Tauren Player Race [more Warcraft races to come]

mrrodgers

First Post
Tauren
RACIAL TRAITS
Average Height: 6' 6"-9'
Average Weight: 400-700 lb.

Ability Scores: +2 Con, +2 Wis
Size: Medium (they're pushing it, but still medium)
Speed: 6 squares
Vision: Normal

Languages: Common, Taurahe
Skill Bonuses: +2 Endurance, +2 Nature
Natural Botanist: You gain a +3 racial bonus to Nature and Heal checks that involve herbs and plants.*
Earthen Resilience: You gain an additional healing surge each day.
Tauren Weapon Proficiency: You gain proficiency with the spear and maul.
War Stomp: You gain war stomp as an encounter power.

War Stomp Tauren Racial Attack
Encounter
Standard Action Close Burst 1
Target: Each enemy in burst.
Attack:Strength vs. Fortitude
Effect: Target is stunned for one round.

Recommended classes: Cleric, Ranger, Druid?, Paladin (makes no sense, I know)

*This involves lore checks for plant monsters, indentifying an herbal poison, etc.

There ya go. Enjoy. (I'll do trolls next, then probably the Blood elves, then forsaken.)
 
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Two notes:

1) Looks good to me. You did a good job capturing the race's flavor. The only point I would take exception with is the spear and shortbow proficiency. Tauren always struck me as more the giant maul and totem-pole type.

2) "PEACH" is apparently considered rather ... impolite hereabouts, given that it implies any community that needs someone to explicity say "PEACH" is somewhat less than helpful by nature. Or something. We like to think there are no trolls hereabouts, so the tag isn't needed. Take it for what it's worth, but you might see more traffic to your thread if you remove it from the title.
 

Boarstorm said:
Two notes:

1) Looks good to me. You did a good job capturing the race's flavor. The only point I would take exception with is the spear and shortbow proficiency. Tauren always struck me as more the giant maul and totem-pole type.

2) "PEACH" is apparently considered rather ... impolite hereabouts, given that it implies any community that needs someone to explicity say "PEACH" is somewhat less than helpful by nature. Or something. We like to think there are no trolls hereabouts, so the tag isn't needed. Take it for what it's worth, but you might see more traffic to your thread if you remove it from the title.
Thanks for the feedback, I come from the WotC boards where the mods don't do crap about flaming and trolling. Better safe than sorry, no?

As for weapon prof., it's now spear and maul. The totem pole is pretty much just a maul with a really wide shaft, so I don't think it's needed.

And for those of you who don't play WoW (and maybe some of you who do) I have taken the liberty of snipping a few parts of the WoWWiki article on the Earth Mother, as well as a pic of her holy symbol, which is also used by the tauren as their national insignia.

The Earth Mother is the tauren ideal of all the spirits of nature. She is the benevolent goddess of the tauren, who believe that the deity is responsible for all the natural beauty of the world... She is the embodiment of nature. All lesser nature spirits come from the Earth Mother, and return to her upon death. The Earth Mother represents all the animistic forces of nature. River-spirits, sea-spirits, tree-spirits, rock-spirits, and animal spirits all reflect one facet of the Earth Mother.
From: http://www.wowwiki.com/Earth_Mother

Her Commandments:
:1:: Respect, care for, and guard all that grows green or runs free.
:2:: Violence should be avoided at all costs, except when dealing with those who would defile, deface, or otherwise harm nature.
:3:: When you must take from nature, take only what you will use, or use all that you can.

Anyway, the troll is coming soon.
 

Another thing that bothers me on second readthrough: Natural Botanist seems weak, and perhaps even unnecessary given the general bonus to the Nature skill already presented.

Looking forward to the troll.
 

Boarstorm said:
Another thing that bothers me on second readthrough: Natural Botanist seems weak, and perhaps even unnecessary given the general bonus to the Nature skill already presented.

Looking forward to the troll.
Changed to brauden the bonus.

And now, presenting:

Troll
RACIAL TRAITS
Average Height: 6' 6"- 8'
Average Weight: 180-240 lb.

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Troll
Skill Bonuses: +2 Acrobatics, +2 Endurance
Troll Weapon Proficiency: You gain proficiency with the shortbow and shuriken.
Beast Slaying: You gain a +1 bonus to attack and damage rolls against beasts.
Regeneration:You regenerate 1 hit point every two rounds. In addition, if you lose a limb, it will grow back over the course of 1 month.
Beserking: You can use beserking as a daily power.

Beserking Troll Racial Power
Encounter
Free Action Personal
Requirement: You are bloodied.
Effect: You gain 1 action point. This action point is lost if you don't use it before the end of your next turn.

Cheers. Will do some tauren racial feats in a little bit. And after that, blood elves. (Yeah, I don't like alliance as much. For the Horde!)
 
