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The (Un)Official World of Warcraft RPG Errata

v.0.0.6 Compiled by Adam Loyd Credits to the following forum members for their contributions: Warlock (for something bout jungle/forest trolls) Kenzuki (for annoying me enough about the Grom thing) Decide (for a long Q&A he gave Luke a bit back) Disclaimer This file was created by me, a game designer and author for the World of Warcraft RPG line. What follows is not official per se, but rather clarifications and suggestions to improve the playability and enjoyment of the World of Warcraft line. If you do not agree with a change I have made, then feel free to disregard the change and play with the old way. It's your game, after all. World of Warcraft RPG Core Rulebook pg. XX - Thrall did not kill Grom. Grom died from the pit lord Mannoroth's death throes, which Grom inflicted without care for his safety. With his death, the orcs were freed from their demonic corruption. Grom is now held as a hero to the Horde. pg. XX - Hunter spells are commonly refered to in the Magic chapter. This is a misprint; the hunter may not cast magic. However, a new prestige class will be released in a future product that uses the Htr spells. pg. 10 - Under year 6, change the reference of jungle trolls being new allies to forest trolls. Jungle trolls did not join the Horde until the Third War. pg. 13 - Stormwind's population is incorrect. Change it to 25,000. pg. 17 - Ratchet's population and classification is incorrect. Change it to: (City, 7,000). pg. 33 - The table and night elf entries for racial adjustments do not match; the entry is correct. Night elves receive a +2 bonus to Spirit and a -2 penalty to Charisma. pg. 34+ - Many racial levels grant bonus weapon proficiencies. However, those races gain these weapons as martial weapons as well. Consider this optional rule: If the race is already proficient in the bonus weapon, the character may receive Weapon Focus in that weapon instead. This is a house rule. pg. 37- The high elf's bonus languages are incorrect. Change to the following: Bonus Languages: Darnassian, Dwarven, Goblin, Orcish, and Zandali. High elves learn the languages of their allies, as well as their most hated enemies.

pg. 38 - The high elf's Arcane Ability ability is unclear. Upon gaining this ability, the high elf may choose 4 cantrips out of the arcanist spell list. He may cast each once per day, as a spell-like ability. The high elf may choose the same cantrip more than once, if he wishes, to cast that spell an additional time per day. Once chosen, these abilities are locked and may not be adjusted again. For example, Silth the warlock chose Detect Magic twice, Read Magic, and Mage Hand. He now may choose to cast Detect Magic 2/day, Read Magic 1/day, and Mage Hand 1/day, all as spell-like abilities. He need not even be a spellcaster to use this ability. He may not, however, change these abilities at a later date. They are fixed and permanent. If the GM decides to be lenient, he may allow the high elf to choose ANY arcane cantrip, regardless of what spell list it is on. This would be a house rule, however, and isn't official. pg. 39 - Add the following paragraph after the line ending: "These skills are considered class skills for all night elf characters." pg. 39 - Add the following racial trait: +2 racial bonus vs. electricty and poisons. Night elves are hearty, and resistant to the whims of nature. This jives with the on-line nature resistance night elves get. pg. 39 - Add the following paragraph to the last paragraph, first column, after the sentence following: night elf abilities "and harnessing their mystical natures." Night elf levels stack with a divine spellcasting class level for purposes of determining caster level for spells. If the night elf has two divine spellcasting classes, add the racial levels to the higher of the two. pg. 40 - The night elf's shadowmeld ability is incorrect. Change to the following: Shadow Meld (Sp): At 1st level, the night elf can use shadow meld as a spell-like ability. She can use this ability a number of times per day equal to her night elf level; the caster level equals her night elf level. pg. 46 - Add Zandali to the list of orc bonus languages. pg. 48 - Add Zandali to the list of tauren bonus languages. pg. 48 - According to the 3.5 SRD, tauren should be considered Monstrous Humanoids. However, the designers left them as humanoids for game balance. As an optional, advanced rule, you may consider all taurens Monstrous Humanoids instead. pg. 50 - The listing for the jungle troll's automatic and bonus languages are incorrect. Change to the following: Automatic Languages: Common and Zandali Bonus Languages: Goblin, Low Common, Orc, and Taur-ahe. Jungle trolls know their allies' languages, and Goblin is always helpful. pg. 51 - The base attack bonus for the troll levels are incorrect. Use the following instead: Troll Level 1st Base Attack Bonus +0

