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NOTE: Many racial levels grant bonus weapon proficiencies. However, those races gain
theseweapons as martial weapons as well. If the race is already proficient in the bonus
weapon, the character may receive Weapon Focus in that weapon instead.
Human Racial Traits
+2 to any Ability
Medium: As Medium creatures, humans have no special bonuses or penalties due to their
size.
Human base land speed is 30 feet.
1 extra feat at 1st level. Humans are quick to master specialized tasks.
1 extra skill point at each level. Humans are versatile and capable.
+2 racial bonus on saving throws against fear effects. Humans are known for their
courage, no matter what the circumstances.
+2 racial bonus on Diplomacy checks. This skill is class skills for all human characters.
Humans are a gregarious bunch.
+2 racial bonus on all Trade Skill checks involving mithril items. Humans have a long
history of forging mithril arms and armor and are skilled in working it.
+1 racial bonus on attack rolls against orcs. Humans and orcs have a long history of
enmity and are skilled at hurting each other.
Automatic Language: Common.
Bonus Languages: Any unrestricted. Humans deal with many different creatures.
Human Racial Levels
Humans can take up to three levels in human at any time. When humans take racial
levels, they perfect their inherent creativity and expand their boundaries. Thus, the
human becomes a little more diversified, gaining knowledge and strength in leaps and
bounds as is natural to his race.Human levels stack with a single spellcasting class level
for purposes of determining caster level for spells. If the human has two spellcasting
classes, add the racial levels to the higher of the two. This choice may be in either an
arcane or divine spellcasting class, as the human sees fit.
Hit Die: d8.
Table: The Human
Human Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +0 Ability boost (+1), heroic
2nd +1 +3 +0 +0 Ability boost (+1), bonus feat
3rd +2 +3 +1 +1 Ability boost (+2), +2 racial bonus on Perception and Sense Motive check
Might of the Mountain: A Wildhammer dwarf gains a +4 bonus to their CMD to resist
being bullrushed or tripped when standing on the ground.
+2 racial bonus on saving throw against poison.
+1 racial bonus on attack rolls with hammers of all types.
+4 racial bonus on saves against fear effects. Wildhammer dwarves are known for
almost foolhardy courage.
+2 racial bonus on Handle Animal and Ride checks related with griphons. These skills are
always considered class skills.
Weapon Familiarity: Wildhammer dwarves treat dwarven waraxes, dwarven battle
hammers, and dwarven tossing hammers as martial weapons rather than exotic weapons.
Automatic Languages: Common and Dwarven.
Bonus Languages: Gnome, Goblin, Orcish, Thalassian and Zandali. Many
Wildhammers learn the languages of their friends; a few learn the languages of their
enemies.
Wildhammer Dwarf Racial Levels
Wildhammer dwarves can take up to three levels in Wildhammer dwarf at any time.
A Wildhammer dwarf with racial levels is more in touch with his ancestors and with
nature, and is learning the secrets of Wildhammer heritage and fighting styles.
Wildhammer dwarf levels stack with a divine spellcasting class level for purposes of
determining caster level for spells. If the dwarf has two divine spellcasting classes, add the
racial levels to the higher of the two.
Hit Die: d8.
Table: The Wildhammer Dwarf
Wildhammer Base
Dwarf Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +0 +0 +1 Agility, +2 racial bonus on attacks against trolls, recklessness, bonus
weapon proficiency, +1 racial bonus on saving throws against spells and spell-like
2nd +1 +2 +0 +0 +2 Spirit, +4 dodge bonus to AC against giants, bonus weapon
proficiency, +2 racial bonus on saving throws against spells and spell-like
3rd +2 +3 +1 +1 +1 Agility, +3 racial bonus on saving throws against spells and spell-like
effects, improved recklessness, bonus weapon proficiency
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Athletics (Str), Handle Animal (Cha), Knowledge (nature) (Int),
Perception (Spt), Ride (Agy), Sense Motive (Spt), Stealth (Agy) and Survival (Spt).
Starting Gold: A 1st-level Wildhammer dwarf with a level in Wildhammer dwarf
checks and CMD. He must use smaller weapons than humans use, however, and his lifting
and carrying limits are three-quarters those of a Medium character.
Leper gnome base land speed is 20 feet.
Darkvision out to 60 ft.
+2 racial bonus on Engineering, Disable Device and Knowledge (Engineering) checks.
A leper gnome may use Disable Device Knowledge (Engineering) even if he has no ranks
in this skill. This skills is a class skill for all leper gnome characters. Leper gnomes
feel a kinship with mechanical devices.
+2 racial bonus on Perception checks. Leper gnomes have keen ears.
+1 racial bonus on all saving throws. Like their cousins, leper gnomes are
incredibly savvy at avoiding danger.
+2 racial bonus on Fortitude saving throws against disease. A leper gnomes body is used
to fighting disease. This bonus stacks with their racial bonus on all saving throws.
Technological Feat: Leper gnomes begin play with one bonus feat: either Exotic Weapon
Proficiency (firearms), or choose one from the list of tinker bonus feats. He must meet any
prerequisites associated with that feat.
Automatic Languages: Common and Gnome.
Bonus Languages: Dwarven, Goblin, and Low Common. Leper gnomes learn the
languages of the creatures with which they live and compete
Gnome Racial Levels
Gnomes can take up to three levels in gnome at any time. Gnomes seek to expand
their knowledge of the world around them, and technology in particular, all the time.
The rare gnome who seeks to learn more about himself learns both how to use his tiny
body with incredible agility, and how to use his extraordinary brain to build astonishing
devices. Gnome levels stack with an arcane spellcasting class level for purposes of
determining caster level for spells. If the gnome has two arcane spellcasting classes, add
the racial levels to the higher of the two.
Hit Die: d8.
Table: The Gnome
Gnome Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 +1 Agy, Tinkers touch, +1 on attack rolls and AC vs. Medium or larger
enemies
2nd +1 +0 +3 +1 +2 Cha, technological feat, +2 racial bonus on saves vs. arcane spells
3rd +2 +1 +3 +1 +1 Agy, +4 racial bonus on Acrobatics checks made to escape, brilliant
crafter
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Acrobatics (Agy), Knowledge (engineering) (Int), Perception, Use Magical
Device (Cha), and Use Technological Device (Int).
