heroic presence a paragon feat but I still felt like they needed something else so a group insight bonus might do the trick, thanks for +criticism
#4

pigknight

Aug 03, 2008 0:14:00
I would give 'em +2 Str/Wis. Their Str scores are higher and have one of the best growths on Alliance side (and Int in WoW is all the mental scores, but they seem more wise than smart/diplomatic).
#5

splarg

Aug 03, 2008 0:48:22
Well in WoW there is also Spirit which more than likely = wisdom. Their int and spr seemed to be more prevalent when i was going over the tables for beginning scores and from what I have read I envisage them as being intelligent and wise hence the bonuses. I was tempted to even put them at +2 wis/+2 cha. Having said that I can see where you're coming from with strength as they were consistently stronger than humans but I prefer the bonuses to int/wis myself.
#6

Cohen95

Aug 03, 2008 2:52:43
Draenei are adept as Paladins, Warriors, Priests, Shamans (which we don't yet have), Mages (Wizards), and Hunters (Rangers). Paladins, Priests, and Rangers all benefit more from Wisdom than Int, while Paladins, Warriors, and Rangers all benefit more from Str than Int, so I'd say Draenei probably would have Str and Wis as relevant bonuses, and their "top three" would be Paladins, Rangers, and probably Priests, since the racial adds an extra heal.

The group insight bonus makes sense, I would probably give skill bonuses to Diplomacy and Heal, since Draenei will benefit from the +1 Insight from their own buff.

As far as Heroic Presence and Gift of the Naaru, consider switching them. Make Heroic Presence their encounter racial power, and make gift of the Naaru something like the ability to take 10 on a Heal check, since the result would be the same.

So, basically, it would look like this:

Draenai

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.

RACIAL TRAITS
Average Height: 6’2” – 6’8”
Average Weight: 220 – 320 lb.

Ability Scores: +2 Strength, +2 wisdom
Size: Medium
Speed: 6
Vision: normal

Languages: Common, Draenai
Skill Bonuses: +2 Diplomacy, +2 Heal

Necrotic Resistance: 5 + ½ level resistance to necrotic damage
Gift of the Naaru: When a Draenei makes a Heal check, they make Take 10 even if circumstances would otherwise not allow them to. This check is always a Standard Action.
Group Insight: You grant allies within 10 squares of you a +1 racial bonus to insight.




#7

pyromancer999

Aug 03, 2008 14:50:51
Remember, in warcraft, they're commonly more stealthy characters, so try something like giving them temporary invisibility, or something rogue-related.
#8

Cohen95

Aug 03, 2008 16:56:55
Remember, in warcraft, they're commonly more stealthy characters, so try something like giving them temporary invisibility, or something rogue-related.

Actually, Draenei are the only Alliance race that doesn't do the rogue thing. I'd give them Gift of the Naaru as a racial feature that allows them to make Heal checks as either a Minor or Move action. Probably Minor. First Aid is normally a standard action touch that allows the target to spend a healing surge.
#9

splarg

Aug 03, 2008 19:46:14
Actually, Draenei are the only Alliance race that doesn't do the rogue thing. I'd give them Gift of the Naaru as a racial feature that allows them to make Heal checks as either a Minor or Move action. Probably Minor. First Aid is normally a standard action touch that allows the target to spend a healing surge.

He might be referring to warcraft 3 in which the Draenai tended to have the stealth ability similar to the night elves (though maybe the draenai could still move stealthed) I think they may be an offshoot of the draenai so like elves there are 3 races (Eredar, Draenai from Wc3, Draenai from WoW)

Also for your group insight, I don't have my books with me but i'm pretty sure that the races which grant the group skill bonuses have that skill as one of their +2 bonuses (like half elves and diplomacy) so I was wanting to keep the Draenai ability in line with what has already been published. I'm considering changing the heroic presence feat since I saw the other night that one of the warlord paragon paths does the same thing. I definitely want to keep the gift of the Naaru ability as is, I'm also thinking of adding in some divine feats since Draenai who are priests apparently gain some more racial powers in Wow.
#10

Kobold_Avenger

Aug 03, 2008 19:50:28
I think splarg is correct.
#11

Cohen95

Aug 03, 2008 21:35:03
He might be referring to warcraft 3 in which the Draenai tended to have the stealth ability similar to the night elves (though maybe the draenai could still move stealthed) I think they may be an offshoot of the draenai so like elves there are 3 races (Eredar, Draenai from Wc3, Draenai from WoW)

The Wc3 Draenei are now the Broken, I believe. Or Lost ones, whichever. Either way, they're not the "playable" Draenei in Wow, which I presume is what I presumed you were working on.