2nd 3rd

+1 +2

pg. 52 - The undead traits are misquoted. Intelligent undead (those with an Intellect score) can heal naturally. This includes Forsaken. To heal, a forsaken does not require sleep per se, but it needs at least eight hours of inactivity as well as food (in the form of raw flesh, the only thing Forsaken can eat properly) to promote negative energy to heal the forsaken. Like any other creature without Regeneration, the Forsaken cannot regrow lost limbs. pg. 53 - Add Zandali to the list of Forsaken undead bonus languages. pg. 62 - The current entry for a warlock's fel companion assumes that you shall be using the old Manual of Monsters. See the upcoming The Monster Guide for an updated version, more compatible with the game's new form. pg. 67 - Druids rebuke/command animals and plants, regardless of their alignment. pg. 67 - The current rules are more in-line with DnD than WoW. If you want a more MMORPGlike druid, use the following variant: Shapeshifting Druids. Despite my wishes, this is only a house rule for now, not official. pg. 74 - Hunters recieve Track as a bonus feat at 1st level. pg. 85 - If you feel the scout is too weak to hold his own in combat, consider the following optional rule: Change the scout's base attack bonus to +1 per level, like a warrior. pg. 93 - Change the Alignment requirement to Any Nongood. Remove the Affiliation requirement for the Assassin. Both the Alliance and the Horde have been known to train and use assassins. Most assassins, however, are still Independent and hired. pg. 96 - If the player chooses, she may apply all Beastmaster abilities related to an animal companion to her hunter companion instead. This means that Beastmaster levels stack with Hunter levels for the purposes of hunter companions. The player must choose between Druid and Hunter for these purposes when taking her first level of Beastmaster; it does not apply to both classes. pg. 101-102 - The listings for the following Elven Ranger abilities are too vague: bow strike, keen arrows, arrow cleave. Use the following instead: Keen Arrows (Ex): At 4th level, the elven ranger doubles the threat range of all arrows or bolts she fires. This feature does not stack with other threat range adjustments such as Improved Critical or the keen weapon property. Bow Strike (Ex): At 6th level, an elven ranger may use her bow in melee combat without risk of damaging the bow. A longbow functions as a quarterstaff, and a shortbow functions as a club. The bow's enhancement bonuses and masterwork quality do not grant bonuses on melee attacks. Arrow Cleave (Ex): A bow in the hands of a 10th-level elven ranger becomes a weapon capable of shots with incredible power and precision. If the elven ranger deals enough damage with a fired arrow to make a creature drop (typically by dropping it to below 0 hit points or killing it), the arrow continues in a straight line and targets the next creature in its path if it is within the same range increment as

the original target. Make separate rolls to hit and damage the second target. The elven ranger can use this ability once per round. pg. 104 - The range for the Fel-Sworn's fel breath is 30 feet. pg. 104 - The ability adjustments for Hellish Growth replaces, not stacks, with the normal ability adjustments for increasing in size. This ability has been toned down for the sake of player balance. pg. 110 - A superior mount gains bonus skill points and feats when it gains additional hit dice. The text is incorrect. pg. 131 - The Darnassian language is not restricted. pg. 131 - The orcish language uses Pictoforms as its alphabet, not Common. pg. 131 - The Zandali language is missing from the list. Add the following after Titan: Zandali Darnassian Trolls

pg. 166 - Most jungle trolls allied with the Horde, the Darkspear Tribe, come from the village of Sen'jin, along the coasts of Durotar. pg.176 - For some reason, the starting gold for the Hunter class has been left out. Hunters begin at 1st level with 6d4 x 10 (150 gp). Furthermore, those starting with racial class levels start with 3d4 x 10 (75 gp). pg. 243 - The listing for Fast Healing was left out. Here's the listing: Fast Healing A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature's entry. (A creature with fast healing 4, for instance, recovers 4 hit points on its turn every round.) Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. pg. 254 - The Gaining New Spells for divine casters is inaccurate. A divine caster gains full access to all spells within his spell lists upon gaining a new spell level. A divine caster need not pay to learn new spells. pg. 267 - Fog Cloud is listed incorrectly; see below. pg. 299 - Drain Soul's XP cost is considered an Item Creation cost, and may be paid with an Enchanter's Enchantment Points (see More Magic & Mayhem). pg. 304 - Fog Cloud's levels are inaccurate. Change to the following: Level: Arc 2, Elements 2, Sha 2 pg. 305 - Frost Armor's subtype is inaccurate. Change to [Cold].

