Draenei

Racial Traits
• +2 Spirit, +2 Intellect, -2 Agility. The Draenei up until now have spent years of running and hiding from The Burning Legion and have learned much over their travels. Thanks to the Naaru the Draenei have been blessed with the gift of The Light. Their large sizes tend to make them slower than other races. Medium: As Medium creatures, draenei have no special bonuses or penalties due to their size. Draenei base speed is 30 feet. Darkvision: A draenei can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight. +2 racial bonus on Appraise checks related to gems or jewels and Craft checks related to gems or jewels. +2 racial bonus on saving throws against fel energy spells. The Draenei have attuned their bodies to be almost immune to the demonic energies that have plagued their brethren. Automatic Languages: Common and Eredun. Unlike other races, knowledge of Eredun causes no Spirit damage, and does not force the draenei’s alignment to change. Bonus Languages: Darnassian, Low Common, and Orcish. The Draenei use to live in harmony with the orcs and have learned the orcs language, as well as the lesser languages of the universe. They also learn the language of their closest allies, the night elves. Racial Levels: Unlike humans and some other races, Draenei can take a few levels in "Draenei" as a class to develop their racial qualities more. Favored Class: Paladin. A multiclass draenei’s paladin class does not count when determining whether he suffers an experience point penalty for multiclassing (see Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters.

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Draenei Levels Draenei can take up to three levels in "Draenei" at any time. The Draenei occasionally learn to become one with the Naaru teachings of The Light, who grant the draenei spiritual powers in return for their devotion and interest. Draenei levels stack with a divine spellcasting class level for purposes of determining caster level for spells. If the draenei has two arcane spellcasting classes, add the racial levels to the higher of the two. This increase in caster level stacks with that provided by the increased caster level ability. Alternately, draenei levels may stack with paladin levels for the purpose of paladin special abilities dependent on class level (such as aura duration or paladin spells’ caster level). Hit Die: d8. Skill Points at 1st Character Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. "Class" Skills: Concentration (Sta), Craft (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Spt), Sense Motives (Spt), Spot (Spt), Survival (Spt) (. See Chapter 5: Skills for skill descriptions. Weapon and Armor Proficiencies: Draenei with levels only in Draenei (no actual class levels) are proficient in the use of all simple and martial weapons, and light armor. Inspiring Aura (Su): Once per day, the Draenei is able to produce a holy aura of divine power around her body, which instills encouragement in her surrounding allies. The draenei and her allies receive a +1 sacred bonus to attack rolls, and an additional +1 per three draenei levels, to a maximum of +2 at 3rd level. The aura extends from the draenei in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects the draenei and all allies within this area. Activating an aura is a free action. The aura lasts for one round per draenei level. This aura acts like a paladin’s aura (see World of Warcraft RPG Core Rulebook, Chapter 3: Classes, “Paladin,” Auras), functioning in exactly the same way. Draenei paladins may consider this aura as one of their known auras. Paladin levels stack with draenei levels to determine maximum bonus (which increases to +5 at 15th level) and duration. Draenei paladins do not receive any extra auras per day, however, but still may activate Inspiring Aura once per day in excess of their paladin auras per day. Increased Caster Level (Ex): All divine spells are cast at +1 caster level, except for spell-like abilities.

Blessing of Naaru (Su): The draenei is able to call on the Naaru to aid herself or an ally. Once per day as a standard action, the draenei may target herself or a single character or creature up to 30 feet away, healing the target for 1d6 points of damage per point of Spirit modifier (minimum 1d6 points of damage). Undead creatures take damage instead, and require a ranged touch attack to affect. Draenei Level 1st 2nd 3rd Base Attack Bonus +0 +1 +2 Fort Save +0 +0 +1 Ref Save +0 +0 +1 Will Save +2 +3 +3 Special +1 Spirit, Inspiring Aura +1 Spirit, Increased Caster Level Blessing of Naaru

Note: I cannot claim this entirely as my own work. The core bulk of this race came from a forum member, who chooses to remain anonymous. He asked me to perfect this and post it online. Also, i have to repeat once again that this is unofficial. An official version in the future may not resemble this version. This is property of Sword and Sorcery Studios, however, so any illegial copying and claiming of this results in me coming after you with a frozen tuna. You have been warned.

