Admiral Squish
2010-07-31, 01:55 PM
The Races:
The Alliance:
Human (Stormwind):
Humans
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 magical study. Their aggressive and inquisitive nature lead 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 forces of the demonic Burning Legion's creating, The Horde in the first two, and The Scourge in the third.
Personality:
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 view of diplomacy that does not favor negotiations. Aided by belief in the Holy Light, humans have fought hard and endured much during the wars against the Horde and the Burning Legion. Despite all their tragedies, humans show hardiness and bravery and are thoroughly committed to building strong societies, reinforcing their kingdoms, and reclaiming their nations. Years of war have tempered human resolve, tempering them and giving them a determined nature.
Physical Description:
Humans come from many backgrounds and show great 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 commonly wear their hair long. Humans average six feet in height and weigh about 180 pounds, with men noticeably taller and heavier than women. The physique of humans is more muscular and sturdy than of elves, but much more slender than that of dwarves. The color and hue of human skin is varied, ranging from a fair pink, to tanned, to a very dark brown. Hair becomes gray or white with sickness or age. Human eyes have been known to glow like those of the naturally magical elves if he or she is wielding powerful magic. Humans have a relatively short lifespan, less than the majority of the other races on Azeroth. They are old at about 55 years of age, and at 70 years they are venerable, with a maximum age between 72-110 years. Because of this, humanity strives to make the most out of what it has and to build legacies.
Relations:
Humans began the Alliance, and it could not exist without them. Humans and orcs joined forces to face the Burning Legion several years ago, but friction again returned once they dispatched the demonic threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds are commonplace. Humans also look upon 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, with whom they are allied. Humans dislike and distrust jungle trolls and, to an even greater extent, Forsaken. They greatly respect gnomish technological prowess, though it is unknown exactly how they view the Gnomeregan Exiles and their current plight. Draenei share faith with the humans, a fact that has instantly endeared them to the masses, but their newness and resemblance to the eredar still has many suspicious of them. Humans have been known to rarely intermarry with other races. The human paladin Turalyon married the elven ranger Alleria Windrunner, producing one son, Arator. Rhonin, the leader of the Kirin Tor, is married to Alleria's sister Vereesa. Less famously, a human woman now named Tamara Wobblesprocket married a gnome.
Alignment:
Humans have a slight tendency towards lawful alignments, but they are a varied bunch, and it's not uncommon to find representatives of all points of the alignment spectrum within the same building.
Human Lands:
Humanity has generally been controlled by seven powerful kingdoms, each with their own sphere of influence. All seven city-states were descended from the ancient nation of Arathor. Recently, however, a series of devastating wars have plagued humanity, resulting in the end of several kingdoms and the creation of a new one, Theramore, the only human state in Kalimdor. After the end of the Third War, Alliance forces under Jaina Proudmoore sailed to Southeastern Kalimdor. They founded a stronghold called Theramore, a small, walled city on a rocky isle east of Dustwallow Marsh. Theramore 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 human warriors and mages lost their lives during the war against the Burning Legion, only a handful of veteran mages and paladins remain in Theramore. While Ironforge dwarves and the high elves also occupy the small island city, humans hold the seats of greatest power. Goblin vendors and traders are a common sight in and around the rocky isle. In the east, Lordaeron still boasts several human settlements, but it has diminished to a fraction of the size and power that it once was. Hillsbrad and Kul Tiras are still mostly under human control, and a few settlements hold out in Silverpine Forest and the Alterac Mountains. Stormwind, in the Southern continent of Azeroth, suffered in the First and Second Wars but remained relatively untouched in the Third. Stormwind has been rebuilt and stands larger and better defended 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, currently Stormwind is humanity’s strongest nation and a symbol of reclamation and renewal.
Religion:
Humans follow the Holy Light. Cathedrals and churches stand in their cities, and their priests preside over followers, heal the wounded, soothe the weary, and crusade against what they consider 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.
Language:
Humans speak Common. They may know many other languages, however, as they deal with many different creatures.
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.
Male Names: Merander, Gyram, Darrick, Hebry.
Female Names: Lilla, Merian, Richelle, Ammi.