Starting Gold: A 1st-level gnome with a level in gnome begins play with 5d4 x 10 gold
pieces.
Weapon and Armor Proficiency: Gnomes with levels only in gnome (no actual class levels)
are proficient in simple weapons and light armor.
Tinkers Touch (Ex): The gnomes gnome levels count as tinker levels when calculating
the maximum Technological Limit (TL) of any technological device he builds.
Technological Feat: At 2nd level, the gnome may choose an additional bonus feat from
the list of tinker bonus feats. The gnome must meet any prerequisites associated with
that feat.
Brilliant Crafter: At 3rd level, the gnomes racial bonus to Trade Skill (Int) checks
increases to +4.
elven in it.
Bonus Languages: Darnassian, Dwarven, Goblin, Orcish, and Zandali. High elves learn the
languages of their allies, as well as their most hated enemies.
High Elf Racial Levels
High elves can take up to three levels in high elf at any time. A high elf with racial levels
embarks on an inner quest to master the arcane energies that tempt him and disrupt his
day-to-day existence. High elf levels stack with an arcane spellcasting class level for
purposes of determining caster level for spells. If the high elf 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.
Hit Die: d8.
Table: The High Elf
High Elf Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 +1 Agility, spell-like abilities
2nd +1 +0 +1 +2 +1 Agility, improved caster level, resistance to arcane
3rd +2 +1 +1 +3 +2 Intellect, Empower Magic
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Perception (Spt),
Sense Motive (Spt), Spellcraft (Int).
Weapon and Armor Proficiency: High elves with levels only in high elf (no actual class
levels) are proficient in the use of simple weapons, their standard racial weapon
proficiencies and light armor.
Spell-Like Abilities: A high elf with an Intellect of 10 or higher can choose four 0-level
spells and two 1-level spells chosen from the arcanist spell list. His caster level is that of a
mage of his character level. He may cast each once per day, as a spell-like ability. The high
elf may choose the same spell 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.
Resistance (Ex): The high elf gains resistance to arcane 10. This value increases by +1 for
every four character levels.
Increased Caster Level (Ex): All arcane spells are cast at +1 caster level, except for spell-like
abilities.
Empower Magic (Ex): A number of times per day equal to his Charisma modifier, the high
elf may apply the Empower Spell feat to an arcane spell as he casts it. The spell does not
take any additional time to cast and does not use a higher-level spell slot.
levels) are proficient in the use of all simple weapons, excluding crossbows, and can wear
any light armor.
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.
Bonus Weapon Proficiency: At each level, the night elf chooses one weapon from the
following list: moonglaive, moon sword or warglaive. She is proficient with the weapon.
Resistances (Ex): The night elf gains resistance to cold and fire 5. This value increases by
+1 for every four character levels.
Draenei Racial Traits
+2 Strenght, +2 Charisma, -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 Jewelcrafting checks.
+2 racial bonus on Knowledge (the planes).
+2 racial bonus on saving throws against fel spells. The Draenei have attuned their bodies
to be almost immune to the demonic energies that have plagued their brethren.
Gift of the Naaru (Su): The draenei is able to call on the Naaru to aid herself or an ally. As a
swift action, the draenei or an ally within 30 feet may gains fast healing equal to her
Charisma modifier (minimum 1) for one round per character level. The rounds do not need
to be consecutive, and the draenei can dismiss the gift at any time as a free action.
Languages: Common and Eredun. Unlike other races, knowledge of Eredun
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.
Draenei Racial 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 paladin spells caster
level).
Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.
BaB: Medium progression
Good Saving Throw: Will.
"Class" Skills: Knowledge (arcana), Knowledge (religion) (Int), Knowledge
(the planes) (Int), Sense Motives (Spt), Perception (Spt), Survival (Spt).
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.
Heroic Presence (Su): 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 holy 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. This aura acts like
a paladins aura 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).
Increased Caster Level (Ex): All divine spells are cast at +1 caster level, except for spelllike abilities.
Holy Affinity (Su): Draenei are treated as one level higher when determining the effects of
holy spell or effect they cast (including spell-like and supernatural abilities). Draenei with
Spirit scores of 10 or higher may use light at will as a spell-like ability. +2 Intellect.
At 1st and 2nd level, +1 Spt.
and gives the Worgen the claws attack and the Quadrupedal Movement.
Quadrupedal Movement: Worgen are bipedal creatures, but their pseudo-ursine forms
allow them to move at tremendous speed on four limbs. When a worgen drops down to all
fours, his speed increases by +20 feet. While traveling on all fours, the worgen's
carrying capacity is also doubled. The worgen must have nothing in his hands to use this
ability.
Claws: The claws that the Worgen has offers 1d4 pts of damage in an unarmed attack.
Darkvision 60 ft.
Scent: as the monster special quality.
+2 racial bonus on Acrobatics, Athletics, and Perception checks: the Worgen's bestial
nature enhances many of his physical and awareness skills.
Worgen Racial Levels
Worgen can take up to three levels in "worgen" at any time.
Worgen levels stack with hunter or rogue class level for purposes of backstab attack and
access to advanced rogue talent or favored enemy. If the worgen has levels in hunter and
rogue class, choose one.
Hit Die: d8.
Skill Ranks per Level: 2 + Int modifier.
"Class" Skills:Acrobatics (Agy), Athletics (Str), Perception (Spt), Stealth (Agi), Survival
(Spt).
