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ALLIANCE RACES

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

Skill Ranks per Level: 2 + Int modifier.


Class Skills: Humans may choose any six skills as class skills.
Starting Gold: A 1st-level human with a level in human begins play with 5d4 x 10 gold
pieces.
Weapon and Armor Proficiency: Human with levels only in human (no actual class levels)
are proficient with all simple weapons and with light armor. In addition, the human is
proficient with any one martial weapon of his choice, typically a sword or a mace/hammer.
Heroic (Ex): Some humans are born heroes. Each time a human gains a hero point, he
gains 2 hero points instead of 1.
Bonus Feat (Ex): At 2nd level, the human gains a bonus feat. Due to the varied talents
and adaptable nature of humans, this feat can be any feat for which the human is qualified
(he is not restricted to a special list of bonus feats). The character must meet the
prerequisites for the bonus feat normally.
Ability Boost (Ex): At each level, the human increases an ability score of his choice by
1 point. At 3rd level, the human gains 2 points, instead of 1, to raise ability scores.

Dwarf, Bronzebeard Racial Traits


+2 Stamina, +2 Spirit, -2 Charisma
Medium Size: Bronzebeard dwarves have no special bonuses or penalties based on their
size.
Slow and Steady: Base speed for an ironforged dwarf is 20 feet and is never modified by
armor
Darkvision: Bronzebeard dwarves can see in the dark up to 60 feet.
Might of the Mountain: A Bronzebeard dwarf gains a +4 bonus to their CMD to resist
being bull rushed or tripped when standing on the ground.
Explorer: Bronzebeard dwarves gain a +2 bonus to Perception checks to notice unusual
things like secret doors or traps. Within 10 feet they get a roll regardless of whether they
are actively looking or not.
+2 racial bonus on Fortitude saving throws against cold effects. (This includes magical and
nonmagical cold effects.)
+2 racial bonus on saving throw against poison.
+2 racial bonus on Appraise checks related to stone or metal items, Trade Skill checks
related to stone or metal items and related to gunsmithing.
Weapon Familiarity: Bronzebeard dwarves are proficent with battleaxes, warhammers,
and any weapon with the word Dwarven in the name.
Languages: Bronzebeard dwarves begin play speaking Common and Dwarven.
Bronzebeard dwarves with high Intelligence scores can choose from the following: Elven,

Gnome, Goblin, and Orc.


Bronzebeard Dwarf Racial Levels
Bronzebeard dwarves can take up to three levels in Bronzebeard dwarf at any time.
Racial levels indicate not only a greater understanding of the dwarven heritage, but also
dwarven fighting styles and the innate abilities that dwarves can harness with sufficient
training.
Hit Die: d8.
Table: The Bronzebeard Dwarf
Bronzebeard Base Attack Fort Ref Will
Dwarf Level Bonus Save Save Save Special
1st +0 +2 +0 +0 +1 Sta +2 racial bonus on attacks vs. giants, bonus weapon proficiency,
stoneform, +1 racial bonus on saving throws vs. spells and spell-like effects
2nd +1 +2 +0 +1 +2 Strength, +4 dodge bonus to AC vs. giants, bonus weapon
proficiency, +2 racial bonus on saving throws vs. spells and spell-like effects,
3rd +2 +3 +1 +1 +1 Sta +3 racial bonus on saving throws vs. spells and spell-like effects,
bonus weapon proficiency
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Appraise (Int), Athletics (Str), Knowledge (engineering) (Int), Perception
(Spt) and Sense Motive (Spt).
Weapon and Armor Proficiency: Bronzebeard dwarves with levels only in Bronzebeard
dwarf (no actual class levels) are proficient in the use of all simple weapons and light
armor.
Stoneform (Su): Once per day, a Bronzebeard dwarf may gain a +2 natural armor bonus to
AC per level of Bronzebeard dwarf. This bonus lasts for a number of rounds equal to the
dwarfs Stamina modifier + his racial class level.
Bonus Weapon Proficiency: At each level, the Ironforge dwarf chooses one weapon from
the following list: long rifle, flintlock pistol, dwarven waraxe, dwarven battle hammer, and
dwarven tossing hammer. He is proficient with the weapon.

Dwarf, Wildhammer Racial Traits


+2 Strenght, +2 Stamina, -2 Charisma
Medium Size: Whildhammer dwarves have no special bonuses or penalties based on
their size.
Speed: Base speed for an ironforged dwarf is 20 feet.
Low-light vision: Wildhammer dwarves can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination. They retain the ability
to distinguish color and detail under these conditions.

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

begins play with 3d4 x 10 gold pieces.