Also for your group insight, I don't have my books with me but i'm pretty sure that the races which grant the group skill bonuses have that skill as one of their +2 bonuses (like half elves and diplomacy) so I was wanting to keep the Draenai ability in line with what has already been published. I'm considering changing the heroic presence feat since I saw the other night that one of the warlord paragon paths does the same thing. I definitely want to keep the gift of the Naaru ability as is, I'm also thinking of adding in some divine feats since Draenai who are priests apparently gain some more racial powers in Wow.

Hmm, well, I'd prefer the Group Insight to the Diplomacy skill, so maybe just +2 Heal, and Group Insight, or drop group insight and give them a +2 Insight skill buff, either way seems fine, though if you plan on just dropping Heroic Presence, the group Insight buff would work, as a replacement. Then your original Gift of the Naaru should work as you originally made it. That'd give them a skill bonus, a group skill buff (or a second skill buff), the Necrotic resistance, and the racial encounter power. That seems relatively balanced.

Of course, if you're planning on having a WoW campaign setting, you could just give all the races another minor ability, to balance Draenei having Heroic Presence. Either way, you should be able to balance it out fairly easily.

Are you going to alter Humans, Dwarves, Gnomes, and/or Elves?
#12

jereru

Aug 04, 2008 2:35:27
Draenei are an ancient race, learned in the powers of the Light, wich the Naaru tought them, hence why their Gift of the Naaru ability and their resistance to shadow. Although they also have shamans (a tradition learned from the orcs), priests and paladins (vindicators) seem more like their primary classes. Therefore no doubt a bonus to WIS. The other bonus, well... both options could be fine. Or you could skip it and add a more powerful Heroic Presence, like the one in Wow: +1 attack rolls (it is quite powerful, but i can tell you Heroic Presence in Wow is in fact quite powerful).

Oh, btw, priests in Wow all have racial spells (although Draenei have very good ones).
#13

splarg

Aug 04, 2008 2:39:12
I didn't realise that about all WoW priests having racial spells (I never played a priest). I might just leave off the Draenai racial spells then though I think it would be nice to show their relation to the holy light so i may make a channel divinity feat for them.
#14

jereru

Aug 04, 2008 6:37:08
Yes, I mean, that's ok if you want to represent Simbol of Hope or whatever is called the draenei priest's racial... but I just wanted to clarify that draenei are not the only priests having racial spells. Back in the old days, dwarves were the only ones capable of casting Fear Ward (then draeneis too, now everyone), trolls have a special "shadow shield", undead a plague-like spell wich damages over time, elves have a star shower or something like that, and so on...

But even so, draenei seem to have a close relationship with the Naaru, wich they worship like gods, and they devout their priesthood to them and their holy light.
#15

Neutronium_Dragon

Aug 04, 2008 7:02:24
I think that Heroic Presence would be better handled as some other type of benefit, like granting allies a +1 to Will defense against powers with the Fear keyword.
#16

Cohen95

Aug 04, 2008 10:28:26
Yeah, the racial Priest spells can be reflected in Channel Divinity Feats. They should be stronger than normal Channel Divinity feats, because they also have a racial requirement, in addition to the Channel Divinity class feature.
#17

jereru

Aug 04, 2008 14:58:49
Yeah, the racial Priest spells can be reflected in Channel Divinity Feats. They should be stronger than normal Channel Divinity feats, because they also have a racial requirement, in addition to the Channel Divinity class feature.

Well, they don't really need to have a racial requierement. Just a worship requirement, like any other channel divinity feat. Is a tricky way to put a "racial requirement" without actually putting one in (guess wich race is gonna worship a sahuagin god?).

So worship requirement: Light of the Naaru (or whatever the h%&& they call it) works fine for me. Then up to the GM to let a non-draenei be a Naaru priest.
#18

Cohen95

Aug 04, 2008 16:19:08
Well, they don't really need to have a racial requierement. Just a worship requirement, like any other channel divinity feat. Is a tricky way to put a "racial requirement" without actually putting one in (guess wich race is gonna worship a sahuagin god?).

So worship requirement: Light of the Naaru (or whatever the h%&& they call it) works fine for me. Then up to the GM to let a non-draenei be a Naaru priest.

