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Topics - Kirhart

#1
Main Story / Chapter 2 - Coming of Age
July 09, 2015, 11:20:06 AM
You awaken disoriented and confused.
You look around and you see bright ribbons of blue lights moving all about you.
You feel as if the air is 'pulling' you, stretching you as if your body was nothing more than raw meat.
You for a moment focus on your memory, which is hazy, or is it returning? Who are you? What is your name? What was your job, dreams, desires?

As if sending a probe into your mind, you think about how you got here.. What brought you here?

The most recent memory you access was that you were hit by blinding flash of light accompanied by the sound of a thunderbolt, then woke up here.

The Nether!, you realize.
You are in the Twisting Nether!

Try to recall your life, your class, profession, race, anything you can remember.
#2
Main Story / Chapter 2 OOC Thread
July 09, 2015, 11:10:12 AM
Please select your race and class from the PDF version of the WOW RPG 2nd edition. If you need copies they are attached.

Any base class can be used, prestige classes will come later.

I will post a in character intro to this story.

This is much more based on how you want to play vs the 'historical events' being depicted in chapter 1.

Make any class and race combination allowed.

Feel free to post after reading my intro post so everyone else can see your character and so I can make your char sheet and character threads..

Have fun!
#3
Protagonists / Chapter 2 - Level One PCs Wanted
January 02, 2015, 10:24:09 AM
Upon the conclusion of Chapter 1, chapter 2 will begin. Use the blank template and the PDF of the rule book as well as information I have put up to roll a level 1 character with 1 class.

Our campaign will be Alliance this time, so choose one of the Alliance races.

Use the 'starting package' from the PDF rule book to assign your initial points and characteristics

All rolled characters will start play in Chapter 2 with no break from Chapter 1.

New players are welcome and may roll characters at any time to be included in Chapter 2.

Chapter 2 takes place in year 34, when the war against the Lich King begins. To those who play world of warcraft this is what could be considered Azeroth at the start of the Wrath of The Lich King expansion.
#4
Settings and Rules / Home brew and gameplay rules
January 02, 2015, 10:00:56 AM
Home Brew:
(Chapter 1 only)
The only equipment we will be using is weapons and armor. Everything else is considered 'available'
Spell preparation will be assumed during periods of rest, look in the OOC forum for spent spell slots - if there are no spent spell slots you have 100% of your slots available.

Each turn will last a maximum of 4 days. If you do not play a turn you will be 'on autopilot'
Autopilot PCs will be considered 'on the defensive' and rolls for attacks against them will reflect no countering actions and saving rolls will be based on current stats - no buffs will be activated unless a non 'autopilot' character applies them.
Autopilot characters will follow the group and the primary mission and will be seen as the other players as daydreaming, brooding and silent, or simply not paying attention.

When autopilot is not on a player character turns can move as quickly as the posters wish based on forward progression of the group.

THE OOC POST IS WHERE ALL ROLLS / MOVES / ACTIONS are displayed. I will maintain a constant stream of actions in need of rolls or attention based on what is happening to the group.

A player who is on autopilot for 10 turns (if they are still alive) will fall unconscious with a prognosis of 'going out of their mind'
***This is for chapter 1 only, Home-brewed rules for regular campaign may change

#5
It is morning on day 3 of 4 of the preparation phase

Khadgar (Mysticsage) is inside Alterac city

Brann (Throndir) is inside Alterac City

Orgrim (Zultar) despite your efforts, both of your friends were slain. You were able to escape with scratches and bruises. You awake in the morning to find you had ran quite far in your adrenaline rush and you are one zone away from Alterac, you can make a roll against your strength (1d20) to push your muscles to their limit to join your party in Alterac faster.

Illidan (Linwellin) is in Alterac City
(You currently have 95% control over your Fel Taint.)

Lothar is in Transit

Garona's location is unknown
#7
Settings and Rules / Class - Healer
December 23, 2014, 06:14:07 PM
Healer
Description: Healers are gifted and powerful spell casters who draw their power from nature, faith and the spirits. Regardless of the source of their magic, they do not deal with the tainted energies of the arcane. Instead, healers find their power in the world around them or in the sprints or Eternals they venerate.

Race Eligibility:
Druids are present in the Alliance and Horde, as it is a prevalent path among both night elves and tauren.
Humans, dwarves, and high elves become priests of the Holy Light, while night elf priests honor Elune, the Moon Goddess.
Rumors also tell of priests among the jungle trolls and the forsaken, but what power they venerate are unknown.
Shamans are common among orcs and taurens, jungle trolls are also now taking this path under tutelage of their Horde allies.

Alignment:
Druids are usually neutral in alignment, concerned primarily with keeping balance in nature and monitoring the wild for intrusions or disruptions in the natural order.
Priests follow many faiths, but they move toward good alignments throughout Azeroth; evil priests are rarely encountered, though the Scourge and Burning Legion certainly have their worshipers.
Shamans take a pragmatic view of life and death so they may be of varying alignments, although they are never lawful.

Affiliation:
Druids are present in both the Alliance and Horde
Priests are more common in the Alliance
Shamans are encountered almost exclusively in the Horde

Abilities:
Spirit is the source of the healer's insight. Regardless of a healer's path, spirit is the light that guides their faith.
A good Charisma score is also beneficial to healers, particularly for the turning or rebuking ability.

Hit Die:
d8

Class Skills:
The healers class skills and key ability for each skill are Bluff (Cha), Concentration (Sta), Craft (Int), Craft (Trade skill) (Int), Diplomacy (Cha), Heal (Spt), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Spt), Profession (Spt), Speak Language and spellcraft (Int).

Class Features:
Weapon and Armor Proficiency: Healers are proficient with all simple weapons. They are proficient with light armor only.
Spells: A healer casts divine spells, which are drawn from the healer spell list and the individual spell lists for each path. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see "Chaotic, Evil, Good and Lawful Spells". To learn, prepare or cast a spell, the healer must have a Spirit score equal to at least 10 + the spell level.
DC for saving throw against a healer spell is 10 + spell level + archaists Spirit modifier
Can only cast so many spells per day (see table below)
May know any number of spells. Must rest 8 hours and then select the prepared spells from the spellbook. After selecting the spells he must spend a number of minutes equal to each spell level being prepared, starting from lowest to highest level. Healers meditate or pray for their spells. Each healer must spend 1 minute in quiet contemplation or supplication per level of spell being prepared to regain the daily allotment of spells.  Healer may prepare and cast a spell on the healer spell list as well as the spell list of their specific path, if they cast spells of that level they must meditate while preparing them.

Chaotic, Evil, Good and Lawful Spells:
A healer can't cast spells of an alignment opposed to their own. Spells associated with particular alignments are indicated by the chaos, evil, good and lawful descriptors in their spell descriptions.

Domain Spells:
A healer gains a domain (or greatest and lesser domains) belonging to her path and gains those domain abilities in addition to abilities normally available to the healer's path. In addition, she may prepare an additional spell of each level they can last from their domain(s), they receive an additional spell slot at each level that can ONLY be used for a domain spell.

Healers Path:
Healers take levels in one of three "paths" druid, print or shaman. with each path honoring a specific philosophy and form of worship. The spells that healers cast and the special abilities they gain reinforce and distinguish the aims and beliefs of each path.
All healers have these class features base don their chosen path:
>Chaotic, Evil, Good and lawful spells: as previously stated
>Spontaneous Casting: Healers can channel stored spell energy into casting spells that are not prepared, the healer can "lose" any prepared spell slot that is not a domain spell in order to cast certain spells of the same spell level or lower.
>Turn or Rebuke: A healer has the power to affect certain creatures depending on their path and her alignment by focusing the power of their faith through a holy symbol or some other sacred item.

To be continued..

#8
Settings and Rules / Class - Barbarian
December 23, 2014, 03:11:41 PM
Barbarian

Description: Barbarians are ferocious warriors. They are uncivilized and brutal, relying on instincts, anger, and raw physical might instead of tactics or fancy swordsmanship. His rage is frightening to behold, and it allows him to smash apart his enemies while ignoring all but the most brutal blows. He has a connection with nature's primal elements; this class is most commonly found among races who dwell in the wild.

Race Eligibility: Very rare in non horde settings, must have a very good background story which involves:
Being far away from civilization
Allow their fury to guide them
Have close ties to Azeroth's wilderness
Note: Most barbarians are commonly seen among savage humanoids, such as overs, gnolls and furbolgs
Remember: Multiclassing is possible, consider multi classing a barbarian with warrior or pally where Barbarian is the initial class.


Alignment: Barbarian's have wild spirits, tend be chaotic and cannot be lawful.

Affiliation: Any

Abilities: Strength is the most important ability, as it allows him to excel at dishing out damage in close combat - which is what he does best. Agility and stamina are also important because the barbarian wears lighter armor than the paladin and warrior, and agility and stamina help keep him alive. Stamina also controls how long the barbarian may rage. Spirit is a distant fourth, as it plays a roll in a couple of the barbarian's class skills.

Hit Die: d12

Class Skills: Climb (Str), Craft (Int), Craft (trade skill) (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Spt), Ride (Agy), Survival (Spt), and Swim (Str).
Skill Points at 1st level (4 + Int modifier) x 4
Skill Points at Each Additional: 4 + Int modifier

Class Features:
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor and shields (except for tower shields)
Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 ft. This only applies when he is wearing no armor, light armor, or medium armor, and not covering a heavy load. Apply this bonus before modifying the barbarian's speed because of any load he carries or armor he wears.
Illiteracy: Barbarians are the only characters who do not automatically know how to read or write. A barbarian may spend 2 skill points to gain the ability to read and write all languages and be able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any Character who gain a barbarian level does not lose the literacy they already had.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains +4 bonus to strength, a +4 bonus to stamina and a +2 moral bonus on Will saves, but takes a -2 penalty to Armor Class. The increase in Stamina increases the barbarian's HP by 2 points per level, but these HP go away at the end of the rage when his stamina score drops back to normal (Those extra HP are not lost first the way temporary HP is). While raging a barbarian cannot use any Charisma, Agility, or Intellect based skills (except for balance, escape artist, Intimidate and ride), the concentration skill, or any ability that require patience or concentration; nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has EXCEPT combat experience, item creation feats and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the barbarian's (newly improved) stamina modifier. A barbarian may prematurely end his rage. At the end of rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to strength, -2 penalty to Agility, cannot charge or run) for the duration of the current encounter (unless he is a 17th level barbarian, at which point this limitation no longer applies.
A barbarian can fly into a rage only once per encounter. At 1st level and every four levels thereafter, he can use it one additional time per day (to maximum of six times per day at level 20). Entering a rage takes no time itself but a barbarian can do it only during his action not in response to someone else's action.
Uncanny Dodge: At level 2, barbarian retains Agility bonus to AC (if any) if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense (Ex): At level 3, barbarian gains a +1 bonus on reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level)
Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to backstab the barbarian by flanking him, unless the attacker has at lest 4 more rogue levels than the target has barbarian levels. If the barbarian already has uncanny dodge from a second class he automatically gain improved uncanny dodge instead, level from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank him.
Damage Reduction (Ex): at 7th level a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time a weapon deals damage to him. At 10th level a every three barbarian levels thereafter (13th, 16th and 19th levels) this damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level a barbarian' bonuses to strength and stamina during his rage each increase to +6 and his moral bonus on will saves increases to +3. Penalty to AC is still -2
Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the moral bonus on will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex): At 20th level, a barbarian's bonuses to Strength and Stamina during his rage each increase to +4 The penalty to AC remains at -2.