Weapon and Armor Proficiency: Wildhammer dwarves with levels in Wildhammer
dwarf are proficient in the use of simple weapons and light armor.
Recklessness (Ex): Wildhammer dwarves are renowned for great bravery. When a
Wildhammer dwarf charges a foe, he gains a +4 bonus on his attack roll. At 3rd level, he
gains improved recklessness and takes no penalty to his AC when he charges.
Bonus Weapon Proficiency: At each level, the Wildhammer dwarf chooses one
weapon from the following list: dwarven waraxe, dwarven battle hammer, and dwarven
tossing hammer. He is proficient with the weapon.

Gnome Racial Traits


+2 Intellect, +2 Charisma, 2 Strength. Gnomes are clever, friendly and keen of wit, but
their small size impairs their strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus
on attack rolls, a +4 size bonus on Stealth checks, and a 1 penalty on CMB checks and
CMD. She must use smaller weapons than humans use, however, and her lifting and
carrying limits are three-quarters those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight,
torchlight and similar conditions of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
+2 racial bonus on all Trade Skill (Int) checks. Gnomes are skilled artisans and dabble in
many different sciences.
+2 racial bonus on Use Technological Device.
+2 racial bonus on Perception checks. Gnomes have keen ears.
+1 racial bonus on all saving throws. Gnomes are surprisingly capable of avoiding harm.
Technological Feat: Gnomes begin play with one bonus feat chosen from the list of tinker
bonus feats. The gnome hero must meet any prerequisites associated with that feat.
Automatic Languages: Common and Gnome.
Bonus Languages: Dwarven, Goblin and Thalassian. Gnomes know the languages of
their friends and their goblin rivals.
Leper Gnomes Racial Traits
2 Strength, +2 Agility, +2 Intellect. Leper gnomes are quick of mind and body,
but their small, diseased frames lack true muscle.
Small: As a Small creature, a leper gnome gains a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, a +4 size bonus on Stealth checks to hide, and a 1 penalty on CMB

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.

Elf, High Racial Traits


+2 Agility, +2 Intelligence, -2 Stamina
Medium: High elves have no special bonuses or penalties due to their size.
Normal Speed: Base speed for a high elf is 30 feet.
Low-light Vision: High elves can see twice as far in poor lighting conditions as humans
do.
Magic Addiction: High elves are addicted to the use of arcane magic. A high elf must
spend 1 hour each morning in meditation, resisting the distractions of addiction, or take a
1 penalty to effective caster level for all arcane spells and a 2 penalty on all saving
throws against spells for that day. Devoting time to resisting the addiction is unnecessary if
the high elf is within 50 feet of a moonwell. If the high elf is able to drink directly from a
moonwell, the addiction abates for a number of days equal to the high elfs Spirit modifier
(minimum of 1 day).
Racial Animosity: Night elves and tauren can instinctively sense the disturbing innate
arcane energies that addict the high elves. Because of this, high elves suffer a 2
circumstance penalty on all Charisma-based skill checks made when relating directly to
night elves and tauren.
+2 racial bonus on Knowledge (arcana) and Spellcraft checks and consider them always
class skills
+2 on caster level checks made to overcome spell resistance as well concentration checks.
+2 racial bonus on saving throws against mind effect spells and effects.
Weapon Proficiency: High elves receive for free the Martial Weapon Proficiency feats for
the longbow, composite longbow, short sword, longsword and any weapon with the word

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.

Elf, Night Racial Traits


+2 Agility, +2 Spirit, -2 Charisma; Night elves are quick and have keen senses, but they are
stand ofish and aloof.
Medium Size: Night elves have no special bonuses or penalties due to their size.
Normal Speed: Base speed for a night elf is 40 feet.
Low-light Vision: Night elves can see twice as far in poor lighting conditions as humans
can.
+2 racial bonus vs. electricty and poisons. Night elves are hearty, and resistant to the
whims of nature
+2 racial bonus to Knowledge (nature), Perception and Survival checks.
Touch of Elune (Ex): During daylight, the night elf gains a +1 competence bonus to attack
rolls, ability and skill checks. During night, the night elf gains +1 dodge to AC and all
saving throws.
Weapon Familiarity: Night elves treat moonglaives, moon swords and warglaives as
martial weapons rather than exotic weapons.
Languages: Night Elves speak Common and Darnassun. Night elves with high
Intelligence scores can choose from the following: Goblin, Orcish, or Sylvan.
Night Elf Racial Levels
Night elves can take up to three levels in night elf at any time. As the race rests within the
shade of Teldrassil, they do not stay idle. These levels represent learning and tutelage in
night elf abilities and harnessing their mystical natures. Night elf levels stack with an
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.
Hit Die: d8.
Table: The Night Elf
Night Elf Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 +1 Spirit, shadow meld, +2 racial bonus on Acrobatics checks, bonus
weapon proficiency
2nd +1 +0 +1 +2 +1 Spirit, resistances, bonus weapon proficiency
3rd +2 +1 +1 +3 +2 Agility, +2 racial bonus on saves vs. arcane magic, bonus weapon
proficiency
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Acrobatics (Agi), Athletics (Str), Handle Animal (Spt), Perception (Spt),
Sense Motive (Spt), Spellcraft (Int), Stealth (Agy) and Survival (Spt).
Weapon and Armor Proficiency: Night elves with levels only in night elf (no actual class