Blood Elf
Racial Traits
As High Elf, with the following changes: • • • • • Weapon Proficiency: Blood elves receive for free the Martial Weapon Proficiency feats for the longbow, composite longbow, short sword, and warblade. Bonus Languages: Darnassian, Dwarven, Eredun, Goblin, Kalimag, Nazja, and Orcish. Favored Class: Warlock. Racial Levels: Blood elf racial levels differ slightly. Instead of Empower Magic, they gain the following: Mana Tap: The blood elf may, through a single touch, steal mana from a target and use it for itself. If the blood elf spends a standard action and succeeds on a touch attack that provokes an attack of opportunity, he steals one 0-level or 1st level spell slot from the target. If the target has no more mana, or is inable to cast spells, this ability does nothing. The blood elf may then use this spell energy to power one of his spell-like abilities, or an appropriete blood elf feat (see below). Alternately, a blood elf caster may use this stolen spell energy to cast any 0-level or 1st level spell he has prepared. Lastly, the blood elf may expend one unit of stolen mana to sate his magic addition for a number of days equal to 1 + his spirit modifier, as if he drank demon blood. The blood elf must expend this stolen mana within one hour of the theft, or the energy fades away harmlessly. At any one time, the blood elf may store no more than 1 + his Intellect modifier in stolen mana. Any mana stolen past this amount fades away.

Arcane Torrent [General Feat] The blood elf releases a torrent of powerful arcane energy, stunning those around him. Prerequisites: Must have 3 levels of Blood Elf. Benefit: By expending stolen mana (through the use of his mana tap ability) and a standard action, those within 30 feet of the blood elf must succeed on a Will saving throw or be stunned for 1d4 rounds. The DC to resist this ability is equal to 10 + the number of stolen spell slots expended + the blood elf's Charisma bonus. The blood elf must expend a minimum of 1 stollen spell slot to use this ability. Special: Blood elf casters may instead expend up to 4 0-level or 1st level spell slots as a standard action to use this ability. Recharge [General Feat] By using this feat, the blood elf may expend stolen mana to recharge one of his class special

abilities. Prerequisites: Must have 3 levels of Blood Elf. Benefit: By expending a stolen mana (through the use of his mana tap ability) as a free action, the blood elf may regain one use per day of a class's special ability, such as a paladin's auras or a barbarian's rages per day. Special: Blood elf casters may instead expend 1 0-level or 1st level spell slot to recharge class abilities. I kept the old Mana Tap spell as a new spell and, with advice from a friend, upgraded the spell to 2nd level. Mana Siphon Evocation Level: Arcanist 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Blood elves divised this spell to sate their appetites for mana. By focusing on a target, the caster may attempt to absorb minor gouts of mana from the target. If the target fails his Will save, he looses one 0-level or 1st level spell slot (caster's choice). The caster regains the same spell slot the target lost. If the target has no 0-level or 1st level spell slots left, even if he has higher level spell slots available, then this spell automatically fails. Oh and I still have that frozen tuna, if you think of stealing these racial traits and claiming them as your own.

Naga
Racial Traits
• • • • • +2 Intellect, -2 Charisma. Naga are mentally superior to most other races, but are distant and aloof creatures. Monstrous Humanoid: Naga are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, naga have no special bonuses or penalties due to their size. Naga base land speed is 30 feet. Naga base swim speed is 50 feet. A naga has a +8 racial bonus on Swim checks and can always choose to take 10 on a Swim check, even if rushed or otherwise distracted. A naga character can take a run action while swimming as long as she swims in a straight line. Swim is a class skill for all naga. Darkvision: Naga can see up to 60 feet in the dark. Water Breathing: Naga are amphibious, though they do not suffer any significant discomfort while out of water. A naga's scales grants it a +1 natural armor bonus to AC (+2 for males). Multiple Arms (females only): Female naga have an extra pair of arms. The naga has one primary hand and three off-hands for purposes of wielding multiple weapons, and can take the Multiweapon Attack tree (same as TWF, different name). Alternately, they may wield two two-handed weapons. Automatic Languages: Common and Nazja. Bonus Languages: Darnassian, Draconic, and Eredun. Racial Levels: Unlike humans and some other races, naga can take a few levels in "naga" as a class to develop their racial qualities more. Favored Class: Warrior (male); Mage (female). Neither a multiclass male naga's warrior class nor a multiclass female's mage class does not count when determining whether he