You're misunderstanding the WoW Theology. There's only the Light (aka, the Naaru). Humans, Dwarves, and to a small degree high elves, don't worship various gods (the pantheon is referred to as the Titans, they're the highest comprehensible level of divine), they worship The Holy Light, in general, and are generally considered to be a monotheistic society.

The Priest class in WoW has extra special abilities based on their race. The determining factor of which special power you get isn't your deity, since there's only one deity (for the good guys, anyway), it's your race. Draenei Priests have one special ability, Dwarf Priests have another, and Humans a third. It's different for reach race, hence the racial requirements for Channel Divinity feats, as opposed to religion.
#19

jereru

Aug 04, 2008 17:30:05
Elves worship Elune, which has nothing to be with Holy Light. naaru are not an invisible flash of light, they are living beings wich you can see and talk to. So for me, they worship different gods, but they are not as in other fantasy worlds. They are not gods from the same panteon. Is not like dwarves worship Thor and elves Odin, or so, is more like Dwarves worshio Thor and Elves worship Jove.

But, ok, let us say all worship different representations of one same entity, the Light. That works fine, then you put racial restrictions, but should drop the worshipping restrictions (as they all worship the same). Thus, we arrive at the same point: no need for more powerful effects, since there is no need for double restrictions.

But then again, if you want powerful effects with more restrictions... as there actually are two racial abilities for priests in wow, you could use both, a lesser and a greater...
#20

Cohen95

Aug 04, 2008 20:31:57
Elves worship Elune, which has nothing to be with Holy Light. naaru are not an invisible flash of light, they are living beings wich you can see and talk to. So for me, they worship different gods, but they are not as in other fantasy worlds. They are not gods from the same panteon. Is not like dwarves worship Thor and elves Odin, or so, is more like Dwarves worshio Thor and Elves worship Jove.

But, ok, let us say all worship different representations of one same entity, the Light. That works fine, then you put racial restrictions, but should drop the worshipping restrictions (as they all worship the same). Thus, we arrive at the same point: no need for more powerful effects, since there is no need for double restrictions.

But then again, if you want powerful effects with more restrictions... as there actually are two racial abilities for priests in wow, you could use both, a lesser and a greater...

Ah, point. Night Elves do worship Elune. High Elves did not, as of Wc1, however, IIRC.

I wasn't suggesting powerful effects, though, I was simply allowing for effects that are more powerful than current Channel Divinity feats, in the event that WoW Priest racial powers are more powerful than current Channel Divinity freats. However, since current CD feats would be out, I guess it's a moot point.
#21

splarg

Aug 05, 2008 0:52:28
For the racial spells how about instead of feats make them low level priest prayers I could easily see an encounter and a daily when looking at the racial powers. Another option would be a paragon path but I don't think there is enough information to create a fully realised cleric paragon path.
#22

jereru

Aug 05, 2008 8:08:05
Ah, point. Night Elves do worship Elune. High Elves did not, as of Wc1, however, IIRC.

Actually, you are right. But do you plan on using the same race to represent both, or different races? If it is the second case, there you are, different races, diffrerent gods, so again no need for double requisites.

I wasn't suggesting powerful effects, though, I was simply allowing for effects that are more powerful than current Channel Divinity feats,

i.e. powerful, isn't it?

in the event that WoW Priest racial powers are more powerful than current Channel Divinity freats. However, since current CD feats would be out, I guess it's a moot point.

Well actually not ALL racial priest spells are more powerful, some of them are just crap. I'll make a small list.

Humans
-Desperate Prayer (lvl10) a self-only insta-heal, long cd.
-Feedback (lvl20) causes mana burn on magical aggressors.

Dwarves
-Desperate Prayer (see above).
-Chastise (lvl20) damage dealer, with extremely short, break-on-damage stun.

Night Elves
-Starshards (lvl10) mana-free DoT (low damage).
-Elune's Grace (lvl20) reduces chance to be hit.

Draenei
-Symbol of Hope (lvl10) regenerates party's mana over time.
-Chastise (see above)

Undead
-Touch of Weakness (lvl10) causes damage to attackers (low).
-Devouring Plague (lvl20) puts a DoT on enemy, and damage caused heals caster.

Troll
-Hex of Weakness (lvl10) reduces damage caused and heals used by enemy.
-Shadowguard (lvl20) causes damage to attackers.

Blood Elf
-Touch of Weakness (see above)
-Consume Magic (lvl20) consumes a random self buff to regain mana.