levels) are proficient in the use of all simple weapons, excluding crossbows, and can wear
any light armor.
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.

Worgen, Gilgean Racial Traits


Shapechanger Subtype: The Greymane Worgen are humanoids with the shapechanger
subtype. Strength +2, Agility +2, Intellect -2. Worgen are mighty and agile, but their bestial
natures detracts from their reasoning.
Medium: as medium creatures, the Worgen have no special bonuses or penalties due to
their size.
Worgen land base speed is 30 ft.
Shifting (Su): A Greymane worgen has two forms: human and Worgen. The base form is
Worgen. As a standard action, a Greymane Worgen may shift from human to worgen or
from worgen to human. This can happen at anytime of the day, thanks to advanced
alchemy. The act of shifting from human to worgen transforms the human into a monster,

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

+1 natural armor, +1 Agi, pounce, bite 1d8

Pounce (Ex): If a worgen charges, it can make a full attack.

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

3rd +2 +3 +1 +1 +1 Str, blood and honor


Skill Ranks per Level: 2 + Int modifier.
Class Skills: Athletics (Str), Handle Animal (Cha), Ride (Agy), Spellcraft (Int) and
Survival (Spt).
Starting Gold: A 1st-level orc with a level in orc begins play with 5d4 x 10 gold pieces.
Weapon and Armor Proficiency: Orcs with levels in orc are proficient with all simple and
martial weapons, and with light and medium armor.
Ferocity (Ex): An orc remains conscious and can continue fighting even if its hit point total
is below 0. It is still staggered and loses 1 hit point each round. The orc still dies when its
hit point total reaches a negative amount equal to its Stamina score.
Favored of the Spirits (Ex): Orcs connect with the spirits of the world as well as with their
ancestors. At 2nd level, once per day as a swift action, an orc may gain a +2 sacred bonus
to any one ability. This bonus lasts for 1d6 rounds, +1 round per point of Spirit modifier.
Blood and Honor (Ex): Despite the fact that they are no longer under demonic influence,
orcs can still enter bloodthirsty frenzies. Indeed, orcs respect and honor this trait. At 3rd
level the orc gains a +4 bonus on Will saves to resist enchantment spells while in blood
fury. This bonus stacks with all other modifiers, including the morale bonus on Will saves
she gains during her blood fury.

Forsaken Racial Traits


+2 Strenght, 2 Agility, +2 Intellect: Undeath grants physical and mental power but
dulls reflexes.
Medium: Forsaken are Medium creatures and have no bonuses or penalties due to their
size.
Normal Speed: Forsaken have a base speed of 30 feet.
Darkvision: Forsaken can see in the dark up to 60 feet.
Undead: Forsaken are undead rather than humanoids. This provides a Forsaken with
numerous undead traits:
No Stamina score. Undead use their Charisma score in place of their Stamina score when
calculating hit points, Fortitude saves, and any special ability that relies on Stamina (such
as when calculating a breath weapon's DC). Anything that affects Stamina instead affects
your Charisma (such as an amulet of health or a poison that deals Stamina damage)
+4 racial bonus to Will save against mind-affecting effects (charms, compulsions, morale
effects, patterns, and phantasms).
+4 racial bonus to Fortitude save against magical diseases and poisons.
Immunity to death effects, natural diseases nad poisons, paralysis, sleep effects, and
stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its

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.