Ex-Barbarians:
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all other benefits of the class (damage reduction, fast movement, trap sense and uncanny dodge).

Barbarian Starting Package:
Armor: Scale mail (+4 AC, armor check penalty -4, speed 30ft, 30b.)
Weapons: Greataxe (1d12, crit x 3, 12lb, 2 handed, slashing), Sling (1d4, 0lb, range inc 50ft, bludgeoning)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill            Ranks     Ability     Armor Check Penalty
Climb          4              Str         -4
Intimidate    4              Cha       ---
Jump          4              Str          -4
Listen          4             Spt         ---

Feat: Weapon Focus (greataxe)
Gear: Backpack with one weeks worth of trail rations bedroll flint and steel
Funds: 1d4 x 10 gp

Barbarian Leveling Table
Class Level  Base Attack Bonus  Fort Save Ref Save Will Save Special
1st                +1                            +2             +0           +0             Fast movement, illiteracy, rage 1/day
2nd               +2                            +3             +0           +0             Uncanny dodge
3rd                +3                            +3             +1           +1             Trap Sense + 1
4th                +4                            +4             +1           +1             rage 2 / day
5th                +5                            +4             +1           +1             Improved uncanny dodge
6th                +6/+1                       +5             +2           +2             Trap Sense + 2
7th                +7/+2                       +5             +2           +2             Damage reduction 1/---
8th                +8/+3                       +6             +2           +2             Rage 3 / day
9th                +9/+4                       +6             +3           +3             Trap Sense + 3
10th              +10/+5                     +7             +3           +3              Damage Reduction 2/---
11th              +11/+6/+1                 +7            +3           +3              Greater Rage
12th              +12/+7/+2                +8             +4          +4               Rage 4 / day, Trap sense +4
13th              +13/+8/+3                +8             +4          +4               Damage reduction 3/---
14th              +14/+9/+4                +9             +4          +4               Indomitable Will
15th              +15/+10/+5              +9             +5          +5               Trap Sense + 5
16th              +16/+11/+6/+1         +10           +5          +5                Damage reduction 4/--, rage 5 / day
17th              +17/+12/+7/+2         +10           +5          +5                Indomitable will
18th              +18/+13/+8/+3         +11            +6          +6               Trap sense + 5
19th              +19/+14/+9/+4         +11            +6          +6               Damage reduction 5/--
20th              +20/+15/+10/+5       +12           +6          +6                Mighty rage, rage 6 / day
#9
Settings and Rules / Class - Arcanist
December 22, 2014, 06:48:27 PM
Arcanist

Description: Arcane magic is a volatile and inebriating drug, pure power distilled and channeled through the body to create arcane effects. Many races wield arcane power carelessly, disregarding the lessons of the past. The archaist class encompasses all users of arcane magic -- those who seek power without regard for consequences and those who think arcane might can be handled responsibly; each arcane spell caster chooses a distinct path. Those who wish to manipulate arcane magic must choose the way of the mage, necromancer or warlock. Each path specializes in a particular kind of magic, which reflects the nature and practice of the arcane arts on Azeroth. In a world effectively forged in war and beset by pervasive evils such as the Scourge and the Burning Legion, arcanists have gradually come to excel in specific areas of arcane magic. What Azeroth's archaists might lack in versatility, however, they more than make up for the abilities they acquire and the powers they wield within their chosen paths.

Races elegible: Dwarves, gnomes, high elves, humans, trolls and Forsaken are capable of becoming mages.
The dark path of the necromancer is rarely taken. Humans and the Forsaken practice this black art.
Warlocks are uncommon. Some exist among the Forsaken, outcast gnomes, humans and orcs foolish enough to toy with the forces of demonic energy. The few remaining high elves who are warlocks have long since become blood elves.

Alignment: Archaists can have the best of intentions, and while mages tend to be from mostly good and lawful alignments, necromancers and warlocks tend to come from the more unsavory levels of morality.

Affiliation: Archaists are found among all of the affiliations; regardless of their practices, you will encounter them in both Horde and the Alliance.
Warlocks are more common in the Alliance -- arcane magic is so prevalent in the Alliance that it allows for more reckless practices.
Mages are also more common in the Alliance, greatly outnumbering warlocks
Necromancers are unheard of -- until someone encounters one.

Abilities: Whether it is the way of fire and frost or the whispering of the dead, all archaists rely on Intellect to learn and master the powers they seek to command. Agility is also helpful, for good reflexes help to avoid a harmful sword blow or an incoming blast of flame.
Hit Die: d6

Class Skills: Arcanist's class skills (and ability for each skill) are Concentration (Sta), Craft (Int), Craft (Trade skill) (Int), Profession (Spt), Speak Language and Spellcraft (Int)
Skill Points at 1st Level: (2 + Int modifier) x4
Skill points at each additional level: 2 + Int modifier.

Weapon and Armor Proficiency: Clubs, daggers, and quarterstaffs, but not with any kind of armor or shield. Armor type interferes with an archaist's movements, which can cause spells with somatic components to fail.

Spells: Cast's arcane spells, which are drawn from the Arcanist spell list for its particular path. An archaist must rest and then prepare their spells for the day.
To learn, prepare or cast a spell, the archaist must have an Intellect score equal to at least 10 + the spell level.
DC for saving throw against an arcainsit's spell is 10 + spell level + archaists Int modifier
Can only cast so many spells per day (see table below)
May know any number of spells. Must rest 8 hours and then select the prepared spells from the spellbook. After selecting the spells he must spend a number of minutes equal to each spell level being prepared, starting from lowest to highest level. A 0-level spell requires 1 minute to prepare.

Spellbook: A spellbook is required in order to prepare spells. If there is not access to a spell book while resting, spells may not be prepared.
Acanist's begin play with a spell book containing all 0-level archaist spells and all level 0 spells of their path's spell list.
In addition they have 3 1st level spells of the players choice.
For each point if Int bonus the arcanist has, the spell book holds one additional 1st level spell.
Player may choose to learn new spells at any time; however player must pay the costs and spend the time necessary to learn them.
At any time an acanist can also add spells found in other arcanists' spell books to her own, as long as they are available to their current path.

Arane Corruption: The arcane energy that a necromancer or warlock uses will corrupt them. For every 5 levels of necromancer or warlock the character has, her alignment takes one step toward an evil alignment in line with their current alignment (Lawful, Neutral, or Chaotic)
For example, a warlock who is Lawful Neutral at first level will be shifted to Lawful Evil at level 5.

Arcane Path: Archaists take levels in one of three paths, each with different spell lists and special abilities that reinforce and enhance its particular brand of magic. Each path also faces certain restrictions when learning and casting spells from the spell list of another path (in the case of multi classing)
> Can cast one additional spell per spell level per day from their specific spell list. A multi classed player must choose the path spell list for their additional spell; the path spell list need not be the same for each spell level. Thus, the archaist receives only one additional spell per spell level per day, regardless of how many paths in which they have levels.
> The save DCs of spells from the archaist's path spell lists are increased by +1
> Receives +2 bonus on spell craft checks to learn spells from their path spell list
> Acquires special abilities, called 'arcana', at 1st, 4th, 8th, 12th and and 16th level according to their path according to Arcanist class level table
> Forbidden Arts: While all acanists can cast spells from the general archaist spell list, they face certain restrictions when casting spells from another path's spell list. They cast spells from another paths spell list with a -2 caster level penalty (Minimum caster level 1st but these penalties stack with those imposed by arcane addiction). The save DCs of such spells are reduced by -2 and there is a 2% chance per spell level of a spell failure when casting spells from other path's spell list. Archaists cannot learn spells from another's path spell list unless they have at least one level in that path.
> Scribe Scroll: At 1st level, player gains Scribe Scroll as a bonus feat.
> Bonus Feat: At 5th, 10th, 15th and 20th level, an acanist gains a bonus feat. At each such opportunity, player can choose a metamagic eat or an item creation feat. Player must still meet all prerequisites for a bonus feat, including caster level minimums.

Human Mage Starting Package
Armor: None (speed 30ft)
Weapons: Quarterstaff (1d6/1d6, crit x2, 4lb, two-handed, bludgeoning); light crossbow (1d8, crib 19-20/x3 range inc. 80ft, 4lb, piercing)
Skill Selection: Pick a number of skills equal to 2 + Int modifier
Skill:                               Ranks:    Ability:    Armor Check Penalty
Concentration                 4            Sta          --
Decipher Script              4             Int           --
Diplomacy                      4             Cha        --
Knowledge (arcana)      4             Int           --
Search                           2             Int           --
Spellcraft                       4             Int           --

Feat: Magic Energy Control
Bonus Feat: Scribe Scroll
Spellbook: All 0-level spells from the mage and archaist spell lists, plus arcane missile, charm person and slow fall, plus one of these spells of your choice per point of Intellect bonus (if any): burning hands, comprehend languages, mana shield, and protection from evil.
Gear: Backpack with waterski, 1 day's trail rations, bedroll, sack, and flint and steel. Ten candles, scroll case, 3 pages of parchment, ink, ink pen. Spell component pouch, spellbook, Case with 10 crossbow bolts.
Funds: 3d6 gp

Paths:
Mage (Mge)
Mages focus on magic that creates and changes things, most often to damage their enemies and boost the power of their allies.
Additional Class Skills: Diplomacy (Cha) and Sense Motive (Spt)
Arcana: Mages gain the following arcana abilities:
>1st Level - Summon Familiar (Su): A mage can obtain a familiar which is a normal animal that gains new power sand becomes a magical beast when summoned to service by a mage. It retains the appearance, hit dice, base attack bonus, base save bonuses, skills and feats of the normal animal it once was, but is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal unmodified animal may become a familiar, and animal companion cannot also function as a familiar.
A familiar grants special abilities to its master as indicated in a table 3-5 below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determine any familiar abilities that depends on the masters level.
>4th level - Call Elemental (Sp) Once per day, the mage can summon an air, earth, fire, or water elemental as a standard action that does not provoke attacks of opportunity. This ability is similar to summon monster, save that the duration is equal to 5 minutes per point of the mage's int modifier. The elemental's size depends on the mage's level shown on the following table.