Last Names: Renn, Townguard, Silversmith, Runetouch.
Adventurers:
While many humans spend their entire lives as farmers or guards, a surprisingly large number of a humans take class levels to one degree or another. Adventurers are far from uncommon, and about one in three humans has class levels of one kind or another.
+2 to one stat of your choice
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Racial Weapon Proficiency: Humans are always proficient with the Shortsword, Longsword, Greatsword, Light Mace, Heavy Mace, and Maul.
A human has a +2 racial bonus to Spot and Diplomacy checks
A human has a +1 racial bonus to will saves.
Every Man For Himself: Once per encounter, a human may immediately end any Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Shaken, or Stunned condition. Doing so is NOT an action, but you may only make a single move or standard action on your next following turn.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Dwarves (Ironforge):
Dwarves
Personality:
Physical Description:
Relations:
Alignment:
Dwarven Lands:
Religion:
Language:
Names:
Male Names:
Female Names:
Last Names:
Adventurers:
The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.
+2 str, +2 Con, -2 Dex.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stoneform: A dwarf can tap into his connection with the earth, temporarily gaining a +2 bonus to natural armor and becoming immune to effects that require fortitude saves, unless they also affect objects. This ability lasts for a number of rounds equal to his constitution modifier, and can be used 1/encounter
Cold Resistance: A dwarf gains a +2 bonus to saves against spells or abilities that have the (cold) descriptor or deal cold damage.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter.
Gnomes (Gnomerengan):
The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate.
Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering - it is the gnomes who provide the critical, visionary designs for most of the Dwarves' weapons and steam vehicles.
The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion's recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes' decision to withhold their courageous troops and pilots.
When the war ended, the Alliance discovered the reason for the Gnomes' sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies' priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost.
Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves' stronghold of Ironforge. Committed once again to the Alliance's cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people.
+2 dex, +2 int, -2 str
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Gnomes gain a +4 racial bonus to escape artist checks.
Gnomes have a +2 racial bonus to saving throws against arcane spells or spell-like abilities.
Gnomes gain a +4 racial bonus to Knowledge (architecture and engineering) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Favored Class: Wizard.
Night Elves:
The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.
+2 dex, +2 wis, -2 str
Medium: As Medium creatures, night elves have no special bonuses or penalties due to their size.
Night elf base land speed is 30 feet
Low-Light Vision: A night elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Shadowmeld: A night elf gains a +4 bonus to hide checks. In addition, a night elf in shadowy or darker illumination can turn invisible as a swift action, as with the spell invisibility, but it only affects her and her equipment, and the effect breaks if she moves, casts a spell, or attacks. The effect lasts until she breaks it. After using this ability, it cannot be used again for one minute.
A night elf gains a +1 dodge bonus to AC
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Ranger
Draenei:
One month ago, a terrible explosion tore open the skies above northern Kalimdor. At that moment, the great ship Exodar plummeted from the heavens, and crashed upon the world of Azeroth. Having fled the ravaged world of Outland, the noble draenei used the dimension traveling Exodar to reach safe haven. Inspired by tales of the heroic alliance that stood against the might of the Burning Legion, the draenei have come to enlist aid in retaking their shattered homeland. Dedicated to preserving life and upholding the tenets of the Holy Light, the draenei hope to gather a new coalition of warriors to battle the Burning Legion and put a halt to its horrific Burning Crusade. Armed only with courage and their unshakeable faith in the Light, the draenei look forward to finding the alliance and ushering them towards the destiny that awaits beyond the skies of Azeroth.
+2 str, +2 wis, -2 dex.
Medium: As Medium creatures, draenei have no special bonuses or penalties due to their size.
Draenei base land speed is 30 feet.
Gift of the Naaru: A draenei can heal one creature within thirty feet as a standard action, granting the target fast healing equal to the draenei's HD for 3 rounds. This ability can be used 1/encounter.
A draenei has a +2 racial bonus to saves against negative energy spells and abilities that use negative energy.
Automatic Languages: Common, Draenic. Bonus Languages: Aquan, Auran, Draconic, Dwarven, Elven, Goblin, Ignan, Terran.