Weapon and Armor Proficiencies: Worgen with
levels only in worgen (no actual class levels)
are proficient in the use of all simple weapons and light armor.
att +0 Temp +2 Rifl +0 Will +0 +1 natural armor +1 Agi, bite 1d6
att +1 Temp +3 Rifl +0 Will +0 +1 natural armor, DR 5/truesilver, claws 1d6, +2 Spt
att +2 Temp +3 Rifl +1 Will +1
HORDE RACES
Orc Racial Traits
+2 Stamina, +2 Spirit, 2 Intellect: Orcs are incredibly tought and have noble souls,
but they are more likely to follow their passions instead of reason.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
Blood Fury: Orcs long ago learned how to harness the ferocity that dwells within their
fierce hearts. The orc can blood fury for a number of rounds per day equal to 2 + her
Stamina modifier. For each level in the orc racial she possesses, the orc can blood fury for 2
additional rounds per day. Temporary increases to Stamina do not increase the total
number of rounds that an orc can blood fury per day. An orc can enter a blood fury as a
free action. The total number of rounds of blood fury per day is renewed after resting for 8
hours, although these hours need not be consecutive. While in a blood fury, an orc gains a
+2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will
saving throws. In addition, she takes a 2 penalty to Armor Class. She also gains 2
temporary hit points per Hit Die. These temporary hit points are lost first when a character
takes damage, disappear when the blood fury ends, and are not replenished if the orc
enters a blood fury again within 1 minute of her previous fury. While in a blood fury, an orc
cannot use any Charisma-, Agility-, or Intellect-based skill (except Acrobatics, Fly,
Intimidate, and Ride) or any ability that requires patience or concentration (such as
spellcasting). An orc can end her blood fury as a free action, and is fatigued for 1 minute
after a blood fury ends. An orc cant enter a new blood fury while fatigued or exhausted,
but can otherwise enter a blood fury multiple times per day. If an orc falls unconscious, her
blood fury immediately ends.
+2 racial bonus on all Intimidate check and always treat Intimidate as it was a class skill
for them.
+1 bonus on attack rolls against humanoid creatures of the human subtype due their long
history of enmity.
Weapon Familiarity: Orcs treat any weapon with the word orcish in its name as a
martial weapon.
+2 racial bonus on all Handle Animal check against wolves of any kind.
Languages: Orcs begin play speaking Common and Orcish. Orcs with high Intellect
scores can choose from the following: Goblin, Low Common, Taur-ahe and Zandali.
Orc Racial Levels
Orcs can take up to three levels in orc at any time. When orcs take racial levels, they
connect with their legacy as mighty warriors, as barbaric, demon-bred savages, and as
shamanistic spiritualists. Orc history is long and storied, and these orcs tap into its
intricacies. Other orcs instinctively respect and trust those of their number who take racial
levels. Orc levels stack with a divine spellcasting class level for purposes of determining
caster level for spells. If the orc has two divine spellcasting classes, add the racial levels
to the higher of the two.
Hit Die: d8.
Table: The Orc
Orc Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +0 +1 Str, +1 Sta, ferocity
2nd +1 +3 +0 +0 +1 Sta, favored of the spirits
physical ability scores (Agility, and Strength), as well as to exhaustion and fatigue effects.
Not at risk of death from massive damage. Unlike other undead, a Forsaken is not
destroyed when reduced to 0 hit points or less. Instead, at 0 hit points a Forsaken is
disabled. She can perform only one move action or standard action each round but does
not risk further damage from strenuous activity. Between 1 and - hit points equal to his
Charisma modifier, the Forsaken is dying. She is unconscious and cannot act, but she does
not risk further . At hit points equal to Charisma modifier, the Forsaken is destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true
resurrection can affect Forsaken. These spells return a destroyed Forsaken to her undead
life; the Scourges curse makes it virtually impossible to bring a Forsaken back to life as the
creature she was before she died. Only wish or miracle can accomplish that.
Forsaken do not breathe, eat or sleep. Forsaken spellcasters still need 8 hours
uninterrupted rest before preparing their spells. 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 the
forsaken
Will of the Forsaken (Ex): Once per day, a Forsaken can end or automatically succeded
a Will save againt a mind-affecting effects.
Languages: Forsaken begin play speaking Common. Forsaken with high Intellect scores
can choose from the following: Goblin, Low Common, Orcish, Thalassian and Zandali.
Forsaken Racial Levels
Forsaken can take up to three levels in Forsaken at any time. Unlike other races with the
ability to take racial levels, Forsaken do not have a past legacy or rich traditions from
which to draw power. Instead, Forsaken levels represent the individuals focus on
developing her undead abilities.
Hit Die: d8.
Table: The Forsaken
Forsaken Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 +1 natural armor bonus to AC, +1 Strength, Cannibilize bonus feat,
2nd +1 +1 +0 +3 +1 natural armor bonus to AC (total +2), +2 Charisma, slam, resistance
to shadow
3rd +2 +1 +1 +3 +1 natural armor bonus to AC (total +3), +1 Strength, increased Hit Die
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Acrobatics (Agy), Bluff (Cha), Intimidate (Cha) and Stealth (Agy).
Weapon and Armor Proficiency:Forsaken with levels only in Forsaken (no actual class
levels) are proficient in the use of all simple weapons and light armor.
Slam (Ex): The Forsaken gains a slam attack that deals 1d6 points of damage (plus
Strength modifier).
Resistance to Shadow (Ex): The forsaken gains resistance to shadow 10. This value
increases by +1 for every four character levels.
Increased Hit Die (Ex):The Forsakens body possesses the toughness and resilience of
undeath. Whenever she gains a Hit Die, she uses the next largest one. For example, a 3rdlevel Forsaken who gains a level in arcanist rolls 1d8 for hit points, while one who gains a
level of warrior rolls 1d12. A Forsaken who would roll 1d12 for hit points rolls 1d12+2.
Weapon and Armour Proficiency: Yaungol with levels in "Yaungol" are proficient in the use
of simple weapons excluding crossbows, and are able to use light armour. They retain their
standard Martial Weapon proficiency feats.
Resistance to Fire (Ex): The Yaungol gains resistance to fire 10. This value increases by +1
for every four character levels.
Taunka Charge: On a charge, a Yaungol may lower its head and use his horns instead of a
melee weapon. Resolve the charge normally, in addition to the usual benefits and hazards
of a charge, the Taunka's horns deliver a single gore attack that deals twice regular horn
damage +1 1/2 times the Taunka's Str Mod.
Improved Yaungol Charge: A Yaungol is considered Large for the purpose of making a
Yaungol charge and bull rushes.
Note that the half-ogres gear does not grow along with him.
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 Intellect 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 templar's verdict or 2 rounds of an special ability per round.
Special: Blood elf casters may instead expend 1 0-level or 1st level spell slot to recharge
class abilities.
INDIPENDENT RACES
Half-Elf Racial Traits
+2 to any Ability
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to
their size.
Half-elf base land speed is 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in starlight, moonlight,
torchlight and similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
Elven Blood: For all special abilities and effects, a half-elf is considered both a high elf
and a human.