Mage's Level           Elementals Size
4-5                           Small
6-9                           Medium
10-13                       Large
14-17                       Huge
18-20                       Greater
21+                          Elder

Table 3-5 Familiars

Familiar             Special
Bat                    +3 on listen checks
Cat                    +2 on stealth checks
Hawk                +3 bonus on Spot checks in bright light
Lizard               +3 bonus on Climb checks
Owl                   +3 bonus on Spot checks in shadows
Rat                    +2 bonus on Fort Saves
Raven*              +3 bonus on appraise checks
Snake**            +3 bonus on bluff checks
Toad                 +3 hit points
Weasel             +2 bonus on Reflex saves
* A raven can speak one language of its master's choice as a supernatural ability
** Tiny viper

Familiar's level as well according to the following:
Levels                 Natural Armor Adj    Int  Special
1st - 2nd,            +1                             6    Alertness, improved evasion, share spells, empathic link
3rd - 4th             +2                             7     Deliver touch spells
5th - 6th              +3                             8    Speak with master
7th - 8th              +4                             9    ---
9th - 10th            +5                            10   Spell resistance
11th - 12th          +6                            11    Scry on familiar
13th - 14th          +7                            12   ---
15th - 16th          +8                            13   ---
17th - 18th          +9                            14   ---
19th - 20th          +10                          15   ---

>8th Level - Enhanced counterspell (Ex): Mages understand the working of arcane energy so well that they can counter most magic with great effectiveness. When attempting to counter a spell, a mage adds her archaist path level to her counterspell check. In addition the mage may counter a spell with any other spell she has prepared as long as it is the same level of the spell being countered and the spell being used to counter is from the same school of magic.
Necromancy or conjuration (summoning) spells cannot be counterspelled in this manner by mages. Mages must use dispel magic to counter spells from those schools.
>12th Level - Arcane Adept (Ex): A mage's dedication to and natural predilection for one of their schools of specialization becomes more entrenched. The mage chooses either evocation or tansmutation as a preferred school. She casts spells from this preferred school at +1 caster level, and the save DC for such spells increases by +2
>16th Level - Fire and Frost (Ex): The mages of Korin Tor first mastered the arts of casting spells using the elements of ice and fire. Mages may memorize an additional spell per level as long as it has the cold or fire elemental descriptor. This additional spell is cast with the effectiveness of the Maximize Spell feat, however, the spell's level does not change. This ability stacks with the other effects of the Maximize Spell feat, which does not change the spell's level.

Necromancer -
Description: Necromancers twist arcane magic to manipulate the power of death. Commanding the undead, generally in service of the Scourge, they gradually take on the appearance and characteristics of the dead - hollow eyes, shambling gaits, plaid and sunken skin, foul odors and so forth.
Additional Class Skills: Bluff (Cha), and either Disguise (Cha) or Forgery (Int).
Arcana: Necromancers gain the following arcana abilities:
>1st level - Death Touch (Su): By wielding the forces of undeath the necromancer draws vitality from the living. Death touch is a death effect. The necromancer must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, roll a 1d6 per necromancer level he possesses. If the total at least equals the creature's current hit points, it does (no save). The necromancer can use this ability once per day at 1st level, twice per day at 9th level, and three times per day at 18th level.
>4th Level - Death Resistance (Ex): The necromancer becomes immune to all death spells and magical death effects. This immunity does not protect the necromancer from other sorts of attacks such as hit point loss, poison, petrification or other effects even if they might be lethal.
>8th Level - Animate Dead(Su) - The necromancer may animate undead creatures using the vile magic at their disposal. This ability functions like a spell of the same name, but with the following exceptions: The necromancer may use this ability a number of times per day equal to their necromancer levels divided by 2 (1/day at first level) The limit of undead the necromancer can control is equal to 2 Hit Dice per level. The amount of undead controlled by this ability counts toward the number that can be controlled with the animate dead spell as normally cast by the necromancer.
>12th level - Dark Arts(Ex) - Necromancers are skilled in wielding magic that causes pain, suffering and death. Mastering the dark arts allows the necromancer to cast spells from the necromancy school at +1 caster level, and the save DC for such spells increases by +2
>16th level - Create Undead (Su) - The necromancer's knowledge of undeath reaches such unsurpassed depths that they can create powerful undead. They can use this ability like create undead twice per day or like create greater undead once per day. The ability is cast at the necromancer's path level.

Warlock -
Description: Warlocks devote themselves to trafficking with demons and other vile beings, seeking the roots of demonic power and other dark knowledge. They initially appeared on Azeroth during the First War, when Gul'dan, the first of their kind, led the Horde through the Dark Portal from Drainer while in servitude to the Burning Legion
Additional Class Skills: Diplomacy (Cha), and Intimidate (Cha)
Arcana: Warlocks gain the following arcane abilities:
>1st level Fel Companion - At first level the warlock gains a fel companion. The warlock can summon the fuel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to or less than the warlock's arcanist path level (to a maximum of 10 HD). Should the fuel companion die while in service to the warlock, the warlock must attempt a DC 15 fortitude save, a +1 DC for each HD of the companion. If the saving throw fails, the warlock loses 400 XP per warlock level; success reduces the loss to half of that amount. In addition, the warlock must make a DC 15 will save or take 1d6 points of Stamina damage as the companion's sudden loss tears away part of the warlock's life force.
A warlock can obtain another fell companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant, dismissing a feel companion is a free action, and a dismissed creature immediately returns to its place of origin.
>4th Level - Summoner (Ex) - The warlock receives the Augment Summoning feat for free. At 6th level, all conjuration (summoning) spells cast by the warlock have their durations doubled, as if the Extend Spell feat is applied to them. The level of an augmented conjuration (summoning) spell does not change; this ability stacks with the effects of the Extend Spell feat, which does not change the spell's level.
>8th Level - Enslave Outsider (Su) - A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (The planes, especially the Emerald Dream and the Twisting Nether; demons; the Burning Legion, and so forth) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped.
>12th Level - Demonologist (Ex) - The craft of conjuration is the primary focus of the warlock, and in taking on the mantle of a demonologist the warlock sacrifices knowledge in other areas of arcane practice. The warlock casts conjuration (summoning) spells at +1 caster level, and the save DC for such spells increases by +2.
16th level - Demon Mastery (Su) - The warlock has learned the compacts and rites necessary to bind a demonic creature to his will. The warlock rebukes and controls outsiders the same as an evil priest rebukes or commands undead. Use the warlock's archaist path level to determine the equivalent of a turning check, and apply to the relevant outsider Hit Dice to the undead HD chart. The warlock may also bolster outsiders he controls in the same way that an evil priest bolsters undead. The warlock can attempt to control or rebuke outsiders a number of times per day equal to 3 + Charisma modifier; he may attempt to bolster outsiders that he did not summon himself.

Arcanist Class table
Class level:    Base attack bonus:   Fort Save: Ref Save: Will Save: Special
1st                 +0                              +0              +0            +2             Scribe Scroll, arcane
2nd                +1                             +0               +0            +3             ---
3rd                +1                               +1             +1            +3              ---
4th                 +2                              +1              +1           +4              Arcana
5th                 +2                              +1              +1            +4             Bonus Feat
6th                +3                               +2              +2            +5             ---
7th                +3                               +2              +2            +5             ---
8th                +4                              +2               +2            +6             Arcana
9th                +4                              +3               +3            +6             ---
10th              +5                              +3               +3            +7             Bonus Feat
11th              +5                              +3               +3            +7             ---
12th              +6/+1                         +4               +4            +8            Arcana
13th              +6/+1                         +4               +4            +8            Arcana
14th              +7/+2                         +4               +4            +9            ---
15th              +7/+2                         +5               +5            +9            Bonus feat
16th              +8/+3                         +5               +5            +10          Arcana
17th              +8/+3                         +5               +5            +10          ---
18th              +9/+4                         +6               +6            +11          ---
19th              +9/+4                         +6               +6            +11          ---
20th              +10/+5                       +6               +12          +12          Bonus feat

Arcanist Spell Slots per Day
Level - Spell Level: Times per day, Next spell level: times per day and so on.
1st - 0: 3, 1: 1
2nd - 0:4, 1:2
3rd - 0:4, 1: 2, 2: 1
4th - 0: 4, 1: 3, 2: 2
5th - 0: 4, 1: 3, 2: 2, 3: 1
6th - 0: 4, 1: 3, 2: 3, 3: 2
7th - 0: 4, 1: 4, 2:3, 3: 2, 4: 1
8th - 0: 4, 1: 4, 2: 3, 3: 3, 4: 2
9th - 0: 4, 1: 4, 2: 4, 3: 3, 4: 2, 5: 1
10th - 0: 4, 1: 4, 2: 4, 3: 3, 4: 3, 5: 1
11th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 3, 5: 2, 6: 1
12th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 3, 5: 3, 6: 2
13th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 3, 6: 2, 7: 1
14th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 3, 6: 3, 7: 2
15th -0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 3, 7: 2, 8: 1
16th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 3, 7: 3, 8: 2
17th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 3, 8: 2, 9: 1
18th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 3, 8: 3, 9: 2
19th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 4, 8: 3, 9: 3
20th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 4
#10
Settings and Rules / Character and Class Levels
December 22, 2014, 05:30:13 PM
Character level vs Class Level:
A characters total character level determines where he is on the experience point scale and how many experience points he will need to attain the next level.
For characters with a single class, class level is the same as character level.
For characters with more than one class, character level is the total of all their class levels combined.
For instance a 7th level warrior has a character level of 7. However, a 5th level mage/3rd level rogue has a character total of 8, the total of his rogue levels and his mage levels combined.
Class levels are the number of levels you have in a given class. For instance 5th level mage/3rd level rogue above has 5 class levels in mage and 3 class levels in rogue.