Worgen:
The worgen are a race of feral wolf-beasts whose very name inspires fear. Theories regarding their history abound, yet the worgen's origins remain steeped in mystery.
Records indicate that the worgen existed for a time in Kalimdor. In fact, more recent evidence suggests that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor's distant past. Yet until new evidence comes to light, this information remains speculative.
The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal's weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.
Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the fabled walled nation of Gilneas, where the curse rapidly reached pandemic levels.
The citizens of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.
Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.
There are those among the Gilneans, however, who cling to hope. Many believe that a treatment for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.
+2 str, +2 dex, -2 int
Medium: As Medium creatures, worgen have no special bonuses or penalties due to their size.
Worgen base land speed is 30 feet.
Low-Light Vision: A worgen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Human Form: A worgen in human form gains a +2 to charisma-based skill checks. While in human form, he can switch to feral form as a swift action.
Feral Form: A worgen in feral form gains two natural claw attacks that deal 1d4 damage, his speed increases to 40 feet, and he gains the scent ability. While in feral form, a worgen can switch to human form as a move action.
Automatic Languages: Common. Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Barbarian
The Horde:
Orcs:
The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.
+2 Str, +2 wis, -2 int.
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Orc base land speed is 30 feet.
Blood Fury: An orc can enter a state of blood fury as a swift action, gaining a +2 morale bonus to attack and damage rolls for a number of rounds equal to his constitution modifier. He can use this ability 1/encounter.
Command: An orc's animal companion gains a +2 bonus to all damage rolls.
Automatic Languages: Common, Orcish. Bonus Languages: Aquan, Auran, Draconic, Goblin, Ignan, Taurahae, Terran.
Favored Class: Barbarian
Jungle Trolls:
The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races.
One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde.
Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracts within the nearby jungles of the Echo Isles.
As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.
+2 dex, +2 con, -2 int.
Medium: As Medium creatures, jungle trolls have no special bonuses or penalties due to their size.
Jungle troll base land speed is 30 feet.
Berserking: A jungle troll can enter a frenzy for three rounds. While in this frenzy, the jungle troll can make an additional melee attack at his highest base attack bonus each round, but takes a -2 to all attacks made in that round if he does so. He can use this ability 1/encounter.
A Jungle troll gains fast healing equal to one-half his HD.
Automatic Languages: Orcish. Bonus Languages: Aquan, Auran, Draconic, Goblin, Ignan, Taurahae, Terran.
Favored Class: Barbarian
Forsaken:
Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron's former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas' royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.
+2 con, -2 str.
Living Dead Subtype: The forsaken are not fully undead, instead retaining some of their connection to life. As such, they gain the following traits:
Traits:
• Unlike other undead, a forsaken has a Constitution score.
• Unlike other undead, a forsaken does not have darkvision.
• Unlike other undead, a forsaken is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
• A forsaken cannot heal lethal damage naturally.
• Unlike other undead, forsaken are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
• As living dead, forsaken can be affected by spells that target living creatures as well as by those that target undead. A forsaken is healed by both inflict and cure spells, but only is healed half the indicated amount. If the forsaken succeeds on a will save against a cure or inflict spell's DC, he is healed by the full amount. Heal and Harm affect him similarly. If he is the target of a spell such as slay living or destroy undead, he is affected normally, but he gains a +4 to his save due to his half-dead nature.
• The unusual qasi-dead nature of forsaken makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A forsaken can be turned or rebuked, but gains a +4 to the check to resist. A forsaken struck by a disrupting weapon must still make the save, but similarly gains a +4 on his save to resist.
• A forsaken responds slightly differently from other living creatures when reduced to 0 hit points. A forsaken with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a forsaken is inert. He is unconscious and helpless, and cannot perform any actions. An inert forsaken does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
• As a member of the living dead, a forsaken can be raised or resurrected.
• A forsaken does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
• Although the living dead do not need to sleep, a forsaken wizard must rest for 8 hours before preparing spells.
Medium: As Medium creatures, forsaken have no special bonuses or penalties due to their size.
Forsaken base land speed is 30 feet.