Tauren Racial Traits


+2 Strenght, +2 Spirit, 2 Agility: Tauren are incredibly powerful and in tune with
spirits, but they lack grace.
Medium: Tauren are Medium creatures and have no bonuses or penalties due to their
size.
Normal Speed: Tauren have a base speed of 30 feet.
Weapon Familiarity: Tauren treat any weapon with the word Tauren in its name as a
martial weapon.
Weapon Proficiency: Tauren receive the Martial Weapon Proficiency feats for longspears
and shortspears. Tauren are skilled hunters.
Natural Weapon: A taurens horns are a primary natural weapon, and all adult tauren
are proficient in their use. Tauren horns deal 1d8 points of damage (plus bonus damage
from Strength). A Tauren fighting with melee weapons treat the horns as secondary
natural attacks (with a -5 penalty on the attack roll) and deal 1d8 points of damage + the
Taurens Strenght modifier.
+2 racial bonus vs. electricty and poisons. Taurens are hearty, and resistant to the whims
of nature
+2 racial bonus and always treat Handle Animal and Survival as they were class skills for
them.
All tauren gain War Stomp as a bonus feat, even if they do not meet the prerequisites.
Languages: Tauren begin play speaking Common and Taur-ahe. Tauren with high
Intellect scores can choose from the following: Goblin, Low Common, Orcish and Zandali.
Tauren Racial Levels
Tauren can take up to three levels in tauren at any time. The path that a tauren follows
when taking racial levels is a spiritual and physical journey. It is as much a rite of passage
as it is a revelation into the workings of the world around the tauren. Because of this, most
tauren embark on the journey slowly, taking a level in order to gain a better understanding
of the challenges ahead of them.Tauren levels stack with a divine spellcasting class level for
purposes of determining caster level for spells. If the tauren has two divine spellcasting

classes, add the racial levels to the higher of the two.


Hit Die: d8.
Table: The Tauren
Tauren Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +0 +0 +1 Strength, tauren charge
2nd +1 +2 +0 +0 +2 Spirit, +4 racial bonus on saves vs. fear effects, bonus weapon
proficiency
3rd +2 +3 +1 +1 +1 Strength, improved tauren charge, bonus weapon proficiency
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Athletics (Str), Handle Animal (Spt), Perception (Spt), Sense Motive (Spt),
Spellcraft (Int) and Survival (Spt).
Weapon and Armor Proficiency:Tauren with levels only in tauren (no actual class levels)
are proficient in the use of simple weapons, excluding crossbows, and are able to use light
armor. They retain their standard Martial Weapon Proficiency feats.
Tauren Charge (Ex): On a charge, a tauren may lower his 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 tauren horns deliver a single gore attack that deals twice the horn
damage + 1/2 times the taurens Strength modifier and can make a free bull rush attempt.
Improved Tauren Charge (Ex): A tauren is considered Large for the purpose of making
tauren charges and bull rushes.
Bonus Weapon Proficiency: At 2nd and 3rd level, the tauren chooses one weapon from the
following list: tauren halberd, tauren totem. He is proficient with the weapon.

Taunka Racial Traits


+2 to Str, +2 to Sta, -2 to Cha- Like their distant cousins the Taunka are a strong and hardy
people. However the Taunka are suspicious of outsiders, making them cold and grim when
dealing with other peoples.
Medium sized Creatures
Base land speed is 30 feet
Natural Weapon: A taunka's horns are a natural weapon, and all adult Taunka's are
proficient in their use much like the Taurens, however the Taunka's horns are bigger then
the Taurens. Horns deal 1d10 points of damage (plus bonus damage from STR).
Weapon Familiarty: Taunka may treat Totems (Tauren Totem) as a martial weapon rather
then an exotic weapon.
+2 Racial bonuses to Survival and Knowledge: Nature. Being a nomadic people, knowing
the land and how to survive off it.

Taunka Racial Classes


Hit Die: d8
Taunka Base Attack; Fort; Ref; Will; Special
1st: +0, +2, +0, +0, +1 STR, Taunka Charge
2nd: +1, +2, +0, +0, +2 SPT, Snowfoot, Resistance to Cold
3rd: +2, +3, +1, +1, +1 to STR Improved Taunka Charge
Skill Ranks per level: 2 + Int Mod
"Class" Skills: Athletics (STR), Handle Animal(SPT), Knowledge: Nature(INT),
Perception(SPT), Sense Motive(SPT) and Survival(SPT).
Weapon and Armour Proficiency: Taunka with levels in "Taunka" 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.
Snowfoot:The Taunka are adapt to living in the snowy lands of Northrend, how to
maneuver and fight without the troubles of those who are alien to the snow. At second level
they gain the Snowfoot feat.
Resistance to Cold (Ex): The taunka gains resistance to cold 10. This value increases by +1
for every four character levels.
Taunka Charge: On a charge, a Taunka 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 Taunka Charge: A Taunka is considered Large for the purpose of making a
Taunka charge and bull rushes.
Yaungol Racial Traits
+2 to Str, +2 to Sta, -2 to Int
Medium sized Creatures
Base land speed is 30 feet
Natural Weapon: A taunka's horns are a natural weapon, and all adult Yaungol's are
proficient in their use much like the Taurens, however the Yaungol's horns are bigger then
the Taurens. Horns deal 1d8 points of damage (plus bonus damage from STR).
+2 Racial bonuses to Survival and Perception. Being a nomadic people, knowing the land
and how to survive off it.
Yaungol Racial Classes
Hit Die: d8
Yaungol Base Attack; Fort; Ref; Will; Special
1st: +0, +2, +0, +0, +1 STR, Yaungol Charge
2nd: +1, +2, +0, +0, +2 SPT, +4 against fear save, Resistance to Fire
3rd: +2, +3, +1, +1, +1 to STR Improved Yaungol Charge
Skill Ranks per level: 2 + Int Mod
"Class" Skills: Athletics (STR), Handle Animal(SPT), Knowledge: Nature(INT),
Perception(SPT), Sense Motive(SPT) and Survival(SPT).