Experience and Level-Dependent Benefits

Character
Level      XP                Level Benefits
1st          0                   Feat
2nd         1,000            --
3rd          3,000            Feat
4th          6,000            Ability Increase
5th          10,000          --
6th          15,000          Feat
7th          21,000          --
8th          28,000          Ability Increase
9th          36,000          Feat
10th        45,000          --
11th         55,000         --
12th        66,000          Feat, Ability Increase
13th        78,000          --
14th        91,000          --
15th       105,000         Feat
16th       120,000         Ability Increase
17th       136,000         --
18th       153,000         Feat
19th       171,000         --
20th       190,000         Ability Increase

Base Save and Basic Attack Bonuses
Class     Base Save            Base Save       Base Attack Bonus (Good)    Base Attack Bonus (Average)    Basic Attack Bonus
Level     Bonus (Good)       Bonus (Poor)                                                                                                      (Poor)
1st         +2                          +0                    +1                                          +0                                               +0
2nd        +3                          +0                    +2                                          +1                                               +1
3rd         +3                         +1                     +3                                         +2                                                +1
4th         +4                         +1                     +4                                         +3                                                +2
5th         +4                         +1                     +5                                         +3                                                +2
6th         +5                         +2                     +6/+1                                     +4                                               +3
7th         +5                         +2                     +7/+2                                     +5                                               +3
8th         +6                         +2                     +8/+3                                     +6/+1                                          +4
9th         +6                         +3                     +9/+4                                     +6/+1                                          +4
10th       +7                         +3                     +10/+5                                   +7/+2                                          +5
11th       +7                         +3                     +11/+6/+1                              +8/+3                                          +5
12th       +8                         +4                     +12/+7/+2                             +9/+4                                           +6/+1
13th       +8                         +4                     +13/+8/+3                             +9/+4                                          +6/+1
14th       +9                         +4                     +14/+9/+4                             +10/+5                                        +7/+2
15th       +9                         +5                     +15/+10/+5                           +11/+6/+1                                   +7/+2
16th       +10                       +5                     +16/+11/+6/+1                      +12/+7/+2                                   +8/+3
17th       +10                       +5                     +17/+12/+7/+2                      +12/+7/+2                                  +8/+3
18th       +11                       +6                     +18/+13/+8/+3                      +13/+8/+3                                   +9/+4
19th       +11                       +6                     +19/+14/+9/+4                      +14/+9/+4                                   +9/+4
20th       +12                      +6                      +20/+15/+10/+5                   +15/+10/+5                                 +10/+5



#11
Goblins:
Description: Goblins are small, crafty and shrewd humanoids. They have overwhelming interest in commerce and a strong curiosity about mechanical things. Goblin society is fragmented, defined chiefly by commerce and trade.
Other races view Goblins as inventors, merchants, and without exception, maniacs.
They value technology and employ vast teams of engineers who expand on current technology and produce gadgets to suit a wide array of applications. They constantly build and repair machines and work on new ideas.
Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve.
Goblins are envious of Ironforge dwarves invention of firearms.
Goblin merchant princes all live in the goblin island city of undermine. Each prince has his own specialty in areas like mining deforestation, slavery and poaching.
They are Tenacious followers.
Appearance: Goblins are slight and widely averaging 3 ft in height and weighing between 30-50 lbs. They have long sharp noses chins and ears and green skin.
Region: Goblins are neutral and take pains to make sure their nearby customers play nicely with each other.
Affiliation: Independent.
Faith: In themselves and in gold
Traits: Goblins are deft and nimble, but not terribly strong
Small creatures
20 ft land speed
Low-Light Vision
Specialize in flintlock pistols and long rifles
All goblins pick up some mechanical skills
All goblins are skilled in diplomacy and listening
Specialize in forging adamantitne armors and armor and are skilled in working it.
Speak all languages for trade purposes
Goblins tend to be tinkers.

Orc:
Description: To their enemies they are brutal and fearsome opponents without parallel in ferocity and cunning. They are noble and honorable to their allies following traditions. The shun the cruel practices of arcane and demonic magic for the paths of wisdom and power. Some orcs still hang on to arcane practices but their time is fading. Orcs are brutal and fight with a feral grace and brutal passion that equals the finest fencing of an elven noble. For an orc, skill in battle brings great honor. It is the concept of personal honor that pervades orcs society. The concept of honor pervades all echelons of orcish society. An orc will die defending the honor of their clan or personal reputation. Humanity underestimates the abilitys of orcs to unify and to have a culture of their own. Perhaps in time humans and orcs may come to an understanding, but with the current division of Alliance and Horde no one can say how that peace might come about or when.
Appearance: Orc males are massive and brutish looking, weighing 250 - 300 lbs. They stand 6-7 feet tall and are not at all a small race. Even orc women are only generally 6 inches shorter than males. Skin ranges from light green to a dark drab olive. Eyes range in color from a fierce red to a pale blue. Orcs have broad, flat noses, tusk-like teeth jutting from their lower and sometimes upper jaws, and large, pointed ears.
Region: Durotar, in Kalimdor is the seat of the orc nation. Named by Thrall in honor of his father, Durotan. Young orcs test themselves in the land of Durotar on the east coast of Kalimdor. The more civilized jungle troll tribes co-exist with the orcs in Durotar, facing a minimum of inter-clan rivalry. The center of Orgrimmar serves as the center of civilization in the land of the Barrens. Shamans council the young and train the spiritual leaders of the future while warriors hone themselves in gladiator pits and fierce contests of skill and battle.
Affiliation: Horde. Thrall formed the Horde with determination and sheer will, and created an alliance of races that has shaken the foundations of the world to its core. Having destroyed the legacy of From Hellscream by bringing the orcs out of the depths of demon worship and servitude to unseen powers, Thrall rules the Horde in Kalimdor with wisdom and temperance. The orcs are as much a part of the Horde as the Horde is a part of what the orcs have become.
Faith: Orcish religion takes the form of an animimistic faith thatt draws strange parallels with the practices of the Night Elves.
Traits: Orcs are incredibly tough, but they are more likely to follow their passions instead of reason.
Orcs are medium creatures
Low-light vision
Orcs long ago learned how to harness ability functions exactly as a barbarian's rage except for the differences noted here; Orcs can rage only once per day, if the class an orc possesses has a rage like ability this allows for 2 rage abilities per day. May only rage once per encounter.
Have bonuses for taming wolves and being intimidating
Have a bonus when attacking humans
Will commonly use orcish battle claws as weapons
Speak Orcish and Common and other languages of their allies only.
Orcs favor the Barbarian class.

Tauren:
Description: Nomadic creatures which are tremendous in size. They are a race of shamans, hunters, and warriors who long ago developed a complex culture and system of living without the aid of stonework, steel or conquest. Tauren's are not pacifists however, when angered they are capable of swift and brutal retaliation. Tauren are stoic, embodying the strong and silent type with their quiet contemplation. If anything a person could attribute the silence of a tauren on the strife of recent times. They have no love of bloodshed as their beliefs do not have a place for warfare. Elders of the tribes solve most internal issues with challenges resembling duels. There is a demand for tauren warriors and healers in the horde. Taking a life is an act filled with great significance to the tauren, be it man or beast.
Appearance: Tauren are large muscular humanoids with bull-like heads. Males average 7 1/2 feet tall and 400 lbs, females are usually shorter and lighter. Tauren are mostly muscle, having incredibly developed phisiques and brawny frames most suitable for combat. They have soft downy fur which covers their body and having manes along the head and neck, arms and shins. Horns are most prominent on males although all tauren have horns. They value trinkets jewelry and items made from ivory, bone and amber.
Region: Were nomads for generations, but have settled in Mulgore. Thunder Bluff is the single largest tauren camp, a permanent settlement built atop a nearby impenetrable mesa deep in the southern regions of Mulgore. Most younger tauren travel and quest on Redrock Mesa, which is reserved for training youths to hunt, fight and commune with the spirits.
Affiliation: Horde. Tauren knew from the first encounter with Orcs they recognized them as spiritual brethren. No other race has a similar outlook on the world. While tauren see orcs and tools as potential friends to welcome they rarely trust Forsaken with more than a nod and a place to set their withered feet. Tauren bear no ill will to the members of the Alliance unless threatened by them, although they do make an exception for high elves. The taint of magic on high elven spirit is a poison to the tauren. Night elves are quite the opposite; sometimes viewed with awe and fear by the tauren. Tauren and Night Elves have existed together for centuries.
Faith: Nature is the mother of their world. Hold a deep faith which resonates within their hearts. They are connected to the ebb and flow of the world. Revere the spirits of the land of their ancestors, and they turn to these spirits for wisdom and guidance. They have a deeply animistic culture, where druids and shamans stand side by side with warrior and hunter.
Traits: Tauren are incredibly powerful but lack grace.
Medium sized
Land speed of 30 ft
Their horns are natural weapons and they are proficient in the use. Can deal a great deal of damage with horns alone.
Most likely to use halberds and totems as martial weapons. They can also use longspears and shortspears very well.
They are superior with handling animals and with survival checks.
Speak common and tauren as well as goblin low common and orcish
Favor the warrior class
(Note, tauren gain racial levels and have a d10 hit die)