One extra feat at 1st level. Half-elves are adaptable and capable.
1 extra skill point at each level. Half-elves are versatile and capable.
+2 racial bonus on Diplomacy and Sense Motive checks. These skills are considered
class skills for all half-elf characters. Half-elves have learned to be wary of deception and
the possibility of persecution.
+1 racial bonus on Knowledge (arcana) and Spellcraft checks. These skills are
considered class skills for all half-elf characters. Their high elf heritage grants half-elves
a natural talent with magic-related skills.
Automatic Languages: Common and Thalassian.
stonework like secret doors or traps. Within 10 feet they get a roll regardless of whether
they are actively looking or not.
Dark iron dwarves gain a +2 bonus to saves against poison.
Weapon Familiarity: Dark iron dwarves are proficent with battleaxes, throwing
hammers, warhammers, and any weapon with the word Dwarven in the name.
Languages: Dark iron dwarves begin play speaking Common and Dwarven. Dark iron
dwarves with high Intelligence scores can choose from the following: Giant, Goblin, and
Ignan.
Dark Iron Dwarf Racial Levels
Dark Iron dwarves can take up to three levels in Dark Iron dwarf at any time. Levels in
Dark Iron dwarf represent the individual drawing upon his heritage as both a member of
the Dark Iron clan and a servant of fiery elementals.
Hit Die: d8.
Table: The Dark Iron Dwarf
Base Dark Iron Attack Fort Ref Will
Dwarf Level Bonus Save Save Save Special
1st +0 +2 +0 +0 +1 racial bonus on attack and damage rolls against Bronzebeard and
Wildhammer dwarves, bonus weapon proficiency, fire magic affinity, resistance to fire, +1
Agility, +1 racial bonus on saving throws against spells and spell-like
2nd +1 +3 +0 +0 +2 Stamina, bonus weapon proficiency, +2 racial bonus on saving
throws against spells and spell-like
3rd +2 +3 +1 +1 +1 Agility, bonus weapon proficiency, +3 racial bonus on saving throws
against spells and spell-like
Skill Ranks per Levels: 2 + Int modifier.
Class Skills: Appraise (Int), Athletics (Str), Perception (Spt), Sense Motive (Spt) and
Stealth (Agy).
Starting Gold: A 1st-level Dark Iron dwarf with a level in Dark Iron dwarf begins play with
5d4 x 10 gold pieces.
Weapon and Armor Proficiency:Dark Iron dwarves with levels in Dark Iron dwarf are profi
cient with simple weapons, light armor and shields (but not tower shields).
Bonus Weapon Proficiency: At each level, the Dark Iron dwarf chooses one weapon from
the following list: blunderbuss, dwarven waraxe, dwarven battle hammer, dwarven tossing
hammer, flintlock pistol, and long rifle. He is proficient with that weapon.
Fire Magic Affinity (Su): Whenever the Dark Iron dwarf casts a spell with the fire
descriptor, he may add his levels of Dark Iron dwarf to his caster level for the purposes of
any level-dependent effects (such as range, duration and so forth). In addiction, she treat
her Intellect or Spirit score as 2 points higher for all spells and class abilities with the fire
descriptor.
Resistance to Fire (Ex): Dark Iron dwarves association with Ragnaros grants them some
protection against fire. A Dark Iron dwarf has resistance to fire 10. This value increases by
+1 for every four character levels.
Note: An arakkoa character may take the Blood Ritualist feat despite not meeting the
racial requirement. He must still meet the skill rank requirement for Blood Ritualist,
however.
Arakkoa Racial Class
The arakkoa by rule are a cruel and dangerous race with a long history of wizardry and
witchcraft. Their dedication to their dark ways is matched only by their intense hatred for
other creatures. They suffered greatly after the Burning Legion empowered the orcs and
descended into malevolence. Their racial levels unlock closer contact with their dark
deities and develop their physical attributes further. Arakkoa levels stack with an arcane
spellcasting class level for purposes of determining caster level for spells. If the arakkoa
has two arcane spellcasting classes, add the racial levels to the higher of the two.
Hit Die: d8
Skill Ranks per Level: 2 + Int modifier
Class Skills: Acrobatics, Athletics, Knowledge (arcana), Knowledge (the planes),
Knowledge (religion), Perception and Spellcraft.
Starting Gold: As Scout.
BAB: Medium.
Saves: Good Will.
+1 Agility at 1st and 2nd level.
+2 Spirit at 3rd levels.
Class Features
Weapon and Armor Proficiency: Arakkoa with levels in arakkoa are proficient with simple
weapons, light armor, and shields.
Blood Fervor (Ex): The arakkoa were nobler once, but now the race has fallen into
wickedness. An arakkoa who deals at least 1 point of damage to an enemy with a melee
weapon or natural attack gains a morale bonus on attack rolls equal to her class level for
the remainder of the combat.
Blood Ritualist: An arakkoa with 1 or more ranks in Knowledge (religion) gains Blood
Ritualist as a bonus feat.
Peck (Ex): At 2nd level, the arakkoa gains a beak attack that deals damage as a light pick
(1d4 piercing damage, x4 critical modifier). If made as part of a full attack along with the
talons, the beak attack takes a -5 penalty to its attack roll and adds only half the arakkoas
Strength modifier to damage. The arakkoa also now qualifies to take the Multiattack feat,
which can reduce the attack penalty to -2.
Ancient Dread (Sp): The arakkoa call upon dark powers to infuse an enemy with fear. This
ability is similar to the spell cause fear, except that it affects creatures with Hit Dice equal
to or less than the arrakoas character level. The arakkoa may use ancient dread up to 3
times per day. Her caster level is equal to her class level, and the save DC is 13 + the
arakkoas Charisma modifier.
Sonic Pulse (Sp): An ethereal with a Charisma score of 10 or better can unleash a blast of
concussive sound to attack nearby enemies. The ethereal can use sonic pulse as a spell-like
ability a number of times per day equal to the character's Charisma modifier (minimum 1).
Sonic pulse deals 1d6 sonic damage every two level to all creatures and objects within a 20ft. radius centered on the caster. A successful Reflex save (DC 10 + the ethereals level +
Charisma bonus) halves the damage. Its effective spell level is equal to the ethereals
level (minimum 1st) and effective caster level equals the ethereals level.