Cannibalize: A forsaken adjacent to a humanoid or undead corpse may take a full-round action to feed on it. The forsaken is healed a number of HP equal to 1d8+twice the target's HD.
+2 racial bonus on craft (alchemy) checks.
Automatic Languages: Orcish, Gutterspeak. Bonus Languages: Aquan, Draconic, Goblin, Orcish, Taurahae, Terran.
Favored Class: Warlock
Tauren:
The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.
+4 str, +2 con, +2 wis, -2 dex, -2 Cha
Monstrous Humanoid: Tauren are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium Size: As medium creatures, tauren have no special bonuses or penalties due to their size.
Tauren base land speed is 30 feet
Low-light vision: Tauren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Powerful Build: The physical stature of tauren lets them function in many ways as if they were one size category larger. Whenever a tauren is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the tauren is treated as one size larger if doing so is advantageous to him. A tauren is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A tauren can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
War Stomp: As a standard action at will, a tauren can stomp the earth, sending his foes toppling. All creatures within 15 feet must make a reflex save (DC 10 + 1/2 tauren's HD + str mod) or fall prone. A tauren can use this ability 1/encounter.
Tauren have a +2 racial bonus to knowledge (nature) checks.
Automatic languages: Orcish, Taurahae. Bonus Languages: Auran, Aquan, Draconic, Giant, Gnoll, Goblin, Ignan, Terran.
Favored Class: Barbarian
LA: +1
Blood Elves:
For nearly seven thousand years, the high elves cultivated a shining magical kingdom deep within the forests of northern Lordaeron. But five years ago, the undead Scourge invaded Quel'Thalas and drove the elves to the brink of extinction. Led by the evil death knight Arthas, the Scourge destroyed the mystical Sunwell, thereby severing the elves from the source of their arcane power. Though the scars of that conflict are evident, the remaining elves have banded together and retaken much of their homeland. Calling themselves "blood elves", these grim survivors are committed to regaining the vast powers they once commanded. Inspired by the leadership of their beloved prince, Kael'thas Sunstrider, the blood elves now seek out new sources of arcane magic and the means of defending their land against the undying horrors of the Scourge.
+2 dex, +2 cha, -2 str
Medium Size: As medium creatures, blood elves have no special bonuses or penalties due to their size.
Blood Elf base land speed is 30 feet.
Arcane Torrent: 1/encounter as a swift action, a blood elf can project an aura that lasts for 3 rounds. All creatures within 20 feet of the blood elf that attempt to cast a spell or manifest a power must make a will save (DC 10 + 1/2 HD + cha mod) or the spell fails and is lost. For every spell lost this way, a blood elf gains 1d6 temporary HP for each level of the spell lost. These temporary HP last for one hour.
Blood elves have a +1 racial bonus to saving throws against all spells and spell-like abilities.
Blood elves have a +2 racial bonus to knowledge (Arcana) and spellcraft checks.
Automatic languages: Orcish, Thalassian. Bonus languages: Common, draconic, elven, goblin, gutterspeak, sylvan.
Favored Class: Sorcerer
Goblin (Kezan):
Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro.
The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins' complex, unpredictable mindset.
The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction’s services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn't last forever...
Recently, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms
+2 dex, +2 int, -2 wis
Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Goblin base land speed is 20 feet.
Darkvision out to 60 feet.
Utility Belt: A goblin's utility belt is a very useful device. It contains pockets, tool hooks, and even some of the engineering wizardry goblins are famous for. 1/encounter, a goblin may use his belt to gain a +20 bonus to a single jump check, or he may use it to fire a rocket as a ranged touch attack. The rocket deals 1d6 fire damage to all creatures within 10 feet of the target, plus an additional 1d6 fire damage for every two HD he has. The belt also comes with three masterwork tools of the goblin's choice.
Merchant's Instincts: A goblin can sell items at 75% their listed value instead of 50%, and, once per day, can talk a merchant into selling a single item for 75% it's listed value.
Goblins gain a +2 racial bonus to knowledge (architecture and engineering) and craft (Alchemy) checks.