Jungle Troll
Description: Several species exist and they are all - almost - universally evil and depraved. They live in the wilderness of azeroth. The darkspear trolls owe thrall and the orcs a great debt, and are allied with the Horde out of gratitude. Jungle trolls are sly and cunning, and their society is is tribal and highly regimented. Males control everything; females exist only to make more trolls. Each tribe has a chieftain who is either the most powerful warrior or most accomplished witch doctor. The chieftain leads his tribe and soldiers in raids or against creatures. They wage a constant war against civilization and attempt to reclaim their past glories. Trolls are a lurking menace in any wilderness area and willingly ally themselves with other dark powers to achieve their goals. Darkspear tools, however deny this legacy. The Horde has thought them camaraderie, restraint, and to a lesser extent, kindness. Trolls are famous for their ability to quickly heal wounds.
Appearance: Monsterous in appearance. Skin color varies greatly based on subspecies and tend to be light blue and dark gray. Trolls have pointed almost elf like ears, long noses, and elongated sharp faces. Troll teeth are myriad and pointed. Trolls are lean and wiry averaging 7 feet tall and 200lbs. A trolls body has no excess fat. They are remarkably acrobatic and able to perform back flips from a standstill.
Region: Trolls live across Azeroth in a variety of climates; jungle trolls as their name implies, live in jungles. Many jungle trolls live on tropical islands and fight constantly with merlons naga, and other foul creatures.
Affilation: Horde. Darkspear trolls are especially steadfastly loyal to the orcs. The alliance races do not trust trolls at all, especially after suffering greatly at the hands of forest trolls in the Second War. With the exception of the Darkspear tribe, trolls are evil and dangerous creatures. They are a threat to all intelligent races. Darkspears have no qualms slaying their vile brethren.
Faith: Darkspars have learned shamanism from the orcs and tauren. This path proves worthy and valuable, but most jungle trolls follow their ancestral faith - voodoo. This malign practice involves brewing noxious poisons, ritualized dances and music, and the construction of small effigies. Voodoo taps into dark spirits that other races perfer to avoid.
Racial Traits:
Trolls are wiry and quick but their primitive culture has not allowed for much intellectual stimulation
medium sized
land speed of 30 feet
Low-Light Vision
Rapid Healing (twice as fast as normal)
They are skilled hunters and are particularly fond of the javelin and the throwing axe
Survival is a class skill for all jungle tolls.
Trolls are amazingly acrobatic
Speak common and lower common as well as the languages of their allies

Forsaken Undead
Description: Undead humans and elves freed from the Lich King's control, they are a strange and dark force. They hail from the twisted skittering darkness of Undercity. They are normally aligned with the Horde but only serve themselves. Their objective are twofold: eliminate the Scourge and establish a place for them themselves on Azeroth. The forsaken made allies of the horde out of necessity and convenience. They have no love for orcs, tauren, or any other living creature, but they need time to strike against the Scourge and allies to help them do it. The Forsaken claim they joined the Horde to prove their desire to leave their evil ways behind but nobody really believes this to be true. Caution is justified. Forsaken culture is strange, a perverse combination of the lives they once knew as mortals and the mindless slavery they experienced in the Scourge, colored by white-hot rage toward the Lich King and an almost equally intense devotion to their queen, Sylvanas Windrunner. The undead never sleep, eat or fall ill. Having lost everyone they once loved they have a brutal set of priorities. A great portion of their efforts focus no dark alchemy, and the Royal Apothecary Society commands great power in Undercity's oily tunnels. Rumors tell the undead Apothecary society are gathering odd materials for their twisted experiments and ar working to create a plague which would eliminate the scourge - and every living creature on Azeroth. And if they have their way, it will be.
Appearance: Unsurprisingly they look like dead people. Skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with a dim, white ghost light. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Forsaken hardly ever smile. Necromantic magic keeps them somewhat preserved, but natural decay still proceeds, just slower than normal.
Region: Undercity is the Forsaken's home. They have also taken over Tirisfal Glades and have several towns in that cursed wood. Forsaken patrols have tried to secure Silverpine Forest for the past couple years, but they are unable to do so.
Affiliation: Horde. Though the Forsaken do not trust anyone and no one trusts them, they are members of the Horde and, for now, do their best to help their allies and placate their ambassadors. Forsaken have even less love for the Alliance, particularly because they class constantly with the human organization called the Scarlet Crusade.
Faith: None. They have abandoned all religion, just as they believe it abandoned them. They place faith in their queen and their dark science.
Racial Traits:
Undeath grants physical power but dulls reflexes
Medium sized
Forsaken land speed is 30 feet
Darkvision
Being undead humanoids provides them with several traits:
- No stamina score (No bonus for hits)
- Immunity to all mind-affecting effects
- Not subject to critical hits, nonlethal damage, ability drain or energy drain. Immune to damage to their physical ability scores as well as to fatigue and exhaustion effects.
- Negative energy (From a dark spell like death coil) heals forsaken, while positive energy hurst them
- Forsaken do not heal naturally
- Immunity to any effect that requires fortitude
- Uses Charisma modifier for concentration checks
- Not at risk of death from massive damage. Unlike other undead, a forsaken is not destroyed when reduced to 0 HP or less. Instead, at 0 HP a forsaken is disabled. Can perform only one move action or standard action each round but does not risk further damage from strenuous activity. Between -1 and -9 HP the Forsaken is down. Meaning they are unconscious and cannot act, but does not risk further damage. At -10 hit points the forsaken is destroyed.
- Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Forsaken. These spells return a destroyed Forsaken to her undead life; the Scourge's curse makes it virtually impossible to bring the Forsaken back to life as the creatures they were before death. Only a wish or a miracle can accomplish that.
- Forsaken do not breath eat or sleep casters need 8 hours uninterrupted rest before preparing their spells
Speak Common and allies languages
(Note: Forsaken gain racial levels and roll a d12 for hit)

#12
Settings and Rules / Playable Races - Human
December 22, 2014, 02:41:25 PM
Human

Description: Humans are among the youngest races on Azeroth, but they make up for it by being the most populous. With Life spans generally shorter than the other races, humans strive all the harder to achieve great heights in empire building, exploration and mechanical study. This aggressive and inquisitive nature leads the human nations to become active and influential in the world.
Such was the case prior to the orcs' original invasion through the Dark Portal. Human kingdoms suffered greatly in the three wars against the orcs and demonic hordes. Many, many humans fell in the Third War, leaving behind battered yet unbowed survivors of the Alliance Expedition under the command of sorceress Jaina Proudmore. This group settled on the wild continent of Kalimdor.
The humans on the eastern continents were not so fortunate. Lorderon is decimated, a wasteland now little more than a battlefield for forest troops, the Scourge, Forsaken, ogres and other creatures. The few humans who remain in Lordaeron are ragged and weary, struggling consistently to keep their small settlements free of the villainy that boils around them. Storm wind, the first to feel the orc's rage, fares better and is the most powerful human nation remaining. Still, Stormwind is far from safe, and enemies advance on all sides.
Humans value virtue, honor and courage, though like all races they also pursue power and wealth. Humans have spent generations battling dark forces and have lost some of their greatest kingdoms to them. This loss embitters humans, and they have a warlike view of diplomacy - swing first, ask questions later. Aided by belief in the Holy Light, humans have fought the hardest and endured the most during the wars against the Horde and Burning Legion.
Despite all their tragedies, humans remain hardy and brave - thoroughly committed to building strong societies, reinforcing their kingdoms and reclaiming their nations. Years of war have tempered human resolve, and they are more hardened and determined than ever before.

Appearance: Humans come from many backgrounds and show the greatest physical variety among all the races. Humans' skin ranges from dark to light and may have tones of other colors. Their eyes are blue, brown, green, gray or hazel. Human hair is brown, black, blond, or red. Men often grow short beards and women wear their hair long. Humans average 6 feet in height and weigh about 180 lbs, with men noticeably taller and heavier than women.

Region: After the end of the Third War, Alliance forces under Jaina Proudmore sailed to southern Kalimdor. They founded a stronghold called Therefore, a small, walled city on a rocky isle east of Dustwallow Marsh. Therefore Isle and the nearby mainland fall under human control and border Durotar, the orcs' new homeland, to the north. Humans and orcs maintain a tentative peace along their borders, but clashes are common. Since most of the mighty human warriors and mages lost their lives during the war against the Burning Legion, only a handful of veteran mages and paladins remain in Therefore. While Ironforge dwarves and some high elves also occupy the small island city, humans hold the seats of the greatest power. Goblin vendors and traders are a common sight in and around the rocky isle.
In the east, Lorderon still boasts several human settlements, but it is nowhere near the towering symbol of humanity's might that it once was. Hills brad and Kul Tiras are still mostly under human control, and a few settlements hold out in Silverpine Forest and the Alterac Mountains. Storm wind, in the southern continent of Azeroth, suffered in the First and Second Wars but remained relatively untouched in the Third. Much of the land regrows from the ashes of the past, and the city of storm wind is rebuilt and stands grander than before. Though the Scourge did not make itself felt in Stormwind, the small kingdom faces its own enemies, both from without and within. Nevertheless, Stormwind is humanity's strongest nation and a symbol of reclamation and renewal.

Affiliation: Alliance. Humans began the Alliance and it could not exist without them. Humans and orcs joined forces to face the Burning Legion four years ago, but old habits returned once they dispatched the demonic threat. Although the Alliance and Horde leaders bear a healthy respect for each other, old racial hatreds stir within the hearts of their troops.
Humans also look upon the tauren with suspicion, due to the ties tauren have established with orcs.
Humans and dwarves have long enjoyed a good relationship, a bond only strengthened since the dwarves latest discoveries have energized their archaeological efforts.
Elves are a source of mystery and frustration - especially the exotic night elves. Humans dislike and distrust jungle trolls and to an even greater extent, Forsaken.

Faith: They follow the Holy Light. This faith galvanizes them and gives them purpose and focus. Cathedrals and churches stand in their cities, and their priests preside over followers, heal the wounded, sooth the weary and smite the evil. Humans have an order of holy warriors, paladins, who follow the Holy Light and crush evil and chaotic beings in its name. Paladins are wholly committed to defending the human nations.

Names: Human parents grant a child its given name at birth, while its family name has a long history and usually speaks something of its bearer's ancestry. Some humans change their family names to emphasize their own accomplishments.