Intangible (Ex): An ethereal gain a deflection bonus to AC equal to his Charisma modifier.
Blur (Sp): Skilled ethereals can make themselves appear almost insubstantial. An ethereal
of 3rd level can use blur as a spell-like ability three times per day. Its effective caster level
is equal to his character level.
Bonus Languages: Dwarven, Thalassian, and Zandali. Kobolds occasionally learn the
languages of their big, scary neighbors.
Kobold Racial Class
Kobold levels stack with or rogue class level for purposes of determining backstab attack
and access to advanced rogue talent.
Hit Die: d8
Skill Ranks per Level: 2 + Int modifier
Class Skills: Acrobatics, Appraise, Perception and Stealth.
Starting Gold: As Rogue.
BAB: Medium.
Saves: Good Reflex.
+1 Agility at 1st and 2nd levels
+2 Stamina at 3rd level,
Class Features
Weapon and Armor Proficiency: Kobolds with levels in kobold are proficient with simple
weapons and light armor.
1st Pitiful (Ex): Kobolds swallow their pride and survive by groveling, placating, and
amusing the powerful. Kobolds gain a +2 racial bonus on Diplomacy and Perform checks.
Additional, he can make a special Perform check as a full-round action. One single enemy
larger than you within 30 feet. must make a Will save againt your Perform check and if he
fails, he cannot attack you until the kobold don't attack him either.
2nd- Keep That Candle! (Ex): The kobold becomes much more carful with his or her
candle. The rules for losing his or her candle undergo the following changes. The kobold
does not lose his candle if he moves more than 40 feet in one round. If someone tries to
strike just the candle they receive a -2 penalty to his attack roll. If someone tries to hit the
candle and the kobold they receive a -6 to the attack roll.
3rd- Shoulder to Shoulder (Ex): Up to kobolds can share the same square at the same time
with any ally of Medium size or lesser. If the kobold and the ally in the same square attack
the same foe, they are considered to be flanking that foe as if they were in two opposite
squares.
racial levels
hit die: d10
class skills: Athletics, Perception, Stealth, Survival
skill points per level: 4 + Int modifier
proficiencies: light armor, simple weapons, claws of attack
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 +1 Str, burrow (10 ft)
2nd +2 +3 +3 +0 +1 Str, climb (20 ft)
3rd +3 +3 +3 +1 +2 Agy, Fury
Fury (Ex): When a wolvar hps drop below 50%, he flies into a berserk rage on its next turn,
clawing and biting madly until either he or his opponent is dead. This ability is identical to
the berserker's furyexpect that the wolvar cannot end his fury voluntarily and last untile
the end of the encounter.
Faceless One Racial Traits
+2 Stamina, +2 Charisma, -2 Intellect
Aberration: Faceless One are not subject to spells or effects that affect humanoids only,
such as charm person or dominate person.
Medium: As a medium creature, Faceless One have no special bonuses or penalties due to
their size.
Faceless One base land speed is 30 feet.
Darkvision: Faceless One can see up to 90 feet in the dark.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds faceless one for one round. On subsequent rounds, they are dazzled while operating
in bright light.
Natural Weapons: A faceless ones tentacles are natural weapons, and all adult faceless one
are proficient in their use. Faceless One tentacles deal 1d4 points of damage (plus bonus
damage). All tentacle attacks at the same time as a single weapon.
+2 racial bonus on Knowledge (dungeoneering) and Perception checks. These skills are
considered class skills for all faceless one characters.
A Faceless One's hard skin grants it a +2 natural armor bonus to AC.
Faceless (Su) A faceless one has no discernible facial features. It gains a +4 bonus on
saving throws made to resist attacks or effects that target the senses. This includes gaze
attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to
illusions.
Automatic Language: Faceless One
Bonus Languages: Common, Kalimag, Low Common, Nerubian.
Racial Levels: Faceless One may take a few levels in " Faceless One " to develop their racial
qualities more.
Faceless One Levels
Faceless One levels stack with an arcane caster level for purposes of determining caster
- +2 Agility, +2 Stamina, -2 Charisma. Broken have been toughened by the hard years
spent in Outland, but their large frames can get in the way. They have developed keen
senses and an attunement to the spirits, but their physical deformity and fel taint makes
others distrustful of them.
- Medium: As Medium creatures, Broken have no special bonuses or penalties due to their
size.
- Broken base speed is 30 feet.
- Darkvision: Broken can see in the dark up to 60 feet. Darkvision is black and white, but it
is otherwise like normal sight.
- +1 racial bonus on attack rolls versus orcs. Broken have spent decades fighting the orcs
from the shadows, and know how to strike them where it hurts.
- +4 dodge bonus on Armor Class against outsiders with the demon subtype that are at
least one size category larger than the draenei. When the Legion returned to the Outlands,
the Broken were hunted for sport. The survivors have learned how to duck and dodge the
attacks of the greater demons.
- +2 racial bonus on saving throws against diseases. Those who survived the mutating
gases of the orc invasion have been rendered resistant to all other diseases, magical or
otherwise.
- +2 racial bonus on Survival and Stealth checks. These skills are class skills for all draenei
characters. Broken have long lived lives of hiding and surviving in lands few would
consider hospitable.
- Automatic Languages: Eredun.
- Bonus Languages: Common, Low Common, Nazja, Orcish. Most Broken learn the
languages or trade or their allies. A few have learned Orcish to interrogate those they catch.
Broken Racial Levels
Hit Die: d8.
Base Attack Bonus: 3/4 class level.
Good Save: Reflex.
Weak Save: Fortitude, Will.
Skills Points at Each Level: 2 + Int modifier.
"Class" Skills: Acrobatics, Athletics, Perception, Sense Motive, Stealth, Survival.
Weapon and Armor Proficiencies: Broken with levels only in Brokekn are proficient
in the use of all simple and martial weapons, and light armor.
Spellcasting: A Broken who pursues racial levels develops and improves his innate
resilience and rapport with the spirits. Broken levels stack with a divine spellcasting class
level for the purposes of determining caster level for spells. If the Broken has two or more
spellcasting classes, add the racial levels to the higher of the two.
Unbroken: At 1st and 3rd levels, the Broken's racial modifier to Stamina increases by 1
(+3 at 1st level, +4 at 3rd level).