pg. 336 - This isn't errata, but more a clarification. The caster may only cast this spell upon her own weapon, and the caster must hit. Remember, the spell lasts until the caster hits someone or looses the weapon. pg. 336 - Shadow Word Pain's damage is inaccurate. Change to 2d4+1 points of damage per round. pg. 338 - An enchanter may use EP to create Soulstones, but only for himself. pg. 343-348 - The tables for Summon Monster, Summon Nature's Ally, and Summon Undead all assume that you are using the old Manual of Monsters. For more current tables, see the upcoming book The Monster Guide. More Magic & Mayhem pg. 3 - In the Table of Contents, a hunter list is given, referring to page XX. There is no hunter list as of yet. See the errata for the WoW RPG rulebook for more details about the Htr spell list. pg. 7 Inscriber's spell list isn't actually explicitly mentioned. It seems to be all runes listed in MM&M (but not Simple Runes or Enruned Fists), and arcanist spells as listed on p.7, in Arcane Spells as Runes. However, the inscriber still must learn and scribe the rune into his spellbook, just like any other spell. This means he must find a rune and learn it through Spellcraft, or be taught it by a runemaster or inscriber who knows the rune. pg. 8 The Witch Doctor's spell list is identical to the Shaman's spell list. pg. 66 Divine Spirit is referred to as a level 4 Priest spell, but is not listed in the spell descriptions. This spell was dropped, so remove it from the list. It may appear in another book. pg. 120 Tooth of Eranikus - Eranikus is actually a green dragon, not black. pg. 180 Dirtworm is described in the text but not listed on the table (under Special Substances and Items). The entry in the table should read: Dirtworm MR 1 2750 gp 1500 lbs

pg. 180 The Goblin Shredder is listed as a vehicle, but it was left out. This is because we decided that it would make a better steam armor than a normal vehicle. The armor will be released in a subsequent, undisclosed book. This is the original version of the goblin shredder, if you prefer: Goblin Shredder Description: The first machine designed to mimic the humanoid form, goblin shredders use the steamsaws attached to their arms to cut down lumber at an incredible rate unmatched by peasant work crews. Operation: Starting the goblin shredder takes 2 minutes. Piloting it requires DC 15 Use Technological Device checks. Fuel: A goblin shredder consumes 1 vial of phlogiston every 2 hours; when the steamsaw is active, the shredder consumes phlogiston at twice the normal rate. AC 2; HR 5; 40 hp; Size Large (15 ft. tall x 9 ft. wide); Weight 900 lb.; Speed 10 mph (90 ft.) (poor); Cargo 1,000 lb.; Crew 1 (usually designed for Small creatures,