Example Male Name: Merander, Gyram, Derrick, Hebry
Example Female Name: Lilla, Merian, Richelle, Ammi
Example Family Names: Renn, Townguard, Silversmith, Runetouch

Racial Traits:
> Medium: as medium creatures humans have no special bonuses or penalties due to their size.
> Base land speed: 30 ft
> 1 extra feat at 1st level. Humans are quick to master specialized tasks.
> 4 extra skill points at 1st level and 1 extra skill point at each additional level. Humans are versatile and capable.
> +2 racial bonus on saving throws against fear effects. Humans are known for their courage, no matter what the cirumstances.
> +2 racial bonus on Diplomacy, Gather Information and Knowledge (nobility and royalty) checks. These skills are class skills for all human characters. Humans are a gregarious bunch.
> +2 racial bonus on all Craft checks involving mithril items. Humans have a long history of forging mithril arms and armor and are skilled in working it.
> +1 racial bonus on attack rolls against orcs. Humans and orcs have a long history of enmity and are skilled at hurting each other.
> Automatic Language: Common
> Bonus Languages: Any unrestricted. Humans deal with many different creatures.
> Favored Class: Any. A multiples human's highest level class does not count when determining wether he suffers an experience point penalty for multiclassing
#13
Settings and Rules / Playable Races - Gnome
December 22, 2014, 01:49:11 PM
Gnome

Description: They are diminutive, wiry race of tinkers who live underground. In the second war, they built vehicles and gadgets for the Alliance - submarines and flying machines - to combat the Horde.
They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures. The gnomes had a city, Gnomeregan, built into Ironforge Mountain; but invading trigs destroyed it and slaughtered its citizens. Many survivors moved into Khaz Modan and now live with the Ironforge dwarves, and a few traveled with their dwarven friends to Kalimdor. The gnomes are still reeling from the destruction of their home city and loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secured in Bael Modan.
Even after the decimation of their race and the destruction of their city, gnomes are an amiable and kindhearted lot. They make and keep friends easily; others find disliking a gnome to be difficult. Gnomes are long-lived and take a fatherly approach to other races, particularly humans.
Gnome society is loosely organized. Most live in Khaz Modan and mix freely with the dwarves, sending representatives to speak to the dwarven king on their behalf. Those few gnomes who traveled to Kalimdor live in a similar fashion in Bael Modan.
Gnomes are gifted tinkers. They have a penchant for creating radical technology and innovative designs. They often work together with Ironforge dwarves, developing the blueprints and concepts for which the dwarf smiths draw their inspiration.

Appearance: Gnomes are small and slight. They somewhat resemble dwarves, but are shorter and not as stocky. They have large noses and ruddy skin. Their hair ranges from white to blond to brown and black. Their ears are large and rounded, and they are often seen with goggles, tool belts, and other items related to their technological inclinations.

Region: Dun Morogh. Most gnomes still live in Khaz Modan in the dwarven kingdom safe from the Scourge. Those who traveled to Kalimdor live in Bael Modan, and a few live in Theramore.

Affiliation: Alliance. Gnomes are great friends of the Ironforge dwarves and have fought and died alongside human soldiers.
They are wary of the high elves, but so is everyone else, so they don't feel too bad about that. They battled the Horde in the Second War and have a bit of a grudge against orcs, but gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance. Gnomes and goblins have always been rivals - though wether this rivalry is friendly or brutal depends on the individuals involved.
Gnomes have not been on Kalimdor long enough to form proper opinions about its denizens. Tauren and night elves both seem rather rustic for gnome sensibilities - but they can make friends with anyone.

Faith: They place their loyalty in themselves, in their friends and in their inventions. A few follow a loftier path and pay their respects to the Holy Light. Since the Ironforge dwarves' recent discovery of their Titanic origins, the gnomes think that they too may be products of the Titans. This fact is very uncertain, however; if it is true, the gnomes as yet remain estranged from their ancestral powers.

Names: Gnome parents name their children at birth. Gnomes have family names that represent and honored ancestor's achievements, but they only keep those names until some time in their 30's. At this point gnome society expects them to have made their own achievements, and thus the gnome invents a new name that represents his own accomplishments. This name then takes the place of his family name.

Example Male Names: Grobnick, Kazbo, Hagin, Snoonose
Example Female Names: Beggar, Nefti, Sorassa, Gamash
Example Family Names: Spinpistol, Airslicer, Bombtosser, Greatgear

Racial Traits:
> +2 Intellect, +2 Charisma, -2 Strength. Gnomes are clever, friendly and keen of wit, but their small size impairs their strength.
> Small: as a small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on stealth checks, and a -4 penalty on grapple checks. She must use smaller weapons than humans use, however, and her lifting and carrying limits are 3/4 those of a medium character
> Basic Land Speed: 20 ft.
> Low-Light vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions
> +2 racial bonus on all Craft checks. Gnomes are skilled artisans and dabble in many different sciences.
> +2 racial bonus on Listen Checks, Gnomes have keen ears.
> +1 racial bonus on all saving throws. Gnomes are surprisingly capable of avoiding harm.
> Technological Feat: Gnomes begin to play with one bonus fat chosen from the list of tinker bonus feats. The gnome hero must meet any prerequisites associated with that feat.
> Automatic Languages: Common and Gnome
> Bonus Languages: Dwarven, Goblin, and Thalassian. Gnomes know the languages of their friends and their goblin rivals.
> Favored Class: Trinker. A muticlass gnome's tinker class does not count when determining whether she suffers and experience point penalty for multiclassing.
#14
Settings and Rules / Playable Races - Night Elf
December 22, 2014, 01:07:32 PM
Night Elf

Description: The Kaldorei are an ancient and reclusive race born during the waking of the world. Their ancient heritage has shaped them into a devoted warrior race, with reverence for nature and animistic mystical forces. The Kaldorei are practical but superstitious, and often a paradox. They are a people possessed with a deep spiritual passion and desire to find solace.
In the time before, the Kaldori were immortal, their powerful magic recklessly unleashed by the Quel'dorei.
This careless use of magical might allowed the Burning Legion to invade the world, and finally led to a catastrophic battle known as the Sundering. This battle changed the face of Azeroth for all time, and resulted in the creation of the continent of the world, tearing the land apart and forming the vast nexus of energy at the center of the ocean known as the Maelstrom.
The night elves are honorable to a fault, and they are a just and sometimes compassionate people. Still, they do not trust many of the lesser races, whom they see as foolish and too short-lived to recall the mistakes they made in the past.
Many of the Night Elves consider it their duty to ensure the safety and balance of the world. Because of this perceived air of superiority, many of the younger races mistrust the night elves, if not for their shadowy magic then for their aloof and judging demeanor.

Appearance: They are imposing in stature, males are average 7 feet tall. Males are muscular, with broad chests and shoulders, indicative of the strength that lies within both their minds and bodies. Female night elves are lithe and curvaceous, yet still muscular and strong. The race's prominent eyebrows, long pointed ears and natural aspects imply a feral grace. Skin tones range from pale white to blue or even ruddy red, and their hair ranges in color from bright white to woodland green to lustrous black.

Region: They dwell in within the island continent of Teldrassil, where the night elf capital of Darnassus houses massive temples and well-provisined trade district. The massive column of Teldrassil is one of the last refuges of the night elf race and is home to dryads and keepers of the grove. The "Crown of the Earth" is not without its own problems, however. Furbelow driven by some maddening force, bloodthirsty harpy tribes and diabolical satyrs seek to corrupt, kill or harass the Kaldorei. Most inexperienced Kaldorei adventurers cut their teeth opposing such threats.
Although their allies within the Alliance are valued and trusted, few humans or dwarves have ever laid their eyes upon Teldrassil. Few of the alliance races have ever seen the most sacred owners. High elves are not trusted at all and are never allowed within the night elf lands. Should a high elf trespass into the lands of the Kaldorei, the arrogant highborn would meet a swift and vicious end.

Affiliation: Alliance. The night elves are members of the Alliance but are not the most trusted or highly regarded members of this group of races. Although honorable and just, the night elves' natural distrust has tainted their relations somewhat. Combined with their mystical appearances and mysterious natures, interactions with other races become uncomfortable at times. There is a strong streak of isolationism in the Kaldorei, for they are uncomfortable leaving the verdant mists of Teldrassil.
Still, the night elves' leaders see wisdom in an alliance with the younger races. The younger races show potential, and because of this the night elves see themselves as observers, waiting to step in to correct any dangerous mistakes. In addition, the other races possess one quality the night elves have been missing for some time: excitement. Adventure and exotic locals now have appeal to novice night elves. The killdeer have more than a few among them who have braved leaving the forest to seek out fortune and intrigue in far-off lands.
Their hatred of orcs has also filed there participation in the Alliance. After the death of Cenarius during the Third War, many sentinels, druids, and warrior night elves began a great hunt. Some night elves happily hunt orcs as a repayment for Cenarius' murder.

Faith: Night elves worship the Ancients, who are nature deities attuned to the first and the hunt.
Elune the moon goddess and Malorne the Waywatcher are the prominent figures of worship. While Cenarius has died, and the night elves will never forgive the orcs for this, his children live on and gain power each passing year. The night elves venerate the children of Cenarius as he was venerated, and perhaps one day these children of the slain demigod will aid the night elves in repaying the orcs for their transgressions of the past.

Names: Their names always have a special meaning. First names derive from an elven word or the name of a famous hero having a totemic or ancestral connection. Surnames are indicative of the family line and often date back millennia.

Example Male Names: Ilthilior, Mellitharn, Khardona, Andissiel, Mardant, Tanavar
Example Female Names: Keina, Deliantha, Meridia, Freja, Alannaria, Nevarial
Example Family Names: Moonblade, Glaivestorm, Proudstrider, Oakwalker, Nightwint, Staghorn

The Night Elf     Base Attack Bonus: Fort Save: Ref Save: Will Save: Special
Race Level
1st                     +0                             +0             +0             +2             Shadowmeld, +2 racial bonus on Balance and Tumble
                                                                                                              checks, bonus weapon proficiency
2nd                    +1                            +0              +1             +2             Resistances, bonus proficiency
3rd                    +2                              +1             +1             +3             +2 Agility, +2 racial bonus on saves vs. arcane magic,
                                                                                                               bonus weapon proficiency

Racial Traits:
> +2 Spirit, -2 Char. Night elves have keen instincts and an innate connection to nature but they tend to seem distant and aloof.
> Medium: As medium creatures, night elves have no special bonuses or penalties due to their size.
> Base land speed: 30 feet
> Low-light vision: Can see two or three times farther than a human can in starlight, moonlight, torchlight and similar conditions. Can retain the ability to distinguish color under these conditions
> +2 Racial bonus: on Knowledge (nature) and Survival checks. These skills are considered class skills for all night elf characters.
> Weapon Familiarity: Night elves treat moonglaives, moon swords, and warglaives as martial weapons rather than exotic weapons.
> Automatic Languages: Common and Darnassian
> Bonus Languages: Goblin, Low Common, Orcish, Thalassian. The night elves once worked with the orcs to halt the Burning Legion, and now they retain knowledge of the race's language for tactical reasons.
>Racial Levels: Unlike humans and some other races night elves can take a few levels in "night elf" as a class to develop their racial qualities fully.
>Favored Class: Scout. A multiclass night elf's scout level does not count when determining wether she suffers an experience point penalty for multiclassing.