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.

Jungle Troll Racial Traits


+2 Agility, +2 Spirit, 2 Intellect: Trolls are wiry, quick and love voodoo magic, but
their primitive culture has not allowed for much intellectual stimulation.
Medium: Jungle Troll are Medium creatures and have no bonuses or penalties due to
their size.
Normal Speed: Jungle Trolls have a base speed of 30 feet.
Low-Light Vision: Jungle Trolls can see twice as far as humans in conditions of dim
light.
+2 racial bonus on Acrobatics and Survival check and always treat Acrobatics and Survival
as they were class skills for them.
+1 racial bonus on attack rolls made with a thrown and ranged weapons.
Troll Healing: Jungle trolls heal twice quickly as normal (they heal 2 hit point per hit die
after a period of rest).
Berserkering: As a swift action, for 1 round, he can act as for the bloodlust spell. After
this round is consider fatigued and cannot use berserkering or fury.
Languages: Jungle Trolls begin play speaking Common and Zandali. Jungle Trolls with
high Intellect scores can choose from the following: Goblin, Low Common, Orcish and
Taur-ahe.
Jungle Troll Racial Levels
Jungle trolls can take up to three levels in jungle troll at any time. Trolls have existed for
ages longer, perhaps, than any other race on Azeroth. Jungle trolls seek witch doctors
and tribal leaders to help them touch this ancient power. They drink strange brews, eat
special mushrooms and trek into the wilderness to commune with voodoo spirits.
Sometimes, a witch doctor just knocks them on the head and speaks a few phrases.
Whatever works.Jungle troll levels stack with a divine spellcasting class level for purposes
of determining caster level for spells. If the jungle troll has two divine spellcasting classes,
add the racial levels to the higher of the two.

Hit Die: d8.


Table: The Jungle Troll
Jungle Troll Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +0 +1 Stamina, improved rapid healing, improved berserkering
2nd +1 +0 +3 +0 +2 Agility, fast healing 1
3rd +2 +1 +3 +1 +1 Stamina, troll healing
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Acrobatics (Agy), Athletics (Str), Perception (Spt), Stealth (Agy), Survival
(Sta).
Weapon and Armor Proficiency: Jungle trolls with levels only in jungle troll (no actual
class levels) are proficient in the use of all simple weapons and no armor.
Improved Rapid Healing (Ex): A jungle troll with this trait recovers hit points equal to his
Stamina modifier every hour. This trait replaces the rapid healing trait.
Improved Berserkering (Ex): As for the Berserkering ability, except that last a number of
rounds equal to the 1 + Stamina modifier.
Fast Healing 1 (Ex): This trait replaces improved rapid healing.
Troll Healing (Ex): The jungle troll gains fast healing equal to his Stamina modifier, to a
minimum of 1. For example, a jungle troll with a 22 Stamina has fast healing 6. This trait
replaces the fast healing 1 trait.
Half Ogre (Moknathal) Racial Traits
+2 Strenght, +2 Spirit, 2 Charisma: Half Ogres are powerful and wise like their
progenitors, but theyve been isolated for many years.
Medium: Half Ogres are Medium creatures and have no bonuses or penalties due to their
size.
Normal Speed: Hal Ogres have a base speed of 30 feet.
Low-Light Vision: Half Ogres can see twice as far as humans in conditions of dim light.
Powerful Build: The physical stature of Half Ogres lets them function in many ways as if
they were one size category larger. Whenever a Half Ogre is subject to a size modifier or
special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as
during grapple checks, bull rush attempts, and trip attempts), the Half Ogre is treated as
one size larger if doing so is advantageous to him. A Half Ogre is also considered to be one
size larger when determining whether a creatures special attacks based on size (such as
grab or swallow whole) can affect him. A Half Ogre can use weapons designed for a
creature one size larger without penalty. However, his space and reach remain those of a
creature of his actual size. The benefts of this racial trait stack with the effects of powers,

abilities, and spells that change the subjects size category.