though larger versions exist); MR 3; TS 12; Craft DC 35; Price 2,885 gp (includes one steamsaw). pg. 180 The Goblin Shredder Steamsaw should have a hash and an indent before it. Like the Torpedo Launcher, the steamsaw is a weapon built specifically for the Goblin Shredder vehicle. pg. XX This is not Errata so much as an optional rule. In the World of Warcraft MMORPG, a fifth elemental damage type existed, known as Shadow damage. Those wishing to incorporate the Shadow element into the normal pantheon of fire/heat, cold, acid, and electricity in their tabletop games may do so. Any attack that deals fel damage through shadows (such as the spell shadow bolt) deals shadow damage instead. Those that have mixed elements, such as the spell immolate, deal half damage as shadow and half as the other element. You may even decide that all fel damage is called shadow damage instead; it's practically the same thing. This also means that creatures may exhibit Resistance to Shadow, at the GM's discretion. An exhaustive list is too much for me to do at the moment; use GM discretion to decide which spells deal shadow damage. Technically, though, fel damage is shadow damage. Either way you want to play it. Lands of Mystery Be sure to also see the bonus material and errata here: http://www.white-wolf.com/wow/ pg. xx - There is a section where Brann refers to Ner'zhul as a warlock. This should be turned to necromancer. pg. xx - Please note that all mentions of "refer to appendixes" refers to the in-game appendixes that Brann sent to Magni. This is for thematic effect only; there are no "missing appendixes" in this book. pg. 27 - The population is incorrect. Change to: 17,000 (30% orc, 25% tauren, 15% goblin, 5% centaur, 5% dwarf, 2% gnome, 1% night elf, 1% harpy, 1% human). pg. 41 - The population is incorrect. Change to: 14,000 (80% orc, 12% jungle troll, 12% tauren, 5% Forsaken, 1% other). pg. 80 - The population is incorrect. Change to: 25,000 (99% troll, 1% other (sea creatures). When I say sea creatures, this includes murlocs and markruka, as well as other speakers of the underwater common language of Nerglish. pg. 119 - Layout Error: Need to put the Blue Dragonspawn tables before the Description heading. see the official website for the document. pg. 121 - The blue dragon whelp's saving throws are incorrect. Change to: Fort +7, Ref +6, Will +8. pg. 123 - The dragon table has been reprinted here. Replace with the Blue Dragonspawn stuff from the web enhancement. pg. 129 - The magnataur's listed level adjustment is incorrect. Change to +5. This is consistent with the table on the following page, as well as the sidebar on the previous page. pg. 146 - Nerubians have 2 claw attacks, not just one, which are their secondary natural weapons, while their bite is primary. More clarification than errata. The damage bonuses are incorrect, however. A nerubian's bite deals 1d8 + Str modifier, while their claws deal 1d4 + 1/2 Str modifier. Ignore the bonuses; that's cut-n-paste errors. Lands of Mystery Web Enhancement

pg. 2 - The blue whelp's as a player character listing fails to mention their racial hit dice or natural weapons. Insert the following after Breath Weapon: Natural Weapons: Bite (1d8 + Str modifier, primary), 2 claws (1d6 + 1/2 Str modifier, secondary), 2 wings (1d4 + 1/2 Str modifier, secondary). As a full-round action, a dragon whelp may make up to 5 attacks.

Insert the following after Skills entry: Racial Hit Dice: A blue dragon whelp begins with nine levels of dragon, which provide 9d12 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +6. Racial Skills: A blue dragon whelps dragon levels give it skill points equal to 11 x (6 + Int modifier, minimum 6). Its class skills are Appraise, Concentration, Craft (alchemy), Decipher Script, Gather Information, Heal, Intimidate, Jump, Knowledge (arcana), Listen, Search, Spellcraft, Spot, and Swim. Racial Feats: A blue dragon whelps dragon levels give it four feats (often Alertness, BlindFight, Improved Initiative, and Multiattack).

Orcish Blademaster Variant Equipment Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight* Type** Two-Handed Melee Weapons Orcish Fullblade 25 gp 2d6 2d8 19-20/x2 30 lb. Slashing

Orcish Fullblade: The orcish fullblade is perhaps the largest sword made by a man-sized creature. Over six feet long and weighing over twenty-five powers, the weapon inspires terror in those facing it. Only the strongest and most dedicated orcs can effectively wield the weapon. Blademasters chose the fullblade as their weapon of choice, and are among the few true masters of the sword. You must possess a Strength of 15 or greater to take the Exotic Weapon Proficiency (orcish fullblade) feat. Orcs treat orcish fullblades as martial weapons.

Orcish Blademaster (Gladiator) The iconic orcish gladiator is the blademaster. An old, weathered veteran of many battles, his hair gone gray and his skin marred with scars, the blademaster stands ready in battle, wielding his incredible sword with a skill and finesse few others can muster. On his back is a Horde standard, imparting him with the spirits grace and gifts of wind. The blademaster needs not multiple weapons to battle; his fullblade is all he will ever need. Unlike most gladiators, watching a blademaster is much like watching the wind itself rend enemies asunder. Orcish Blademaster Alterations Orcish blademasters do not receive any additional weapon proficiencies, nor does he receive a bonus Weapon Focus at 6th or 9th levels or a bonus Weapon Specialization at 10th level. Most