Demonbane (Ex): A 1st-level Broken gains a +1 racial bonus on attack and damage rolls
against outsiders with the demon subtype. At 3rd, this bonus increase to +2.
Wind's Wisdom: A 2nd-level Broken gains a +2 racial bonus to Spirit.
Resistance to Shadow (Ex): The broken gains resistance to shadow 10. This value
on this check. Mindless plant creatures are imparted a modicum of implanted intelligence
when a sporeling uses this ability, allowing her to train such creatures as guardians.
Spore Cloud (Ex): Once per round as a standard action, a fungus man can release a cloud
of noxious spores. All living creatures within 5 ft. must make a DC 12 Fortitude save or
become nauseated for 1d4+1 rounds. The save DC is Stamina-based. This is a poison effect,
and once a creature successfully saves it is immune to the spore cloud of that particular
fungus man for 24 hours.
Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 +1 Spirit, plant empathy
2nd +1 +3 +1 +1 +2 Stamina, +4 on stealth checks
3rd +2 +3 +1 +1 +1 Spirit, spore cloud
appropriate for certain uses of the Acrobatics skill. For example, no makrura is
capable of tightrope walking, although walking across a wide, flat plank would pose
little challenge.
Unusual Anatomy: Makrura have claws, not hands. They suffer a 8 penalty on all
checks requiring fine manipulation, including most uses of Bluff to disguise,
Engineering, Linguist made to create false documents, Sleight of Hand, Use Technological
Device and mostly Trade Skill. They also take a 8 penalty on Acrobatics checks made to
tumble and on most Ride checks. Makrura suffer a 4 penalty on attack rolls with
manufactured weapons. A makrura counts as a quadruped for the purposes of lifting and
carrying capacities and for bull rush and trip attempts.Makrura can use magical items that
take up a wrist slot (on the pincers) as well as up to 2 rings (they find places to put them),
but cannot use boots or gloves. Due to a makruras physical form, any armor the
creature would wear must be custom made, costing 150% its normal price. A craftsman
can alter existing armor to fit a makrura for 50% of the cost to purchase the armor. If the
armor is magic, the craftsman must have the Craft Magic Arms and Armor feat.
Automatic Language: Nerglish.
Bonus Languages: Common, Goblin, Low Common, and Nazja. Makrura sometimes
learn the language of their hated enemies, to better combat them. Those makrura
who deal with shore-dwellers may learn languages appropriate to trading and
negotiation.
Makrura Racial Levels
Makrura can take up to three levels in makrura at any time. Doing so represents a
better understanding of their undersea environment as well as advanced methods of
attacking and defending against their traditional enemies.Makrura levels stack with a
divine spellcasting class
level for purposes of determining caster level for spells. If the makrura has more than one
divine spellcasting class, add the racial levels to the highest.
Hit Die: d10.
Table: The Makrura
Makrura Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 +1 Strength, +1 natural armor, improved grab, increased swim speed
2nd +2 +3 +2 +0 +2 Stamina, +1 natural armor, +1 on attack and damage rolls against
naga
3rd +3 +3 +3 +1 +1 Strength, +1 natural armor, growth
Skill Ranks per Level: 4 + Int modifier.
Class Skills: Athletics (Str), Knowledge (nature) (Int), Perception (Spt), Survival
(Spt).
Starting Gold: A 1st-level makrura with a level in makrura begins play with 0 gold
pieces.
Weapon and Armor Proficiency: Makrura with levels in makrura are proficient only with
their natural weapons.
Improved Grab (Ex): To use this ability, the makrura must hit with a claw attack.
Increased Swim Speed (Ex): A 1st-level makruras swim speed increases to 40 feet.
Growth (Ex): At 3rd-level, the makrura becomes a Large creature. His space and reach
increase to 10 feet. He takes a 1 size penalty to AC and a 1 size penalty on attack rolls. He
must wear armor appropriately sized for him, which costs 250% normal (including the
penalties for his unusual anatomy). His lifting and carrying capacities increase. His
claws base damage increase to 1d8.
Starting Gold: A 1st-level pandaren with a level in pandaren begins play with 5d4 x 10 gold
pieces.
Weapon and Armor Proficiency:Pandaren with levels in pandaren are profi cient with all
melee and thrown martial weapons and with light armor and shields (but not tower
shields).
Combat Expertise (Ex): The pandaren gains Combat Expertise as a bonus feat, even if he
does not meet the normal prerequisites.
Attuned Defense (Ex): Pandaren are attuned to their surroundings, which helps them
avoid blows. They sway to the side or spin to the back just before attacks strike them,
moving with practiced grace. At 3rd level, as long as the pandaren wears light armor or no
armor and no shield, he adds his Spirit modifier (if it is positive) as an insight bonus to his
AC. This bonus applies to both his flat-footed and touch AC.
Naga Racial Traits
Naga men and women have slightly different racial
traits, as shown below.
Naga Men: +2 Strength, +2 Agility, 2 Intellect. Naga men are larger and faster than
women, but not as intelligent.
Naga Women: +2 Intellect, +2 Charisma, 2 Strength. Naga women are more intelligent
than men and tend toward leadership, but they are physically weaker.
Medium: As Medium creatures, naga have no bonuses or penalties based on their size.
Naga base land speed is 20 feet. Naga base swim speed is 30 feet. Like all creatures with a
swim speed, a naga can move through water at her swim speed without making Swim
checks. Naga gain a +8 racial bonus on any Swim check to perform some special action or
avoid a hazard. A naga always can choose to take 10 on a Swim check, even if distracted or
endangered. A naga can use the run action while swimming, provided she swims in a
straight line.
Monstrous Humanoid: Naga are monstrous humanoids, not humanoids. As such, they
are immune to hold person and similar effects that specifi cally target humanoids.
Aquatic Subtype: Naga have the aquatic subtype.
Darkvision: Naga can see in the dark up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight.
Amphibious: Naga can breathe both air and water indefi nitely. They are equally
comfortable on land and in water.
+1 natural armor bonus to AC.
Naga have a +2 racial bonus on Knowledge (arcana) and Spellcraft checks. These skills
are class skills for all naga characters.