Mixed Blood: Half Ogres count as both Orc and Ogre for any effect related to race.
+1 natural armor bonus.
Languages: Half Ogre begin play speaking Common and Low Common. Half Ogres with
high Intellect scores can choose from the following: Goblin, Orcish, Taur-ahe and Zandali.
Half-Ogre Racial Levels
Half-ogres can take up to three levels in half-ogre at any time. An individuals acquisition
of racial levels indicates a pursuit of his ogre nature, strengthening both his physical and
spiritual form in the process. The strengthening of his ogre blood slowly increases a
half-ogres size, until he becomes a Large creature by 3rd level. Half-ogre levels stack
with a divine spellcasting class level for purposes of determining caster level for spells.
If the half-ogre has two divine spellcasting classes, add the racial levels to the higher of
the two.
Hit Die: d8.
Table: The Half-ogre
Half-ogre Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +0 +1 Str, +1 Spt
2nd +1 +3 +0 +1 +1 Spt, +1 Sta
3rd +2 +3 +1 +1 +1 Str, +1 Sta, Size Increase
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Athletics (Str), Handle Animal (Cha), Perception (Spt), Profession (Spt),
Survival (Spt).
Starting Gold: A 1st-level half-ogre with a level in half-ogre begins play with 3d4 x 10 gold
pieces.
Weapon and Armor Proficiency: Half-ogres with levels in half-ogre are proficient in the
use of all simple weapons, and with light and medium armor.
Size Increase: At 3rd level, the half-ogres continued growth sends him into Large
creature range. He loses the powerful build ability and his size increases to Large, which
has the following effects:
His space increases to 10 feet.
His natural reach increases to 10 feet.
He takes a 1 size penalty to AC and a 1 size penalty on attack rolls.
He must wield weapons of Large size or take penalties. Similarly, he must wear
armor appropriately sized for him, which costs twice as much as normal.
His lifting and carrying capacities double.

Note that the half-ogres gear does not grow along with him.

Goblin Racial Traits


+2 Agility, +2 Charisma, -2 Strength; Goblins are quick and they are natural salesmen, but
they lack the physical prowess of other races.
Small Size: As small creatures, goblins gain a +1 bonus to AC, +1 bonus to attack rolls, +4
bonus to Sealth checks, and a -1 penalty to Combat Maneuver Bonus and Combat
Maneuver Defense.
Slow Speed: Base speed for a goblin is 20 feet.
Low-light Vision: Goblins can see twice as far in poor lighting conditions as a human
can.
Weapon Familiarity: Goblins treat flintlock pistols and long rifles as martial weapons
rather than exotic weapons.
A goblin gains one bonus technology feat at 1st level. All goblins pick up some mechanical
skills.
+2 racial bonus on Alchemy, Appraise, Diplomacy and Perception checks. These skills are
class skills for all goblin characters.
+4 racial bonus on Engineering checks. Engineering is a class skill for all goblin characters.
Goblins are master craftsmen.
+2 racial bonus on all Trade Skills checks involving adamantine items. Goblins have a long
history of forging adamantine arms and armor (due to their marketability) and are skilled
in working it.
Automatic Languages: Common and Goblin.
Bonus Languages: Any unrestricted. Goblins know myriad languages in order to trade with
as many races as possible.
Goblin Racial Levels
The Goblins of Undermine have established themselves as the ultimate merchants. Willing
to do anything for a profit, they roam all over Azeroth buying, selling, and making money.
They also construct incredible technological devices to further industrial development
were it not for their lack of proper safeguards, Goblins might have the wealth and the
weaponry to conquer the world. The iconic Goblin makes use of a wide range of abilities
and a bit of tinkering to capture the feel of the mad Goblin inventor. Goblin levels stack
with an arcane spellcasting class level for purposes of determining caster level for spells. If
the goblin has two arcane spellcasting classes, add the racial levels to the higher of the two.
Hit Dice: d8
Base Attack Bonus: medium base attack bonus.
Saving Throws: good Reflex.
Skill Points at Each Level: 2 + Int modifier
Class Skills: Appraise, Bluff, Diplomacy, Knowledge (engineering), Knowledge (local),

Linguistics, Perception, Sense Motive, Use Technological Device.