Class Data:
Hit Die: d8
Skill Points at 1st Character Level: (2 + Int modifier) x 4
Skill points at each additional level: 2 + Int modifier
"Class Skills" Climb (Str), Concentration (Sta), Handle Animal (Spt), Listen (Spt), Sense Motive (Spt), Spellcraft (Int), Spot (Spt), Stealth (Agy), and Survival (Spt.)
Weapon and Armor proficiency: Night elves with levels ONLY in night elf (no actual class levels) are proficient in the use of all simple weapons, excluding crossbows, and can wear any light armor.
Shadowmeld (Su): At night or in low-light environments, the night elf gains +10 circumstance bonus on Stealth checks while Stationary.
Bonus Weapon Proficiency: At each level, the night elf choses one weapon from the following list: Moonglaive, moon sword, or warglaive. She is proficient with the weapon.
Resistances (Ex): The night elf gains resistance to cold and fire 2. This value increases by +1 for every four character levels.
#15
Settings and Rules / Playable Races - High Elf
December 22, 2014, 11:54:15 AM
High Elf

Description: The ancient origins of the high elves are a legacy of tragedy and conflict, a series of events that has profoundly affected the development of the Quel'dorei.
The high elves are a stark contrast to their nocturnal cousins, the Night Elves. Embracing the light of the sun and forsaking the night, the high elves are the descendants of the very elves who served Azshara in the time of the Well of Eternity.
The Night Elves regard the high elven penchant for using arcane magic as careless, akin to a foolish child playing with fire.
The Schism that separates the Highborn elves and the night elves is one so ancient that no amount of diplomacy or offerings of peace can soothe the scars of history. The arrogance of the High elves led to the War of the Ancients and ultimately to the downfall of the golden age of elven civilization. Through the reckless use of arcane magic, the high elves allowed darkness to seep into the world and corrupt Azeroth.
Even now, the high elves find themselves enslaved to the very thing that often destroys them. Arcane magic is a powerful drug to the high elves, and it can be a lure to a dark and perilous path. Yet too many wield it as if they were doing no harm, and few but the oldest and most sage can recall the true reasons why the use of such magic is a dangerous and potentially damning practice. Regardless of the risk, some high elves press onwards to revel in the euphoria and power that the use of magic brings them.
The high elves are a tragic example of a race in decline. Their centuries of arcane practice have led them into an ever-tightening downward spiral. Now there are few true Quel'dorei left. Most have gone with Kael'thas Sunstrider to become the blood elves, and in doing so have allied with the sworn enemies of elvenkind, the naga.
Now the scant remaining Quel'dorei are typically those who have embraced the Light and seen the past powers of arcane magic and darkness. Distrusted by almost all of the races, the remaining high elves are pariahs in an age when there is little left for them but a life of mistrust and woe.

Appearance: Stand slightly taller than Humans. Usually over 6ft in height and weighs between 100-175lbs, depending on gender. They are slim, with sharp symmetrical features, often an exaggeration of perfect beauty. The high elves are uniformly fair in complexion, with white to flaxen colored hair. Their eyes are incredibly intense in color, seeming to glow with an inner light. While many high elves have blue or green eyes, violet and red are not unheard of.

Region: The high elves are a people without a home, now dwelling in the lands of humans after the forces of Prince Arthas and the rich Kel'Thuzad destroyed the city of Quel'Thalas. Now, most of the remaining true high elves dwell among humans, living in small communities and villages. Many had journeyed with Prince Kael'thas, the last leader of the Sunstrider dynasty, to join with Illidan and the naga. These elves eschewed their high elven ancestry in search for some way to placate their magical addiction and became the blood elves This change has forced the high elves into decline, causing them to doubt the future of their once proud race and drawing animosity toward them from other races who feel that the high elves have betrayed the Alliance.

Affiliation: Alliance. Most have placed themselves in a self-imposed exile, ashamed of the damage they have wrought upon the world with the abuse of their magic.
While humans still accept the high elves because of the aid that both races provided each other during the most recent attacks of the Burning Legion, many of the other races will only deal with the high elves if absolutely necessary.
The night elves in particular do not care for the company of high elves and can sometimes be openly hostile toward them. Time may heal the wounds, but arcane magic will always draw a rift between the two breeds of elf.

Faith: The common religious path is the Holy Light, sharing this faith with Dwarves and Humans. This philosophy does not penetrate deeply into the high elf society but those who follow the holy light are more approachable than most.

Names: They maintain the naming rituals that are millennia old. Many names of the elven priests and heros have become the names used by elves in modern times. They share a connection with the sun that is quite prevalent in their name chose of family names.

Male Name Examples: Mariel, Athaniar, Anador, Tharama, Viridiel, Malanior.
Female Name Examples: Anarial, Freja, Driana, Coria, Alanassori, Azhara
Family Name Examples: Boughstrider, Dawnblade, Lightbringer, Morningray, Sunstreader.

The High Elf      Base Attack Bonus: Fort Save: Ref Save: Will Save: Special
Racial Level:
1st                     +0                             +0             +0             +2            +1 Agility, spell-like abilities
2nd                    +1                             +0             +1             +2            +1 Agility, improved caster level
3rd                     +2                             +1             +1             +3            Empower Magic

Racial Traits:
> +2 Int, -2 Stam. The high elves are magically adept yet their willowy builds are frail.   
> Medium: Have no special bonus or penalties due to size
> Base land speed: 30 feet.
> Low-Light Vision: Can normally see two times farther than a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. Can retain ability to distinguish color in these conditions
> Magic Addiction: Addicted to the use of arcane magic. Must spend 1 hour each morning in meditation, resisting the distractions of addiction, or take a -1 penalty to effective caster level for all arcane spells and -2 penalty on all saving throws against spells for that day. Devoting time to resisting the addiction is unnecessary if the high elf is within 50 feet of a moonwell. the addiction abates for a number of days equal to the high elf's Spirit modifier (minimum of 1 day)
> Racial Animosity: Night elves and Tauren can instinctively sense the disturbing innate arcane energies that addict the high elves. Because of this, high elves suffer a -2 circumstance penalty on all Charisma-based skill checks made when relating directly to night elves and tauren.
>Weapon Proficiency: High elves receive for free the Martial Weapon proficiency feats for the longbow, composite longbow, short sword, and longsword.
> +2 racial bonus on saving throws against mind-affecting spells or effects
> +2 racial bonus on Concentration, Knowledge (arcana) and Spellcraft skill checks. These skills are also considered class skills for all high elf characters.
>Automatic Languages: Common and Thalassian.
>Bonus Languages: Darnassian, Dwarven, Goblin, Kalimdoran, Orcish.
>Racial Levels: Unlike humans and other races high elves can take a few levels in 'high elf' as a class to develop their racial qualities more fully
>Favored Class: Mage. A multiclass high elf mage class does not count when determining wether he suffers an experience point penalty for multi classing.

Class Data:
Hit Die: d8
Skill points at 1st Character Level: (+2 Int modifier) x4
Skill points each additional level: 2 + Int modifier
"Class Skills: Concentration (Sta), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Listen (Spt), Sense Motive (Spt), Spellcraft (Int), Spot (Spt)
Weapon and Armor Proficiency: High elves with levels ONLY in High elf (No actual class levels) are proficient in the use of simple weapons, their standard racial weapon proficiencies and light armor.
Spell-Like Abilities: A high elf of Int 10 or higher can cast four 0-level spells chosen from the archaist spell list each day as spell-like abilities. His caster level is that of a mage of his racial level.
Increased Caster Level (EX): All arcane spells are cast at +1 caster level, except for spell-like abilities.
Empower Magic (EX): Once per day, the high elf may apply the empower spell feat to an arcane spell as he casts it. The spell does not take any additional time to cast and does not use a higher-level spell slot.
#16
Settings and Rules / Playable Races - Dwarf
December 22, 2014, 11:00:50 AM
Dwarf

Description: The dwarves of Ironforge are a proud, stern and determined people with streaks of kindness hidden under their gruff exteriors of their sturdy frames. The dwarves ancient progenitors were known as the Titans. The dwarves keep to forges and workshops, ever innovating and creating new and more effective ways to destroy. Steam powered technology and firearms originate from dwarves inventiveness and creativity. The stout race is renowned for its skills at battle and also as cunning engineers and crafters. Dwarven outpost exist in the most desolate of places. Here the dwarves spent their time seeking out the secrets of ancient times, or simply use the outpost as staging ground for expeditions to clear out their enemies so that they may continue their quest.

Appearance: Ironforge dwarves are stout and powerful, with short muscular bodies. Male dwarves tend to have long hair, and beards or facial hair often tied in ornate braids. Female dwarves also have sturdy muscular frames, but they are buxom and lack facial hair, despite the claims of some of the less educated sages of other races. The average dwarf stands between 4 feet and 5 feet in height and weights between 140 - 160 lbs.

Region: The Ironforge Dwarves dwell in and around Ironforge Mountain. The city of Ironforge is a vast subterranean city carved into the depths of Ironforge. Ironforge sits north of the Dun Morogh Peaks, located high above Loch Modan in the central Khaz Modan. King Magni Bronzebeard presides over the social and cultural matters of the dwarves and rules with a temperament befitting a dwarves warrior, artisan and explorer.

Affiliation: Alliance.
The dwarves do not like Orc's and their allies in the horde.
They have held dealings of commerce and diplomacy with the High Elves, but keep them at an arms distance.
Humans are the staunch and consistent allies of the dwarven people and find welcome, favor, and kindness when in Dwarves lands.

Faith: Dwarven priests deliver the message of the Light to their people. They share this faith with humanity and uphold its precepts and teachings. Some dwarves have recently taken to investigating the past and discovered that the Titans themselves were godlike beings. No one has yet begun worshipping the Titans as gods, for it would seem that the Light prevails over the reverence for the dwarves' own progenitors.