Swim is a class skill for all naga characters.
the individuals exploration of her draconic heritage, tapping into the talents granted by
her association with her dragonflight. Wyrmkin levels stack with an arcane spellcasting
class level for purposes of determining caster level for spells. If the wyrmkin has more than
one arcane spellcasting class, add the racial levels to the highest.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: Knowledge (arcana) (Int), Perception (Spt) and Spellcraft (Int).
Starting Gold: A 1st-level wyrmkin with a level in wyrmkin begins play with 5d4 x 10 gold
pieces.
Weapon and Armor Proficiency:Wyrmkin with levels in wyrmkin are profi cient in the use
of simple weapons and shields (but not tower shields).
Armor Proficiency: Wyrmkin gain profi ciency with light armor at 1st level, medium armor
at 2nd level, and heavy armor at 3rd level.
Martial Weapon Proficiency: A wyrmkin gains proficiency in one martial weapon of her
choice at 1st level and another martial weapon of her choice at 2nd level. At 3rd level, a
wyrmkin gains profi ciency in all martial weapons.
Table: The Wyrmkin
Base
Wyrmkin Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 +1 Strength, +1 Stamina, light armor proficiency, martial weapon
proficiency
2nd +2 +3 +0 +3 +2 Strenght, +1 natural armor bonus, medium armor proficiency,
martial weapon proficiency
3rd +3 +3 +1 +3 +1 Strength, +1 Stamina, +1 natural armor bonus, heavy armor
proficiency, martial weapon proficiency
action or avoid a hazard. A murloc always can choose to take 10 on a Swim check, even if
distracted or endangered. A murloc can use the run action while swimming, provided she
swims in a straight line.
Monstrous Humanoid: Murlocs are monstrous humanoids, not humanoids. As such,
they are immune to hold person and other effects that specifi cally target humanoids.
Aquatic Subtype: Murlocs have the aquatic subtype.
Darkvision: Murlocs can see up to 60 feet in total darkness. Darkvision is black and white
only, but it is otherwise just like normal sight.
Amphibious: Murlocs can breathe both air and water indefi nitely. They are
uncomfortable on land, but can function on it.
+1 on attack rolls with tridents and nets.
Dehydration: Murlocs must immerse themselves in water for at least 1 hour once per day.
A murloc who spends 24 hours without immersing herself in water takes 1d6 points of
damage and a 1 penalty on attack and damage rolls, skill and ability checks, and saving
throws. Every 8 hours thereafter, the murloc takes the same damage and penalties, which
stack. Damage from this effect cannot be healed by any means until the murloc immerses
herself in water for at least 1 minute for every hour she was out of water.
Swim is a class skill for all murloc characters.
Automatic Language: Nerglish.
Bonus Languages: Common, Dwarven, Nazja and Zandali. Murlocs sometimes learn the
languages of the creatures with which they interact.
Murloc Racial Levels
Murlocs can take up to three levels in murloc at any time. Murloc racial levels represent
the individual drawing upon her mysterious heritage and training in the unique ways of
her race.Murloc levels stack with a divine spellcasting class level for purposes of
determining caster level for spells. If the murloc has more than one divine spellcasting
class, add the racial levels to the highest.
Hit Die: d10.
Skill Points at Higher Levels: 4 + Int modifier.
Class Skills:Concentration (Sta), Spot (Spt), Stealth (Agy), Survival (Spt), and Swim (Str).
Starting Gold: A 1st-level murloc with a level in murloc begins play with 1d4 x 10 gold
pieces.
Weapon and Armor Proficiency:Murlocs with levels in murloc are profi cient in the use of
simple weapons and shields (but not tower shields).
Bonus Weapon Proficiency: A 1st-level murloc gains profi ciency with tridents. A 3rd-level
murloc gains profi ciency with nets.
Improved Darkvision: A 1st-level murlocs darkvision increases to 90 feet. A 3rd-level
piercing damage equal to 1d4 + Str modifier. A quilboar cannot attack with his quills in the
same turn he attacks with a manufactured weapon.
+2 racial bonus on Survival checks.
Automatic Languages: Common and Low Common.
Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Sometimes quilboar learn the
languages of their enemies.
Quilboar Racial Levels
Quilboar can take up to three levels in quilboar at any time. A quilboar who takes racial
levels shows his utter devotion to his tribe or adventuring party and its survival. He puts
aside all care and concern for his own well-being and devotes himself to his comrades.
While all quilboar possess this instinct, those who take racial levels discard their
individuality, becoming paragons of self-sacrifi ce.Quilboar levels stack with a divine
spellcasting class level for purposes of determining caster level for spells. If the quilboar
has more than one divine spellcasting class, add the racial levels to the highest.
Hit Die: d10.
Skill Points at Higher Levels: 4 + Int modifi er.
Class Skills: Athletics (Str), Handle Animal (Cha), Perception (Spt), Stealth (Agy), and
Survival (Spt).
Table: The Quilboar
Base
Quilboar Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 +1 Stamina, greater pack fighting
2nd +2 +3 +3 +1 +2 Spirit, Bonus feat, tribal defense
3rd +3 +3 +3 +1 +1 Stamina, deathboon, supreme pack fighting
Starting Gold: A 1st-level quilboar with a level in quilboar begins play with 3d4 x 10 gold
pieces.
Weapon and Armor Proficiency:Quilboar with levels in quilboar are profi cient with simple
weapons, and light and medium armor.
Greater Pack Fighting (Ex): This ability functions as pack fighting, but the quilboar may
gain the bonus twice (i.e., gaining a +2 morale bonus to attack and damage rolls) before it
ceases to stack.
Bonus Feat: At 2nd level, the quilboar gains a bonus feat. He must select this feat from the
list of warrior bonus feats.
Tribal Defense (Ex): The quilboars dedication to his tribes defense grants him great
combat prowess. At 2nd level, when the quilboar fl anks an enemy, he gains a +4 bonus on
power based on the satyrs legacy as part of the Burning Legion. Satyrs with racial levels
embrace the wild depravity characteristic of their kind.
Hit Die:d10.
Skill Points at Higher Levels: 6 + Int modifier.
Class Skills:Bluff (Cha), Acrobatics (Agy), Intimidate (Cha), Knowledge (nature) (Int),
Stealth (Agy), Survival (Spt).
Starting Gold: A 1st-level satyr with a level in satyr begins play with 3d4 x 10 gold pieces.