Starting Gold: A 1st-level goblin with a level in goblin begins play with 5d4 x 10 gold pieces.
Weapon and Armor Proficiency: Goblins with levels only in goblin (no actual class levels)
are proficient with simple weapons. Furthermore, a goblin does not suffer a -4 penalty
when using an improvised weapon, such as a wrench or torch.
Ability Bonuses: At 1st level, the Goblin gains a +1 to her Charisma score. She gains a +2 to
her Intellect score at 2nd level and an additional +1 to her Charisma at 3rd level.
1st Level Tinkers Touch (Ex): Goblin racial levels count as Tinker levels when calculating
the maximum Technological Limit (TL) of any device she builds.
2nd Level Time Is Money (Ex): The Goblin gains the Shrewd Negotiator feat as a bonus
feat. She does not have to meet any prerequisites to take advantage of the feat.
3rd Level Oh, Yes, There Will Be Bombs: Whenever a Goblin uses an explosive weapon
(i.e., a grenade, bomb, or other similar weapon), he may add an additional +1 damage per
damage die to his roll. This ability stacks with the Sapper prestige class ability Enhanced
Yield (found in the Alliance Players Guide). And +2 racial bonus on Bluff and Sense
Motive checks

Blood Elf Racial Traits


+2 Intellect, +2 Agility, -2 Stamina
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.
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 astandard action and succeeds on a touch attack
that provokes an attack of opportunity, he steals one of the highest 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
appropriate blood elf feat (see below). Alternately, a blood elf caster may use this stolen
spell energy to cast any spell he has prepared of that level. 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 3
+ 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 1 level 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 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.

Bonus Languages:Any unrestricted. Half-elves are versatile wanderers and pick up


many different languages.

Half-Orc Racial Traits


+2 to any Ability
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to
their size.
Half-orc base land speed is 30 feet.
Low-Light Vision: Half-orcs 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.
Orc Blood: For all special abilities and effects, a halforc is considered both a human and
an orc.
1 extra skill point at each level. Half-orcs are versatile and capable.
Furious Strength (Ex): Half-orcs can draw a small amount of rage from their orc legacy.
Once per day, on her turn as a free action, a half-orc may gain a +2 bonus to Strength. This
bonus lasts for 1 round +1 round per point of Stamina modifier (minimum 1 round).
+2 racial bonus on saving throws against fear related spells or effects. Debate
continues over whether half-orcs are fearless due to some aspect of their human parentage,
or if this trait is simply another way in which they prove that they are the equal of the other
races.
+2 racial bonus on Intimidate and Sense Motive checks. Half-orcs are as intimidating
as their orc parents, and have learned to look beyond surface appearances in order to
survive. These skills are also class skills for all half-orcs.
Automatic Languages: Common and Orcish.
Bonus Languages: Any unrestricted. Half-orcs learn many languages, like their human
parents.

Dwarf, Dark Iron Racial Traits


+2 Agility, +2 Intelligence, -2 Charisma
Medium Sized: Dark iron dwarves have no special bonuses or penalties due to their size.
Slow but Steady: Dark iron dwarves have a base speed of 20 feet, but it is never modified
by armor.
Superior Darkvision: Dark iron dwarves can see in the dark up to 120 feet.
+2 racial bonus to Appraise and Trade Skill checks related to stone or metal.
+4 racial bonus on Stealth checks
Explorer: Dark iron dwarves gain a +2 bonus to Perception checks to notice unusual

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.

Furbolg Racial Traits


+4 Strength, +2 Stamina, 2 Agility, -2 Intellect. Furbolgs are muscular and sturdy thanks
to their ursine nature, but their large frames and paw-like hands make them clumsy.
Medium: As Medium creatures, furbolgs have no special bonuses or penalties due to
their size.
Furbolg base land speed is 30 feet.
Darkvision: Furbolgs can see in the dark up to 60 feet. Darkvision is black and
white only, but it is otherwise like normal sight.
Natural Weapons: Furbolgs have natural claws that are well suited to mangling.
Their claws deal 1d4 points of damage. Furbolgs can take the Improved Natural Attack feat
(see the Monster Guide) to improve their mangling efficacy.
+2 racial bonus on Knowledge (nature) and Survival checks. These skills are also always
class skills for all furbolg characters.
+2 natural armor
Furbolg Racial Levels
Furbolg stack with a divine spellcasting class level for purposes of determining caster
level for spells. If the furbolg has two divine spellcasting classes, add the racial levels to
the higher of the two.
Hit Die: d8.
Table: The Furbolg
Furbolg Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +0 +1 Str, improved claws
2nd +1 +3 +0 +1 +2 Spt, +2 natural armor
3rd +2 +3 +1 +1 +1 Str, Size Increase, improved claws
Skill Ranks per Level: 2 + Int modifier.
Class Skills: Athletics (Str), Knowledge (nature) (Int), Perception (Spt), Survival (Spt).
Starting Gold: A 1st-level furbolg with a level in furbolg begins play with 1d4 gold pieces.
Weapon and Armor Proficiency: Furbolg with levels in furbolg are proficient in the use
of all simple weapons but no armor.

Improved Claws: At 1st 1d6 and again a 3rd 1d8.