Automatic languages: Common, Orcish, Goblin. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Artificer
The Alliance:
Human (Stormwind):
Humans
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 magical study. Their aggressive and inquisitive nature lead 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 forces of the demonic Burning Legion's creating, The Horde in the first two, and The Scourge in the third.
Personality:
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 view of diplomacy that does not favor negotiations. Aided by belief in the Holy Light, humans have fought hard and endured much during the wars against the Horde and the Burning Legion. Despite all their tragedies, humans show hardiness and bravery and are thoroughly committed to building strong societies, reinforcing their kingdoms, and reclaiming their nations. Years of war have tempered human resolve, tempering them and giving them a determined nature.
Physical Description:
Humans come from many backgrounds and show great 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 commonly wear their hair long. Humans average six feet in height and weigh about 180 pounds, with men noticeably taller and heavier than women. The physique of humans is more muscular and sturdy than of elves, but much more slender than that of dwarves. The color and hue of human skin is varied, ranging from a fair pink, to tanned, to a very dark brown. Hair becomes gray or white with sickness or age. Human eyes have been known to glow like those of the naturally magical elves if he or she is wielding powerful magic. Humans have a relatively short lifespan, less than the majority of the other races on Azeroth. They are old at about 55 years of age, and at 70 years they are venerable, with a maximum age between 72-110 years. Because of this, humanity strives to make the most out of what it has and to build legacies.
Relations:
Humans began the Alliance, and it could not exist without them. Humans and orcs joined forces to face the Burning Legion several years ago, but friction again returned once they dispatched the demonic threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds are commonplace. Humans also look upon 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, with whom they are allied. Humans dislike and distrust jungle trolls and, to an even greater extent, Forsaken. They greatly respect gnomish technological prowess, though it is unknown exactly how they view the Gnomeregan Exiles and their current plight. Draenei share faith with the humans, a fact that has instantly endeared them to the masses, but their newness and resemblance to the eredar still has many suspicious of them. Humans have been known to rarely intermarry with other races. The human paladin Turalyon married the elven ranger Alleria Windrunner, producing one son, Arator. Rhonin, the leader of the Kirin Tor, is married to Alleria's sister Vereesa. Less famously, a human woman now named Tamara Wobblesprocket married a gnome.
Alignment:
Humans have a slight tendency towards lawful alignments, but they are a varied bunch, and it's not uncommon to find representatives of all points of the alignment spectrum within the same building.
Human Lands:
Humanity has generally been controlled by seven powerful kingdoms, each with their own sphere of influence. All seven city-states were descended from the ancient nation of Arathor. Recently, however, a series of devastating wars have plagued humanity, resulting in the end of several kingdoms and the creation of a new one, Theramore, the only human state in Kalimdor. After the end of the Third War, Alliance forces under Jaina Proudmoore sailed to Southeastern Kalimdor. They founded a stronghold called Theramore, a small, walled city on a rocky isle east of Dustwallow Marsh. Theramore 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 human warriors and mages lost their lives during the war against the Burning Legion, only a handful of veteran mages and paladins remain in Theramore. While Ironforge dwarves and the high elves also occupy the small island city, humans hold the seats of greatest power. Goblin vendors and traders are a common sight in and around the rocky isle. In the east, Lordaeron still boasts several human settlements, but it has diminished to a fraction of the size and power that it once was. Hillsbrad and Kul Tiras are still mostly under human control, and a few settlements hold out in Silverpine Forest and the Alterac Mountains. Stormwind, in the Southern continent of Azeroth, suffered in the First and Second Wars but remained relatively untouched in the Third. Stormwind has been rebuilt and stands larger and better defended 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, currently Stormwind is humanity’s strongest nation and a symbol of reclamation and renewal.
Religion:
Humans follow the Holy Light. Cathedrals and churches stand in their cities, and their priests preside over followers, heal the wounded, soothe the weary, and crusade against what they consider 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.
Language:
Humans speak Common. They may know many other languages, however, as they deal with many different creatures.
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.
Male Names: Merander, Gyram, Darrick, Hebry.
Female Names: Lilla, Merian, Richelle, Ammi.