Weapon and Armor Proficiency:Satyrs with levels in satyr gain profi ciency with all simple
weapons and with light armor.
Backstab (Ex): The satyr has the backstab ability, just like a rogue. This ability stacks with
the rogue ability.
Stealthy (Ex): The satyr gains a +2 bonus on Stealth checks.
Shadowmeld (Sp): At 2nd level, the satyr can use shadowmeld as a spell-like ability. He
can use this ability a number of times per day equal to his satyr level; his caster level equals
his character level.
Satyr Finesse (Ex): Satyrs are skilled at wielding their weapons dexterously. At 3rd level,
the satyr selects a one-handed melee weapon with which he is profi cient (such as
morningstar or scimitar). He can add his Agility bonus instead of his Strength bonus on
attack rolls with that weapon.
Wild Rush (Ex):At 3rd-level, if the satyr charges a foe, he can make a full attack. However,
the opponent gets an attack of opportunity against the satyr before the satyr attacks. In
addition, the satyr takes a 4 penalty to AC for 1 round instead of the normal 2. The satyr
can opt to make a normal charge instead of a wild rush.
Table: The Satyr
Base
Satyr Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +2 Backstab +1d6, stealthy, +1 Str
2nd +2 +0 +3 +3 +2 Agility, shadowmeld
3rd +3 +1 +3 +3 Backstab +2d6, satyr finesse, wild rush, +1 Str
Tuskarr Racial Traits
+2 Stamina, +2 Spirit, 2 Intellect. Tuskarr are sturdy and peaceful, but their simple
society does not allow for much intellectual stimulation.
Medium: As Medium creatures, tuskarr have no bonuses or penalties based on their size.
Tuskarr base land speed is 30 feet.
+1 natural armor bonus to AC. A tuskarr has a layer of tough blubber beneath his hide.
Weapon Familiarity: Tuskarr treat the net as a martial weapon instead of an exotic
weapon.
+2 racial bonus on Fortitude saving throws against cold effects. (This includes magical
and nonmagical cold effects.)
+4 racial bonus againt disease and posion magical and nonmagical
+2 racial bonus on Fishing and Survival checks. These skills are class skills for all tuskarr
characters.
Automatic Languages:Common and Tuskarr.
Bonus Languages:Low Common and Zandali. Most tuskarr do not learn more than
Tuskarr and Common, but those who do speak the tongues of their enemies.
Tuskarr Racial Levels
Tuskarr can take up to three levels in tuskarr at any time. Tuskarr levels illustrate the
character drawing strength from her societys values and history. Most tuskarr characters
take at least one level in tuskarr.
Hit Die:d8.
Skill Points at Higher Levels: 2 + Int modifi er.
Class Skills:Appraise (Int), Craft (Int), Diplomacy (Cha), Listen (Spt), Profession (Spt),
Spot (Spt), Survival (Spt) and Swim (Str).
Starting Gold: A 1st-level tuskarr with a level in tuskarr begins play with 3d4 x 10 gold
pieces.
Weapon and Armor Proficiency:Tuskarr with levels in tuskarr are profi cient with simple
weapons, light armor and shields (but not tower shields).
Bonus Weapon Proficiency: The tuskarr gains profi ciency with the net.
Resistance to Cold (Ex): Tuskarr live in Northrend and are adapted to survive in the
coldest of environments. A tuskarr has resistance to cold 10. This value increases by +1 for
every four character levels.
whatever materials are handy, but troggs are cunning enough to make use of metal
weapons taken from fallen enemies.
Table: The Trogg
Trogg Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 +1 Stamina, rage of the earth
2nd +2 +3 +3 +0 +2 Strenght, +1 natural armor, ferocity
3rd +3 +3 +3 +1 +1 Stamina, +1 natural armor
Rage of the Earth (Ex): A 1st-level trogg gains the ability to rage. Rage of the earth is
similar to the 1st-level berserkers fury ability, save that it lasts a number of rounds equal
to 5 + the troggs (newly improved) Stamina modifier. This ability stacks with a troggs
berserker levels when determining the number of rounds per day a multiclass
berserker/trogg can fury per day.
Ferocity (Ex): At 2nd level, a troggs natural ferocity permits it to continue to fight
without penalty even while disabled or dying.
Virmine Racial Traits
Virmines are very agile and robust, yet physically weak and not quite clever. They gain +4
Agility, +2 Stamina, -2 Intellect and 2 Strenght
Type: Virmine are humanoids
Size: Virmine are Small and thus gain a +1 size bonus to their AC, a +1 size bonus
on attack rolls, a 1 penalty on combat maneuver checks and to their CMD, and a +4
size bonus on Stealth checks.
Speed (Slow): Virmine have a base speed of 20 ft.
Rodent Empathy: Virmine gain a +4 racial bonus on Handle Animal checks made
to influence rodents.
Swarming: Virmine are used to living and fighting communally, and are adept at
swarming foes for their own gain and their foes' detriment. Up to two virmine can
share the same square at the same time. If two virmine in the same square attack the
same foe, they are considered to be flanking that foe as if they were in two opposite
squares.
Bite 1d4 damage
Darkvision: Virmine can see perfectly in the dark up to 60 feet.
Cornered Fury: Virmine can fight viciously when cut off from friends and allies.
Whenever a virmine is reduced to half or fewer of his hit points, and has no
conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to
Armor Class.
Scent: Virmine have much more strongly developed senses of smell. They have the
scent ability.
Virmine Racial Levels
Hit Die: d8.
Skill Points: 2 + Int modifier.
Class Skills: Acrobatics (Agy), Athletics (Str), Perception (Spt), Survival (Spt).
Weapon and Armor Proficiencies: Virmine with levels only in Virmine (no actual class
levels) are proficient in the use of all simple weapons and no armor.
Filth fever: Biteinjury; save Fort DC; onset 1d3 days; frequency 1/day; effect 1d3 Agy
damage and 1d3 Sta damage; cure 2 consecutive saves. The save DC is Stamina-based.
Vomit (Ex): Every 1d4 rounds, a virmine can spew a 30-foot line of vomit as a standard
action. Treat this as a ranged touch attack with no range increment. Anyone struck must
succeed at a Fortitude save DC 10 + half his level + his Stamina modifier or be nauseated
for 1d4 rounds.