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mrrodgers said:
Beserking Troll Racial Power
Encounter
Minor Action Personal
Requirement: You are bloodied.
Effect: You may make a standard ranged or melee attack instead of a move action this turn.
Suggestion:

Make it a Daily power and instead of the awkward "make a standard ranged or melee attack instead of a move action", instead have it read "You gain an action point, which is lost if not used before the start of your next turn."

I think that captures the flavor of troll berserking a little better, it works with lots of cool mechanical things, and it's got very clear and direct language. Note that there is precedence for similar powers; the Battlefield Archer paragon path actually has a free action Encounter power that gives the BA an AP when it kills a foe.
 

But is this going to be too powerful at level 1?

It captures the flavor well though I will admit.

I can just see a troll charging in on the BBEG, using berserk for another attack, then the Warlord comes in with commanders strike and makes the troll swipe again.

Ouchums for mister BBEG.
 

Zurai said:
Suggestion:

Make it a Daily power and instead of the awkward "make a standard ranged or melee attack instead of a move action", instead have it read "You gain an action point, which is lost if not used before the start of your next turn."

I think that captures the flavor of troll berserking a little better, it works with lots of cool mechanical things, and it's got very clear and direct language. Note that there is precedence for similar powers; the Battlefield Archer paragon path actually has a free action Encounter power that gives the BA an AP when it kills a foe.
Your reasoning is sound. It has been changed.

AMP: So if you have a troll pc, give the BBEG more hp. Besides, BBEG is probably a solo, so he can take it anyway.
 
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AMP Productions said:
But is this going to be too powerful at level 1?

It captures the flavor well though I will admit.

I can just see a troll charging in on the BBEG, using berserk for another attack, then the Warlord comes in with commanders strike and makes the troll swipe again.

Ouchums for mister BBEG.

Don't forget that you get an AP for free at the start of every adventuring day, and, more importantly, you can only use one AP per combat.
 

Bump of regeneration!

I'm working on the shaman* atm, so I'll give everyone a little preview.


SHAMAN

Role: Leader hybrid. You lead by invoking the spirits of nature and your ancestors to heal and protect your allies. You also use the elements for slow, freeze, burn, and zap your foes.
Power source: Primal. You draw your power from nature and your natural surroundings, and to a lesser extent, the elements.
Key abilities: Wisdom, Strength, Charisma.

Armor proficiencies: Cloth, Leather, Hide, Chainmail
Weapon proficiencies:Simple Melee, Simple Ranged, Axes, Hammers
Implement: Totems
Bonus to Defence: +2 Will

Hit Points at 1st level: 12 + Constitution score
Hit Points per Level gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Nature, Religion. From the class skills list below, choose two more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)

Build Options: Enhancement shaman, restoration shaman
Class Features: Ancestral Knowledge, Totemic Lore, Ritual Casting

Creating a Shaman
The shaman has three basic builds to start: the elemental shaman, the enhancement shaman, and the restoration shaman. Shamans rely on Strength for their melee attacks and Wisdom for their healing and non-melee powers. Charisma also aids their abilities.
Enhancement Shaman
If you choose to concentrate on melee, you find a good assortment of strikes to your liking. To achieve this build, make Strength your primary score, with Wisdom secondary and Charisma tertiary. Enhancement shamans should choose the Enhancement Mastery background and the earth totem.
Suggested Feat: Weapon Specialization (Human feat: Action Surge)
Suggested Skills: Endurance, Insight
Suggested At-Will Powers: rockbiter strike, stormstrike
Suggested Encounter Power: spirit strike
Suggested Daily Power: stoneskin totem

Restoration Shaman
If you want to focus on healing, you will find a good assortment of spells to your liking. To achieve this build, you'll want to make Wisdom your primary ability, with Charisma secondary and Strength tertiary. Restoration shamans should take the Restoration Mastery background and the water totem.
Suggested Feat: Ancestral Guidance (Human feat: Human Perseverance)
Suggested Skills: Heal, Insight
Suggested At-Will Powers: spirit smite, frostbrand strike
Suggested Encounter Power: tidal strike
Suggested Daily Power: healing spring totem

Ancestral Knowledge: The mantle of shamanism is passed down from generation to generation, thus each family tends specialize in one area of the shaman's functionality. Choose one of the following ancestral backgrounds and gain its benefit:
Enhancement Mastery: You may gain either Two Weapon Fighting or Power Attack as a bonus feat, you must meet the prerequisites.​
Restoration Mastery: You may add your wisdom modifier your healing effects.​
Totemic Lore: You start with one totem of the following types: air, earth, fire, or water. At 4th, 8th, and 12th levels, you gain an additional totem of a different type. You may only use totem powers whose type matches that of a totem you posses. You may only have one totem power of each type active at a time.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. you posses a ritual book, and it contains two rituals you have mastered: Lightning Shield (see below) and one other 1st-level ritual of your choice.

Powers and rituals are coming soon.

*I'm trying to make it setting neutral, so that you can use it in your other campaigns as well.
 
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