Source: http://www.wowwiki.com/Priest_Spells#Racial_Spells

As you can see, some of them are quite powerful, some others are not.

Note: Fear Ward was the Dwarves and Draeneis lvl20 power, and it was quite powerful indeed. Due to encounters with high Fear threat, and in order to allow Paladins and Druids (which are not as good as Warriors dealing with Fear) to tank certain bosses, Fear Ward was implemented for ALL priests, and substituted as a racial with Chastise.

My only aim is that you all know every priest racial power, so as to make the rules with the proper knowledge in mind (I didn't even know all the powers myself).
#23

Cohen95

Aug 05, 2008 10:23:29
Frankly, the discussion is specific to Draenei, currently, so Priest Racials in WoW aren't terribly relevant, unless the OP is looking for further opinion on conversion.

For the racial spells how about instead of feats make them low level priest prayers I could easily see an encounter and a daily when looking at the racial powers. Another option would be a paragon path but I don't think there is enough information to create a fully realised cleric paragon path.

Having never played a Priest in WoW, I don't know what would work better. The purpose of CD feats is to allow Clerics and Paladins to gain addition, encounter class features (they're powers, yes, but they're based off of a Cleric/Paladin Class Feature: Channel Divinity).
#24

jereru

Aug 05, 2008 17:19:47
Agree.

So it would be something like:

Draenei

+2 wis, +2 ?

speed: 6
languages: common, draenish
skill bonuses: +2 diplomacy, +2 heal (sounds ok for me)

Gift of the Naaru: daily-heal-light-minor action: make a first aid check as part of this action.

Heroic Presence: encounter-standard action: you and your allies in close burst 5 gain a +1 attack bonus until the end of the next round.

Necrotic Resistence: 5+1/2 lvl resistance to necrotic damage.

If someone feels Heroic Presence is too powerful, maybe add +1 bonus only to basic attacks, or to at-wills, or some other restriction...

As for the Gift... I felt giving a healing surge would be too powerful and would overshadow Leaders a bit... and the only thing that came to mind was to speed up first aid checks... but can be substituted with a set amount of healing (maybe wis mod + something like 1/4 lvl or so, to make it scale a bit) or maybe grant temporary hp, don't know...

And what about the second characteristic bonus? Would you put STR? CON? You could even skip it and make Gift of the Naaru or Heroic Presence a bit more powerful (I am thinking this because I fell those powers shape up more the draenei than a +2 bonus about which we don't manage to agree...) If I were to choose a bonus I think I would put STR, thus making them good Paladins (I think this should be their preferred class).
#25

pigknight

Aug 05, 2008 19:13:39
+2 Str, have you seen the males? They are juicers.
#26

Cohen95

Aug 05, 2008 21:34:12
Agree.

So it would be something like:

Draenei

+2 wis, +2 ?

speed: 6
languages: common, draenish
skill bonuses: +2 diplomacy, +2 heal (sounds ok for me)

Gift of the Naaru: daily-heal-light-minor action: make a first aid check as part of this action.

Heroic Presence: encounter-standard action: you and your allies in close burst 5 gain a +1 attack bonus until the end of the next round.

Necrotic Resistence: 5+1/2 lvl resistance to necrotic damage.

If someone feels Heroic Presence is too powerful, maybe add +1 bonus only to basic attacks, or to at-wills, or some other restriction...

As for the Gift... I felt giving a healing surge would be too powerful and would overshadow Leaders a bit... and the only thing that came to mind was to speed up first aid checks... but can be substituted with a set amount of healing (maybe wis mod + something like 1/4 lvl or so, to make it scale a bit) or maybe grant temporary hp, don't know...

And what about the second characteristic bonus? Would you put STR? CON? You could even skip it and make Gift of the Naaru or Heroic Presence a bit more powerful (I am thinking this because I fell those powers shape up more the draenei than a +2 bonus about which we don't manage to agree...) If I were to choose a bonus I think I would put STR, thus making them good Paladins (I think this should be their preferred class).

+2 Str, that makes them good Fighters, Clerics, Paladins, and Rangers. Note that a successful First Aid check allows the target to spend a healing surge. I do like that ability better than a set amount of hit points healed. I can definitely see them making great and frequent Clerics and Paladins.
#27

splarg

Aug 05, 2008 23:36:32
+2 Str, that makes them good Fighters, Clerics, Paladins, and Rangers. Note that a successful First Aid check allows the target to spend a healing surge. I do like that ability better than a set amount of hit points healed. I can definitely see them making great and frequent Clerics and Paladins.