blademasters choose the fullblade as their focused weapon, but some choose other weapons, such as a great axe. Instead, they gain the following class features, at the indicated levels: 4th-Level Wind Walk (Su): At 4th level, the blademaster becomes one with the flow of battle such that he may turn invisible and move with the grace of the wind. The orcish blademaster may become invisible as a standard action (as per the spell, cast as a mage equal to his class level) once per day. While invisible, he gains +10 land speed. If he strikes an opponent while using this ability, he deals extra damage equal to his class level and becomes visible. At 8th level, the blademaster may use this ability three times per day, and his speed increases by +20 while using this ability. 6th-Level Mirror Image (Sp): In the heat of battle, the blademaster moves so blindingly fast that his opponents may see him appear many places at the same time. At 6th level, he may cast mirror image as a mage equal to his class level, once per day. At 10th level, he may cast mirror image three times per day. 6th-Level Greater Weapon Focus: At 6th level, the orcish blademaster receives Greater Weapon Focus for any weapon in which he has Weapon Focus. 10th-Level Greater Weapon Specialization: At 10th level, the orcish blademaster receives Greater Weapon Specialization for any weapon in which he has Greater Weapon Focus, Weapon Focus, and Weapon Specialization.

Blood Elven Blood Knight (Paladin Variant) The Order of the Silver Hand dates back only a handful of years, yet the Order remained strong despite the collapse due to Prince Arthas' treachery. Priests collect young warriors, wishing to be the ultimate champions of good, and invest them with the powers of Light, given to them by their faith's devotion and practices. Paladins are both born and created. However, what happens when one turns from the Light? A paladin's faith is what holds the powers within his body. Without his faith, he has nothing to use to hold onto the Light itself, and looses his greatness. Blood elves are a special case. Ever since the fall of Quel'thalas, blood elves experienced a crisis of faith, and through this crisis, lost the chains to hold onto holy power. However, with the rise of the Scourge to the west and Zul'aman to the east, blood elves needed champions and true power. While a very small few blood elves remain with enough faith to hold onto their powers, most needed something else. Thus, by combining elven magics with their innate ability to drain magic, blood knights were created. Formed by transfering the powers of the holy Naaru into willing recipients, blood knights are paladins only in power. They fight for Quel'thalas, and the blood elven race, testing their newfound powers at every opportunity. However, many blood knights find their powers fleeting, the chains weaker than those faith wrought, and occasionally this power may flee the false paladin. However, without the blood knights, Quel'thalas would fall again, and most turn an ethical and moral eye away from this theft, for the sake of remaining alive. Blood Knight Alterations A blood knight may be of any alignment, though most favour Lawful. Furthermore, the blood knight does not gain the Aura of Good, Detect Undead, Lay on Hands, or Code of Conduct class features. Instead, she gains the following class features, at the indicated levels:

1st-level Detect Magic (Sp): At 1st level, a blood knight may use detect magic as a spell-like ability at will. 1st-level Strange Aura (Ex): This ability functions as the Aura of Good class feature, but works differently if the blood knight is not good. A non-good blood knights aura still shows as a Good aura when viewed by a detect good spell, but a DC 15 Spot check discovers the aura is tainted and hollow, as if it was fake. As this may lead to the discovery of the blood knights power source, most blood knights are forced to intimidate or even slay suspicious allies, simply to retain their powers and keep from being branded a traitor. 1st-level Spell Shackles (Ex): Unlike other paladins, blood knights are loyal to Silvermoon City first and foremost; most because of choice, but a few because of force. They care little for morality, as the race has gone far beyond codes of ethics in their pursuit for power. The priests who invest new blood elves know of the corrupting influence of power, however, and installed several safeguards. If a blood knight committing a sin against the Sindorei, including allying oneself with an enemy or giving Silvermoons secrets away, she looses all blood knight class features and must atone before a blood elven priest. As this involves re-bonding the blood knight to her powers, and the fact that loosing her powers means shes a traitor, it will take some serious gift of gab to convince them to not simply execute the traitor instead. 1st-level Weak Bonds (Ex): The spells that bond the Light's power to a blood knight are unstable at best, and a blood knight may occasionally find his powers fleeing him at any time. Whenever a blood knight uses a paladin class ability restricted to a number of times per day (Holy Strike and Auras, for example), the power has a 10% chance of failing. Likewise, all paladin spells have a 10% spell chance failure. If the power or spell fails, the use for that day or spell slot is still expended. 4th-level Replenish Energy: At 4th level, once per day the blood knight may attempt to siphon mana from other divine sources to replenish her own. The blood knight makes a ranged touch attack that provokes an attack of opportunity against a Healer or Paladin (or other beings who wield divine magic, such as the Naaru) target up to 30 feet away. Success drains 1 spell slot level per caster level per round, restoring a like amount of spell slots to the blood knight. The target may make a Will saving throw each round to resist this effect; the DC is equal to 10 + 1/2 the blood knights class level + her Charisma bonus. This effect may be sustained until either the blood knight dismisses the effect or the target succeeds on her Will save.