Last Names: Renn, Townguard, Silversmith, Runetouch.
Adventurers:
While many humans spend their entire lives as farmers or guards, a surprisingly large number of a humans take class levels to one degree or another. Adventurers are far from uncommon, and about one in three humans has class levels of one kind or another.
+2 to one stat of your choice
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Racial Weapon Proficiency: Humans are always proficient with the Shortsword, Longsword, Greatsword, Light Mace, Heavy Mace, and Maul.
A human has a +2 racial bonus to Spot and Diplomacy checks
A human has a +1 racial bonus to will saves.
Every Man For Himself: Once per encounter, a human may immediately end any Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Shaken, or Stunned condition. Doing so is NOT an action, but you may only make a single move or standard action on your next following turn.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Dwarves (Ironforge):
Dwarves
Personality:
Physical Description:
Relations:
Alignment:
Dwarven Lands:
Religion:
Language:
Names:
Male Names:
Female Names:
Last Names:
Adventurers:
The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.
+2 str, +2 Con, -2 Dex.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stoneform: A dwarf can tap into his connection with the earth, temporarily gaining a +2 bonus to natural armor and becoming immune to effects that require fortitude saves, unless they also affect objects. This ability lasts for a number of rounds equal to his constitution modifier, and can be used 1/encounter
Cold Resistance: A dwarf gains a +2 bonus to saves against spells or abilities that have the (cold) descriptor or deal cold damage.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter.
Gnomes (Gnomerengan):
The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate.
Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering - it is the gnomes who provide the critical, visionary designs for most of the Dwarves' weapons and steam vehicles.
The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion's recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes' decision to withhold their courageous troops and pilots.
When the war ended, the Alliance discovered the reason for the Gnomes' sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies' priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost.
Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves' stronghold of Ironforge. Committed once again to the Alliance's cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people.
+2 dex, +2 int, -2 str
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Gnomes gain a +4 racial bonus to escape artist checks.
Gnomes have a +2 racial bonus to saving throws against arcane spells or spell-like abilities.
Gnomes gain a +4 racial bonus to Knowledge (architecture and engineering) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Favored Class: Wizard.
Night Elves:
The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.
+2 dex, +2 wis, -2 str
Medium: As Medium creatures, night elves have no special bonuses or penalties due to their size.
Night elf base land speed is 30 feet
Low-Light Vision: A night elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Shadowmeld: A night elf gains a +4 bonus to hide checks. In addition, a night elf in shadowy or darker illumination can turn invisible as a swift action, as with the spell invisibility, but it only affects her and her equipment, and the effect breaks if she moves, casts a spell, or attacks. The effect lasts until she breaks it. After using this ability, it cannot be used again for one minute.
A night elf gains a +1 dodge bonus to AC
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Ranger
Draenei:
One month ago, a terrible explosion tore open the skies above northern Kalimdor. At that moment, the great ship Exodar plummeted from the heavens, and crashed upon the world of Azeroth. Having fled the ravaged world of Outland, the noble draenei used the dimension traveling Exodar to reach safe haven. Inspired by tales of the heroic alliance that stood against the might of the Burning Legion, the draenei have come to enlist aid in retaking their shattered homeland. Dedicated to preserving life and upholding the tenets of the Holy Light, the draenei hope to gather a new coalition of warriors to battle the Burning Legion and put a halt to its horrific Burning Crusade. Armed only with courage and their unshakeable faith in the Light, the draenei look forward to finding the alliance and ushering them towards the destiny that awaits beyond the skies of Azeroth.
+2 str, +2 wis, -2 dex.
Medium: As Medium creatures, draenei have no special bonuses or penalties due to their size.
Draenei base land speed is 30 feet.
Gift of the Naaru: A draenei can heal one creature within thirty feet as a standard action, granting the target fast healing equal to the draenei's HD for 3 rounds. This ability can be used 1/encounter.
A draenei has a +2 racial bonus to saves against negative energy spells and abilities that use negative energy.
Automatic Languages: Common, Draenic. Bonus Languages: Aquan, Auran, Draconic, Dwarven, Elven, Goblin, Ignan, Terran.