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suffers an experience point penalty for multiclassing (see Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters. Naga Levels Naga can take up to three levels in "naga" at any time. Naga undergo great physical and magical mutations as they train, receiving gifts from their enhanced physiologies. Most naga who take levels in this class are mutated, gaining new powers above and beyond the standard for their breed, as they reinforce their connections with arcane power. Naga levels stack with an arcane spellcasting class level for purposes of determining caster level for spells. If the naga has two arcane spellcasting classes, add the racial levels to the higher of the two. Hit Die: d8. Skill Points at 1st Character Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. "Class" Skills: Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (arcana), Spellcraft (Int), Swim (Str). See Chapter 5: Skills for skill descriptions. Weapon and Armor Proficiencies: Naga with levels only in naga (no actual class levels) are proficient in the use of all simple weapons and light armor. Aquatic Healing: As one of the many changes wrought through ages living underwater, the naga heal at twice the normal rate when they are underwater. Constrict: The naga can, if he makes a successful grapple check, wrap his long tail around the target and begin to crush them. This constriction attack deals 1d6 + 1 1/2 times the naga's Strength modifier damage per successful grapple check. Water Mastery: The naga masters the art of fighting underwater, gaining a +1 bonus on attack rolls and AC while submerged. Furthermore, the naga gains a +2 bonus on Reflex saves while underwater. Mutation: Naga slowly mutate as they attach themselves to their mystical and aquatic heritage. At 1st and 2nd level, the naga may choose a standard mutation from the list below. At 3rd level, the naga may choose either a greater mutation or two standard mutations. Standard mutations may be taken multiple times, increasing their effectiveness. Greater mutations can be taken only once. Standard Mutations Bite: The naga hero gains a bite attack that inflicts 1d6 points of damage. Each additional selection of this mutation increases the damage by 1 die type. Claws: The naga hero gains two claw attacks, each of which inflicts 1d4 points of damage. Each additional selection of this mutation increases the damage by 1 die type. Extended Darkvision: The naga hero's darkvision extends to 120 feet. Each additional selection increases the creature's darkvision by 30 feet. Ink Jet: Three times per day, the naga hero can expel an obscuring cloud of black ink while underwater. This ability is otherwise similar to the fog cloud spell as cast by an arcanist of the naga's character level. Each additional selection increases the naga's use of this ability by 3 times per day. Tentacle: The naga hero gains an extra limb - a long, writhing tentacle. This tentacle is incapable of fine manipulation and cannot be used to attack, wield weapons, open doors, or pretty much anything else. They can, however, be used to wrap around opponents and bind them. This grants the naga hero a +2 bonus on grapple checks, including checks to constrict if he has that ability. Each additional selection grants an additional tentacle, which grants an additional +2 bonus on grapple checks. Thick Scales: The naga gains an additional +2 natural armor bonus each time this mutation is selected. Greater Mutations Blindsight: The naga hero can discern the location of characters and objects within 60 feet through fine hearing, vibration detection and subtle temperature cues. The naga also has learned to react quickly to minor changes and gains a +4 bonus on initiative checks. Heavy Scales: The naga hero gains an additional +4 natural armor bonus. The naga is also just plain tougher than normal and gains a +2 racial bonus on all Fortitude saves. Only male naga may select this mutation. Extra Arms: The naga heroine has two additional arms, for a total of six arms, which can be used