Blood Elven Blood Magus (Warlock Variant) Blood elves often have little patience with demons, preferring to fan the fires of their hatred upon their enemies. Despite the moniker, blood magi are actually warlocks. The typical blood magus walks onto the field with an air of superiority, waving his hand and casting burning curses upon his enemies. While a blood magus still may summon demons to serve him, he is much more comfortable with summoning hellish flames, much like a hellcaller. Blood Magus Alterations Blood magi gain the following arcana instead of the normal warlock arcana: 1st-level Fel Companion (Su): The blood magus may still bond fel companions. Due to their focus with fire, however, the blood magus is more likely to bond fire-loving creatures, such as grel or imps. 4th-level Orbs of Vengeance (Su): At 4th level, the blood magus gains the ability to summon three fist-sized burning orbs as a standard action. These globes orbit the blood maguss head, and may move at his mental suggestion. They may be used in combat as a weapon; the orbs may strike anything up to 60 feet away with a ranged touch attack, dealing 1d6 points of fire damagus. If the blood magus has iterative attacks, he may attack additional times per round with his orbs.

8th-level Vengeance (Ex): At 8th level, the blood magus channels his burning fury into his fire spells. When casting a damaging fire spell, half of the spells damagus is fire damagus. The other is divine in nature, which may not be resisted. 12th-level Fire Mastery: The blood magus becomes a master of wielding fiery magics. Mastering the fire arts allows the blood magus to cast spells with the fire descriptor at +1 caster level, and the save DC for such spells increases by +2. 16th-level Summon Phoenix (Su): The pinnacle of a blood magus power, the blood magus calls forth a great, fiery bird from the Elemental Planes. Summoning a phoenix is a full-round action that provokes an attack of opportunity, and uses the highest available spell slot available. The phoenix appears at the end of the round, and follows the blood magus commands. A phoenix remains either for one encounter or is slain permanently by destroying any eggs it drops. The warlock may dismiss the phoenix at will, sending it back to the Elemental Plane as he wishes. New Monster: Phoenix Large Elemental (Fire) Hit Dice: Initiative: Speed: Armor Class: 19d8+57 (142 hp) +3 Fly 60 ft. (perfect) 24 (1 size, +3 Dex, +12 natural), touch 12, flat-footed 21

Base Attack/Grapple: +14/+23 Attack: Full Attack: Space/Reach: Special Attacks: Bite +19 melee (2d6+7 and 2d6 fire) Bite +19 melee (2d6+7 and 2d6 fire) 10 ft./5 ft. Burn, spell-like abilities

Special Qualities: Darkvision 60 ft., damagus reduction 10/magic, immolation, rise from the ashes, spell resistance 12, fire subtype, elemental traits Saves: Abilities: Skills: +14 Fort +9, Ref +16, Will +7 Str 20, Dex 17, Con 17, Int 11, Wis 13, Cha 12 Escape Artist +12, Knowledge (Elemental Plane) +9, Listen +14, Spot

Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Lightning Reflexes, Power Attack, Weapon Focus (bite) Environment: Area: Organization: Warm land Firelands (The Elemental Plane) Solitary

Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:

12 Usually neutral 2026 HD (Huge); 2732 HD (Gargantuan)

<i>The wondrous bird is about 18 feet long with a sleek, feathered body that dances with bright flames. Its colorful feathers range from yellow to orange to red. A crest of spiky feathers runs down the center of its back, and its wingspan stretches out to 30 feet. Description The phoenix is a natural predator of the Elemental Plane known for being so hot it burns itself to ashes. From the short minutes between birth and death, it spends its life hunting through the air in fact, it lacks any legs that might enable it to land. Every aspect of the phoenix is aflame, even shed feathers. Even after death it often rises again from its own ashes to continue the hunt. Combat A phoenix is a fearless, aggressive predator of aerial prey. A phoenix prefers to attack from above and behind with ranged fire attacks. Once dazed and weakened, it follows up opponents by remaining close to burn its victims while continuing to strike with its beak. A phoenix fights fearlessly in battle, knowing its death is not only temporary, but deadly. Burn (Ex): When a phoenix hits with its bite attack, the opponent must succeed at a DC 22 Reflex save or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. The burning creature can use a full-round action to put out the flame. Spell-like Abilities (Sp): At will firebolt, lesser immolate. 3/day fireball. 1/day blast wave. Cast as a magus equal to the phoenixs hit dice. Immolation (Su): A phoenix burns so hot that it constantly burns itself as well anything it touches. The phoenix is permanently under the effects of an immolation spell. If this effect is dispelled, the phoenix reignites the following round. Furthermore, it takes 2d6 points of damagus per round from its own immolation, which its fire subtype offers no protection. If the phoenix dies (of any reason, including its own self-immolation), it falls to the ground beneath. Upon impact, it explodes in a mighty fireball, dealing 15d6 points of damagus to anything within 20 feet burst (DC 22 Reflex half). Where the phoenix once was now lays an egg. Rise from the Ashes (Ex): From the ashes of a downed phoenix appears an immolated egg. The egg hatches after 1d4 rounds, and a new phoenix rises from the ashes at full health. This Medium egg has the flaming aura, fire subtype, and elemental traits abilities. The egg can be attacked. It has an AC of 19 (5 Dex, +14 natural) and 60 hit points (8d8+24 HD). The phoenix within is destroyed and will never rise again if the egg is reduced to zero or fewer hit points before it hatches. Spell Resistance (Su): A phoenix has spell resistance equal to 5 + 1/2 its hit dice (14 for a typical phoenix). Shadow Priest (Priest Variant)

Shadow priests can melt your face! Well, not really. However, shadow priests are rightfully feared by most. Despite the moniker, shadow priests deal not in the Shadow or fel magics, but instead with mental prowess and shadowy effects. To the priest, shadow magic grants control over a targets mind, inflicting damage directly to their psyche, or other feats of mental domination. Neither are shadow priests evil, though many are twisted by dabbling with shadow magic. Most commonly, the Forsaken and trolls raise shadow priests, but any race can find shadow priests among their ranks. Shadow Priest Alterations Shadow priests do not gain the aegis, greater aegis, and smite abilities, nor are they able to learn a second domain at 10th level. Instead, they gain the following class features, at the indicated levels: 1st-level Detect Thoughts (Sp): The shadow priest may use detect thoughts as a spell-like ability at will. 4th-level Vampiric Embrace (Su): At 4th level, a shadow priest learns to tap into a subjects health when blasting a victim with shadow magic. As a swift action, if the target suffers damage from any mind-affecting spell cast by the shadow priest, the shadow priest heals a like amount of damage. The shadow priest may use this ability a number of times per day equal to her Spirit bonus (minimum 1/day). 10th-level Shadowform (Su): At 10th level, the shadow priest learns how to transform as a standard action at will into a shadowy form with burning eyes. This form grants the shadow priest a deflection bonus to her AC equal to her Spirit bonus (minimum +1), as well as Darkvision up to 60 (if the priest already has Darkvision, then she gains Blind-fight instead). She also gains a +10 circumstance bonus to Stealth checks to hide or move silently while immersed in shadows. However, the shadow priest, in shadowform, suffers a -1 penalty to all rolls when exposed to bright light, and all light-based attacks deal double damage. The shadow priest may assume this form indefinitely. 12th-level Shadow Mastery (Su): At 12th level, the shadow priest learns greater control over the minds of others. Mastering the shadow arts allows the shadow priest to cast spells with the mindaffecting descriptor at +1 caster level, and the save DC for such spells increases by +2.

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