Worgen:
The worgen are a race of feral wolf-beasts whose very name inspires fear. Theories regarding their history abound, yet the worgen's origins remain steeped in mystery.
Records indicate that the worgen existed for a time in Kalimdor. In fact, more recent evidence suggests that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor's distant past. Yet until new evidence comes to light, this information remains speculative.
The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal's weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.
Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the fabled walled nation of Gilneas, where the curse rapidly reached pandemic levels.
The citizens of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.
Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.
There are those among the Gilneans, however, who cling to hope. Many believe that a treatment for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.
+2 str, +2 dex, -2 int
Medium: As Medium creatures, worgen have no special bonuses or penalties due to their size.
Worgen base land speed is 30 feet.
Low-Light Vision: A worgen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Human Form: A worgen in human form gains a +2 to charisma-based skill checks. While in human form, he can switch to feral form as a swift action.
Feral Form: A worgen in feral form gains two natural claw attacks that deal 1d4 damage, his speed increases to 40 feet, and he gains the scent ability. While in feral form, a worgen can switch to human form as a move action.
Automatic Languages: Common. Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Barbarian
The Horde:
Orcs:
The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.
+2 Str, +2 wis, -2 int.
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Orc base land speed is 30 feet.
Blood Fury: An orc can enter a state of blood fury as a swift action, gaining a +2 morale bonus to attack and damage rolls for a number of rounds equal to his constitution modifier. He can use this ability 1/encounter.
Command: An orc's animal companion gains a +2 bonus to all damage rolls.
Automatic Languages: Common, Orcish. Bonus Languages: Aquan, Auran, Draconic, Goblin, Ignan, Taurahae, Terran.
Favored Class: Barbarian
Jungle Trolls:
The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races.
One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde.
Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracts within the nearby jungles of the Echo Isles.
As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.
+2 dex, +2 con, -2 int.
Medium: As Medium creatures, jungle trolls have no special bonuses or penalties due to their size.
Jungle troll base land speed is 30 feet.
Berserking: A jungle troll can enter a frenzy for three rounds. While in this frenzy, the jungle troll can make an additional melee attack at his highest base attack bonus each round, but takes a -2 to all attacks made in that round if he does so. He can use this ability 1/encounter.
A Jungle troll gains fast healing equal to one-half his HD.
Automatic Languages: Orcish. Bonus Languages: Aquan, Auran, Draconic, Goblin, Ignan, Taurahae, Terran.
Favored Class: Barbarian
Forsaken:
Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron's former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas' royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.
+2 con, -2 str.
Living Dead Subtype: The forsaken are not fully undead, instead retaining some of their connection to life. As such, they gain the following traits:
Traits:
• Unlike other undead, a forsaken has a Constitution score.
• Unlike other undead, a forsaken does not have darkvision.
• Unlike other undead, a forsaken is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
• A forsaken cannot heal lethal damage naturally.
• Unlike other undead, forsaken are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
• As living dead, forsaken can be affected by spells that target living creatures as well as by those that target undead. A forsaken is healed by both inflict and cure spells, but only is healed half the indicated amount. If the forsaken succeeds on a will save against a cure or inflict spell's DC, he is healed by the full amount. Heal and Harm affect him similarly. If he is the target of a spell such as slay living or destroy undead, he is affected normally, but he gains a +4 to his save due to his half-dead nature.
• The unusual qasi-dead nature of forsaken makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A forsaken can be turned or rebuked, but gains a +4 to the check to resist. A forsaken struck by a disrupting weapon must still make the save, but similarly gains a +4 on his save to resist.
• A forsaken responds slightly differently from other living creatures when reduced to 0 hit points. A forsaken with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a forsaken is inert. He is unconscious and helpless, and cannot perform any actions. An inert forsaken does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
• As a member of the living dead, a forsaken can be raised or resurrected.
• A forsaken does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
• Although the living dead do not need to sleep, a forsaken wizard must rest for 8 hours before preparing spells.
Medium: As Medium creatures, forsaken have no special bonuses or penalties due to their size.
Forsaken base land speed is 30 feet.