to do anything arms can do - wield weapons, perform arcane movements or make rude gestures, for instance. Only female naga may select this mutation. Fast Healing: The naga hero gains fast healing 1. This improves to half the naga's stamina modifier when the naga is underwater. Improved Tentacles: As the tentacles mutation, but the tentacles are thicker, stronger, and lined with powerful suckers. The naga's constrict ability now deals 1d10 + 1 1/2 times the naga's strength modifier on a successful grapple check and grants the naga the Improved Grapple feat. Natural Weaponry: The naga hero gains two claw attacks, each of which inflicts 1d6 points of damage, and one bite attack which inflicts 1d8 points of damage. If the naga already has the claws or bite mutations, increase the damage die by a number of times equal to the appropriate mutation owned. Male naga's natural bite attack does not count towards bite mutations. Only male naga may take this mutation. Serpentine Growth: The naga grows in size to the Large category. The naga’s space and each change as appropriate for his new size category (see Table 12–4: Creature Size and Scale). In addition to the standard changes for size, the naga gains +4 Strength, –2 Agility and +2 Stamina. Snake Hair: The naga's headfins mutate into snake hair, granting her a +4 bonus on Spot checks due to each serpent's eyes. Furthermore, the naga gains the Uncanny Dodge ability. Only female naga may take this mutation. Venomous Bite: The naga gains a bite attack that deals 1d6 points of damage. Furthermore, the naga can inject venom three times per day (injury dc 10 + 1/2 naga's HD + stamina modifier, initial/secondary damage 1d6 con). If the naga already has a bite attack, it increases its die respective to the number of bite mutations the naga has. Naga Level 1st 2nd 3rd Base Attack Bonus +0 +1 +2 Fort Ref Will Special Save Save Save +0 +0 +1 +2 +3 +3 +0 +0 +1 +1 agility, aquatic healing, mutation (standard) +2 Strength (male), +2 Intellect (female), constrict, mutation (standard) +1 Agility, water mastery, mutation (greater)

Pandaren
Racial Traits
• • • • Monstrous Humanoid: Pandaren are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As a medium creature, Pandaren have no special bonuses or penalties due to their size. Pandaren base land speed is 20 feet. Pandaren base climb speed is 15 feet. A pandaren character gains a +8 racial bonus on Climb checks and can always take 10 on a climb check, even in combat or if he is otherwise distracted. Pandaren retain their Dexterity bonus (if any) to AC while climbing, and opponents get no special bonus to attack climbing pandaren. Climb is a class skill for all pandaren characters. Low-Light Vision: A pandaren 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. A pandaren's thick fur grants them a +2 natural armor bonus to defense. Natural Weapons: A pandaren's claws inflict 1d4 points of damage (plus their Str bonuse) each. Pandaren can take the Multiattack and Improved Natural Attack feats to improve their effectiveness with their claws. Weapon Familiarity: Pandaren may treat pan-spears (longspears that grant a +1 AC bonus to proficient users, can be used inside their reach as well), shaktani swords (masterwork bastard swords), and wakizashis (masterword shortswords that Slash rather than Pierce) as martial weapons rather than exotic weapons.

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Automatic Language: Common Bonus Languages: Darnassian, Dwarven, Orcish, Taur'ahe and Thalassian. Pandaren know the languages of their friends in both the Alliance and the Horde. Racial Levels: Unlike humans and some other races, Pandaren may take a few levels in "pandaren" to develop their racial qualities more. Favored Class: Warrior. A multiclass pandaren's warrior class does not count when determining whether he suffers an experience point penalty for multiclassing (see Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters.

Pandaren Levels Pandaren can take up to three levels in "pandaren" at any time. Pandaren seek to enhance their natural abilities as they journey, bettering themselves as they see more of the world itself. Pandaren levels stack with a divine spellcasting class level for purposes of determining caster level for spells. If the pandaren has two divine spellcasting classes, add the racial levels to the higher of the two. Hit Die: d8. Skill Points at 1st Character Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. "Class" Skills: Climb (Str), Diplomacy (Cha), Profession (brewing) (Spt), Survival (Spt). See Chapter 5: Skills for skill descriptions. Weapon and Armor Proficiencies: Pandaren with levels only in pandaren (no actual class levels) are proficient in the use of all simple weapons, and light armor. Quadrupedal Movement: Pandaren are bipedal creatures, but their pseudo-ursine forms allow them to move at tremendous speed on four limbs. When a pandaren drops down to all fours, his speed increases by +10 feet. While traveling on all fours, the pandaren's carrying capacity is also doubled. The pandaren must have nothing in his hands to use this ability. At 3rd level, the pandaren's speed increases by a further +10, for an overall +20 to their speed while traveling on all fours. Bonus Weapon Proficiencies: At every level, the pandaren may receive a bonus proficiency in one of the following weapons: pan-spear, shaktani swords, or wakizashis. Ogre Level 1st 2nd 3rd Base Attack Bonus +0 +1 +2 Fort Ref Will Special Save Save Save +0 +0 +1 +2 +3 +3 +0 +0 +1 +1 Agility, Quadrupedal Movement (+10), bonus weapon proficiency +1 Agility, +2 racial bonus on saves vs poisons, bonus weapon proficiency +2 Stamina, Quadrupedal Movement (+20), bonus weapon proficiency

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