Names: Dwarves typically have names reflecting the sturdy nature of their past. Many also have Surnames that were earned by a member of the family in service during a quest or in a particular moment of notoriety or infamy that has now become part of a family legacy.

Male name examples: Barab, Aradun, Thorin, Magni, Garrim, Wendel, Thurimar
Female name examples: Chise, Helge, Ferya, Furga, Krona, Imli.
Family name examples: Thunderforge, Bronzebeard, Hammergrim, Thornsteel, Chunderstout

Ironforge Dwarf       Base Attack Bonus:  Fort Save:  Ref Save: Will Save: Special
Racial level:
1st                           +0                              +2               +0             +0            +2 racial bonus on attacks vs giants, stonefish,                               
                                                                                                                       bonus weapon proficiency
2nd                          +1                              +2               +0             +1            + 2 Strength, +4 dodge bonus AC vs. giants,
                                                                                                                       bonus weapon proficiency
3rd                           +2                              +3               +1             +1            + 3 racial bonus on saving throws vs. spells and
                                                                                                                       spell like effects, bonus weapon proficiency

Dwarf Racial Traits
> +2 Stam, -2 Char. Dwarves have stout and healthy bodies, but their mannerisms can be quite gruff and difficult to deal with.
> Medium: Dwarves have no special bonuses or penalties due to their size.
> Base land speed: 20 feet. Can maintain this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures)
> Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white, but is otherwise like normal sight.
> Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (But not when climbing, flying, riding, or otherwise not standing firmly on the ground)
> Stonecunning: Stonecunning grants Ironforge dwarves a +2 racial bonus on checks to notice unusual stonework such as sliding walls, stonework traps, new construction, unsafe stone structures and the like. Can make a Search check for stonework traps as a rogue can. Can sense and approximate depth underground.
>Weapon Familiarity Dwarves may treat long rifles, flintlock pistols, dwarven waraxes, dwarves battle hammers, and dwarven tossing hammers as martial weapons rather than exotic weapons.
> +2 racial bonus on saving throws against poison. Their heartiness allowed them to resist toxins
> +2 racial bonus on Appraise checks related to stone or metal items, Craft checks related to stone or metal, and Craft checks related to gunsmithing.
> Automatic Languages: Common and Dwarven.
>Bonus Languages: Gnome, Goblin, Orc, and Thalassian. Dwarves learn languages that then to be of most use to them in either practical matters, or in matters of trade and diplomacy.
>Racial Levels: Unlike humans and some other races, Dwarves can take a few levels in "Ironforge dwarf" as a class to develop their racial qualities more fully.
>Favored Class: Warrior. A multiclass Dwarven Warrior class does not count when determining weather he suffers and experience point penalty for multi classing.

Class Data:
Hit Die: d8
Skill points at 1st level: (2 + Int modifier) x4
Skill points at each additional level 2 + Int modifier.
"Class" Skills: Appraise (Int), Climb (Str), Craft (Int), Concentration (Sta), Listen (Spt), Search (Int), Sense Motive (Spt), Spot (Spt).
Weapon and Armor Proficiency: Ironforge dwarves with levels ONLY in Ironforge dwarf (no actual class levels) are proficient in the use of all simple weapons and light armor.
Stoneflesh (Su): Once per day, an Ironforge dwarf may gain a +2 natural armor bonus to AC per level of Ironforge dwarf. This bonus lasts for a number of rounds equal to the dwarf's stamina modifier + his racial class level.
Bonus Weapon Proficiency: At each level, the Ironforge Dwarf chooses one weapon from the following list: Long rifle, flintlock pistol, dwarves waraxe, dwarven battle hammer, and dwarven tossing hammer. He is proficient with the weapon.
#17
Mists rose on the mountainside, a small fire bathed those nearby with flickering light as a boar slowly roasted.

The settlement was nothing more than thatched huts surrounding a cave high in the Alterac Mountains.

Inside the mouth of the cave sat a large figure, cloaked in the skin of a dead frost wolf. His light brown skin shown slightly on his muscly exterior. He looked over the encampment appearing to embody the essence of a protector, but had the countenance of one who's mind was dominated with loss.

He was thinking about his homeland, and his own race which had forced him away from it. He had loyal followers within his clan, but they were few. The mountains were not their natural habitat, but they were safe, and isolated.

His memory was keen, it was said he possessed a gift, an ability to recall events exactly as they happened. He knew all to well how much his ability was more a curse than a blessing.

"Warchief, come quickly!" A deep voice called from the dark. The frost wolf covered Orc jumped to his feat and rushed toward what he recognized as the voice of Klag, who had been a long time loyal member of the Frostwolf Clan. A female orc emerged from the cave and followed closely behind accompanied by a few others who took up arms to see what was going on.

The Warchief skidded down a snow covered bank, and came to rest behind the small stone lookout position where Klag had stood guard. He raised up his hand toward where he had emerged and the footsteps of the pursuing orcs came to an abrupt stop. The Warchief knew his followers would move quietly into ambush positions, ready to react at a moments notice.

"Why did you call?" The Warchief inquired in a hushed tone.

"Warchief, I saw something below, just moments ago. I could have sworn it was an approaching party. Upon calling you they either have retreated or are hiding."

The Frostwolf Clan's home was in a high rocky area, for a span there was a clearing on a slight decline which connected to the nearby forest. Their position provided a defensive advantage, however, they had no route to escape.

The Warchief scanned the moonlit woods below, searching for any sign of life. He did not perceive anything with his eyes, but he could feel something in his bones. There was magic nearby.

"Durotan!" A voice called from among the trees. "We do not mean you harm, we seek audience with you."

Durotan sneered, it bothered him greatly that this interloper knew the location of the encampment and the identity of its inhabitants.

"SHOW YOURSELF" Durotan yelled, taking position upon the rock and exposing himself. He was without fear.

"I do not think that to be.. Appropriate." The voice said.

"Warchief, what has come over you?" Klag asked in a slightly panicked whisper.

The Warchief looked back at him for a moment and realized that Klag had not heard the voice. It was speaking directly to him, through his mind. The orc crouched on the rock, dropping to one knee and bowing his head. Closing his eyes he channeled his energy.

"Why are you doing this? Who are you?" Durotan replied, speaking through his mind directly back to the voice from the darkness.

"This concerns Gul'dan."

Durotan opened his eyes for a moment in surprise. Then furrowed his brow and closed them once more.
"You are either very wise, or very ignorant to contact me in this manner." the Warchief thought carefully about his words.

"Do not worry about my motives. Instead consider this: he has a spy in your Clan."

"You lie!" Durotan's voice echoed with anger through the spirit realm.

"I do not desire to be here, nor to ask the help of an Orc." The voice said then paused.

Durotan knew at that moment that the voice was not originating from a member of the Horde, but of someone loyal to the Alliance.

"I however have no choice." The voice continued "You cannot avoid this either, you are a part of the current. One that cannot be stopped."

"How do you know this, why should I trust you?" The Warchief asked, after a few moments of contemplation.

"You would not believe me, Durotan, son of Garad. But I beg you... by the ancestors, I beg you to believe this: your son will live"

Durotan opened his eyes and scowled menacingly into the darkness.
The Warchief's tone bordered on loathsome, but was bathed in acquiescence. "What would you have me do?"

"Meet your escort on the northern crossroad which feeds into Alterac City. Come unarmed. Bring no one."
#18
Roleplays / [Interest Check] World of Warcraft RPG
December 20, 2014, 05:22:47 PM
The concept will be based on the 2nd revised edition World of Warcraft book published by Swords and Sorcery.

I would like to run primarily one faction for a starter scenario which would get us all familiar with the game mechanics and characters within the World of Warcraft universe. Upon completion we would re-roll new characters who would exist in the world a great deal of time after the introductory chapter.

I would like to focus the introductory chapter as in the time of the arrival of the Forsaken, a huge turn point in World of Warcraft lore. This would allow a mixture of factions and faction based Race's in the same initial Campaign. It would start out with characters already at level 5.

At the conclusion of this first Campaign re-rolling would occur with starting at level 1 characters a couple centuries later. Depending on which faction is most popular or how many people are interested I may do two separate story arcs one based in Horde one based in Alliance or just one story arch based in one faction only.

Myself as a GM: I am a person who has traditionally played MMORPG games. I have participated in various campaigns of D&D as well as Pathfinder, and I am a part of one game on this forum so far. For those who have played WOW, I have 3 level 100 characters in World of Warcraft, each with level 3 garrisons. I have played WOW since Wrath but I have done all old world content and I even have the Loremaster title and achievement. I also have 3 max level Diablo characters and although Diablo and WOW lore are separate, Blizzard is known for its game crossovers. I will mix the D&D rules with several MMO based features so our Campaign will have the architecture based in the RPG rule book and a flow like that of an MMO but with an epic feel.

I will be generous in some progression aspects but not so much that you will feel like you are getting hand outs.

My intention is so that Campaigns will encompass various types of experience and gear obtaining options.

I do not have a closed mindset and will not run the game so that you feel you are playing on a straight path with no option to do what you as a group or even individuals wish to. I will change the progression of the story and the story setting based on the choices you make.

Please let me know if you are wanting to participate I will be posting a character sheet as well as the initial scenario details within a week.

The game features:

Alliance and Horde races including: Dwarf, High Elf, Night Elf, Gnome, Goblin, Human, Orc, Tauren, Troll, and the Undead.

Classes including: Arcanist (Including 3 paths: Mage, necromancer, or warlock), Barbarian, Healer (Including 3 paths: Druid, Priest, Shaman) Paladin, Rogue, Scout, Tinker, Hunter, and Warrior. Class levels cap at 20.

Prestige Classes of: Archmage of Korin Tor, Assassin, Beastmaster, Berserker, Duelist, Elven Ranger, Fel-Sworn, Gladiator, Infiltrator, and Mounted Warrior.

Vast equipment options

Hero Points for particularly powerful actions (Can be granted prior to or following a combat action)

Several Campaign Types: Diplomacy, Dungeneering, Espionage, Exploration, Horror, Mercenaries, Questing, Settlement, Survival, Trade, War, or combination of these will be employed during the course of the game.

A very sophisticated crafting system with benefits ranging from simple buffs and equipment to vehicles and powered armor.

A very deep magical system for those who choose paths of Arcanist or Healer