Cannibalize: A forsaken adjacent to a humanoid or undead corpse may take a full-round action to feed on it. The forsaken is healed a number of HP equal to 1d8+twice the target's HD.
+2 racial bonus on craft (alchemy) checks.
Automatic Languages: Orcish, Gutterspeak. Bonus Languages: Aquan, Draconic, Goblin, Orcish, Taurahae, Terran.
Favored Class: Warlock
Tauren:
The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.
+4 str, +2 con, +2 wis, -2 dex, -2 Cha
Monstrous Humanoid: Tauren are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium Size: As medium creatures, tauren have no special bonuses or penalties due to their size.
Tauren base land speed is 30 feet
Low-light vision: Tauren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Powerful Build: The physical stature of tauren lets them function in many ways as if they were one size category larger. Whenever a tauren is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the tauren is treated as one size larger if doing so is advantageous to him. A tauren is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A tauren can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
War Stomp: As a standard action at will, a tauren can stomp the earth, sending his foes toppling. All creatures within 15 feet must make a reflex save (DC 10 + 1/2 tauren's HD + str mod) or fall prone. A tauren can use this ability 1/encounter.
Tauren have a +2 racial bonus to knowledge (nature) checks.
Automatic languages: Orcish, Taurahae. Bonus Languages: Auran, Aquan, Draconic, Giant, Gnoll, Goblin, Ignan, Terran.
Favored Class: Barbarian
LA: +1
Blood Elves:
For nearly seven thousand years, the high elves cultivated a shining magical kingdom deep within the forests of northern Lordaeron. But five years ago, the undead Scourge invaded Quel'Thalas and drove the elves to the brink of extinction. Led by the evil death knight Arthas, the Scourge destroyed the mystical Sunwell, thereby severing the elves from the source of their arcane power. Though the scars of that conflict are evident, the remaining elves have banded together and retaken much of their homeland. Calling themselves "blood elves", these grim survivors are committed to regaining the vast powers they once commanded. Inspired by the leadership of their beloved prince, Kael'thas Sunstrider, the blood elves now seek out new sources of arcane magic and the means of defending their land against the undying horrors of the Scourge.
+2 dex, +2 cha, -2 str
Medium Size: As medium creatures, blood elves have no special bonuses or penalties due to their size.
Blood Elf base land speed is 30 feet.
Arcane Torrent: 1/encounter as a swift action, a blood elf can project an aura that lasts for 3 rounds. All creatures within 20 feet of the blood elf that attempt to cast a spell or manifest a power must make a will save (DC 10 + 1/2 HD + cha mod) or the spell fails and is lost. For every spell lost this way, a blood elf gains 1d6 temporary HP for each level of the spell lost. These temporary HP last for one hour.
Blood elves have a +1 racial bonus to saving throws against all spells and spell-like abilities.
Blood elves have a +2 racial bonus to knowledge (Arcana) and spellcraft checks.
Automatic languages: Orcish, Thalassian. Bonus languages: Common, draconic, elven, goblin, gutterspeak, sylvan.
Favored Class: Sorcerer
Goblin (Kezan):
Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro.
The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins' complex, unpredictable mindset.
The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction’s services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn't last forever...
Recently, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms
+2 dex, +2 int, -2 wis
Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Goblin base land speed is 20 feet.
Darkvision out to 60 feet.
Utility Belt: A goblin's utility belt is a very useful device. It contains pockets, tool hooks, and even some of the engineering wizardry goblins are famous for. 1/encounter, a goblin may use his belt to gain a +20 bonus to a single jump check, or he may use it to fire a rocket as a ranged touch attack. The rocket deals 1d6 fire damage to all creatures within 10 feet of the target, plus an additional 1d6 fire damage for every two HD he has. The belt also comes with three masterwork tools of the goblin's choice.
Merchant's Instincts: A goblin can sell items at 75% their listed value instead of 50%, and, once per day, can talk a merchant into selling a single item for 75% it's listed value.
Goblins gain a +2 racial bonus to knowledge (architecture and engineering) and craft (Alchemy) checks.
Automatic languages: Common, Orcish, Goblin. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Artificer