I'd just like to point out that a successful heal check doesn't let the target spend a healing surge rather it lets the target use their second wind without using an action and without gaining the defense bonuses.
#28

Cohen95

Aug 06, 2008 12:03:34
I'd just like to point out that a successful heal check doesn't let the target spend a healing surge rather it lets the target use their second wind without using an action and without gaining the defense bonuses.

My mistake, thank you.
#29

splarg

Aug 06, 2008 15:44:11
No worries, I actually thought it would have allowed the target to use a surge, I'm always finding out little bits and pieces that I didn't see before. It's the same with raise dead with the associated skill of heal, I only just now discovered that there is no roll required so a wizard with no training in heal could use the ritual without a problem.
#30

tyrandor

Aug 06, 2008 16:12:07
No way they don't have a +2 str... did you look at the size of them? ;p
#31

Cohen95

Aug 06, 2008 16:56:37
No worries, I actually thought it would have allowed the target to use a surge, I'm always finding out little bits and pieces that I didn't see before. It's the same with raise dead with the associated skill of heal, I only just now discovered that there is no roll required so a wizard with no training in heal could use the ritual without a problem.

Perhaps this?
Gift of the Naaru: Draenei characters may make Heal checks as a minor action. In addition, when a character receives a First Aid check from a Draenei, they may spend a Healing Surge, instead of taking their Second Wind

That way, it's the same benefit, same minor action for Draenei, and no Second Wind expenditure. Of course, that may be a bit overpowered.
#32

splarg

Aug 07, 2008 1:02:34
No way they don't have a +2 str... did you look at the size of them? ;p

Yeah sorry, personal preference, having said that if you wish to use my version of Draenei feel free to swap the +2 int bonus for a +2 str bonus

That way, it's the same benefit, same minor action for Draenei, and no Second Wind expenditure. Of course, that may be a bit overpowered.

It's a good idea but uou may be right about it being overpowered, it would allow the Draenai to remain behind the lines and constantly allow their allies to heal up with surges which I guess would really infringe upon the leaders of the group (which the Draenei do anyway to a smaller degree )
#33

qit_el-remel

Aug 07, 2008 1:07:50
They're so taller than that.

They also have the second lousiest starting Agility of any Alliance race; a Dex penalty might be appropriate.

Just my cheap 2¢.

-Qit
#34

Cohen95

Aug 07, 2008 1:25:23
Yeah sorry, personal preference, having said that if you wish to use my version of Draenei feel free to swap the +2 int bonus for a +2 str bonus

Wait, are you going with Str/Wis? Or Int/Wis? I really think Str/Wis makes more sense, looking purely at the classes they tend more toward.

It's a good idea but uou may be right about it being overpowered, it would allow the Draenai to remain behind the lines and constantly allow their allies to heal up with surges which I guess would really infringe upon the leaders of the group (which the Draenei do anyway to a smaller degree )

Well, it should still require being adjacent to the target, otherwise it's hard to actually apply any logical level of first aid. Still, considering they're most likely going to be Clerics/Paladins, with some Rangers/Fighters, they're probably going to tend toward frontlines. At least, that'd be a good place for them.
#35

splarg

Aug 07, 2008 3:54:14
I've updated the Draenei, After more reading up about them and listening to the arguments for it I've changed the int bonus to str.

I've changed heroic presence to a feat which lets you use either gift of the naaru or heroic presence kind of like the divinity feats. I do kind of want heroic presence to be an aura like ability that applies all the time but I'm afraid it may be too powerful always granting a bonus to hit when an action point is spent. At the moment I have it as a burst 3 though I'm thinking of limiting it to burst 1 so it only affects allies adjacent.

Let me know what you think about the changes.
#36

jereru

Aug 07, 2008 18:52:47
Well, Tactical Warlords give their INT (or half their INT? can't remember right now) as an attack bonus when an ally spends an action point. So giving just a +1 would be nice, and you could tune it down decreasing range, or doing it Encounter Interruption...

I have seen no race recieving penaties (just that I haven't seen doesn't mean there is not), so IMO, and to follow a patterned behaviour, we shouldn't give penalties to new races. Plus, if you think Draeneis are clumsier than dwarves... and they don't recieve a DEX penalty. But hey, you paid for the game, you got the right to give your draeneis the penalties you feel like.

I would stick to +2 STR, or none and make stronger powers, like humans (just one bonus, but non-fixed, and strong powers).