Size Increase: At 3rd level, the Furbolgs continued growth sends him into Large
creature
range.
His space increases to 10 feet.
His natural reach increases to 10 feet.
He takes a 1 size penalty to AC and a 1 size penalty on attack rolls.
He must wield weapons of Large size or take penalties. Similarly, he must wear
armor appropriately sized for him, which costs twice as much as normal.
His lifting and carrying capacities double.
Note that the furbolgs gear does not grow along with him.
Arakkoa Racial Traits
+2 Agility, +2 Intellect, -2 Stamina. Arakkoa are lightweight and quick of mind, but their
light frames make them frail.
Medium: As Medium creatures, arakkoa have no special bonuses or penalties due to
their size.
Affiliation: Independent. The arakkoa mostly keep to themselves and their own ways
(and dark religions!); a handful have settled in Shattrath as refugees but retain their
independence.
Humanoid: Arakkoa are considered humanoids
Arakkoa base land speed is 30 feet.
Arrakkoa always counts as having a running start when making jump checks using
Athletics. Though not capable of flight, the arakkoas feathery frames let them jump much
more easily. This skill is considered a class skill for all arakkoa characters.
Glide (Ex): Arakkoa can make a DC 15 Acrobatics heck to fall safely from any height
without taking falling damage, as if using feather fall. When falling safely, a tengu may
make an additional DC 15 Acrobatics check to glide, moving 5 feet laterally for every 20
feet he falls.
Natural Weapons: An arakkoa has sharp talons with which she may rake her
opponents. Assuming she has both hands free, she has two talon attacks that deal 1d4
points of damage each as a primary natural attack.
+2 racial bonus on Athletics checks made to climb and Perception checks. Arakkoa claws
help them grip while climbing, and they also possess keen bird-like senses. These skills are
considered class skills for all arakkoa characters.
+2 racial bonus on all Handle Animal check against birds of any kind.
Automatic Languages: Ravenspeech.
Bonus Languages: Common, Low Common, Ethereal, Goblin, Orc, Thalassian, and
Draenei. The arakkoa have learned the languages of other Outland natives and prominent
visitors.

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.

Ethereal Racial Traits


+2 Agility, +2 Intellect, -2 Strength. Ethereals are quick and quite intelligent, but their

airy forms make them weaker than other creatures.


Medium: As Medium creatures, ethereals have no special bonuses or penalties due to
their size.
Affiliation: Independent. The ethereals run a few of their own organizations, such as the
Consortium, but they have remained completely outside the conflicts of the Horde and
Alliance.
Humanoid: Ethereals are considered humanoid with the (extraplanar) subtype.
Ethereal base land speed is 40 feet.
+2 racial bonus on Appraise, Bluff, Diplomacy, and Sense Motive checks. Ethereals are
consummate traders and merchants, and these skills are class skills for all ethereal
characters.
+2 racial bonus on saving throws against sonic-based effects. Ethereal physiology seems
comprised of sounds and vibrations, which gives them resistance to attacks that would
harm other creatures.
All ethereal gain Improved Initiative as a bonus feat.
Automatic Languages: Ethereal.
Bonus Languages: Any unrestricted. The ethereals have displayed an uncanny ability to
learn the languages of their new trading partners despite limited contact.
Racial Levels: Ethereals can take a few levels in ethereal as a class to develop their racial
qualities more fully.
Ethereal Racial Class
The ethereals are a mysterious lot, though the races of Azeroth have discovered they are
consummate traders and merchants. Ethereals are nearly as focused as the goblins in their
desire for trade and profit, and some have learned to harness new abilities to protect their
investments. Their racial levels draw on their enigmatic connection with sound, projecting
sonic waves at their enemies and vibrating the very air around them. Ethereal levels stack
with or rogue class level for purposes of determining backstab attack and access to
advanced rogue talent or an arcane spellcasting class level for purposes of determining
caster level for spells. If the ethereal 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: Appraise, Bluff, Diplomacy, Knowledge (local), Linguistics, Perception,
Perform, Sense Motive.
Starting Gold: As Rogue.
BAB: Medium.
Saves: Good Will.
+1 Charisma at 1st and 2nd levels
+2 Intellect at 3rd level.
Class Features
Weapon and Armor Proficiency: Ethereals with levels in ethereal are proficient with simple
weapons, light armor, and shields.

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.

Kobolds Racial Traits:


+2 Agility, +2 Spirit, 2 Intellect. Kobolds are quick and quite aware, but not too bright.
Small size.
Kobold base land speed is 20 feet.
Heightened Low-Light Vision. Kobolds can see four times as far as a human in starlight,
moonlight, torchlight and similar conditions of poor illumination. They retain the ability
to distinguish color and detail under these conditions.
Candle Morale. Many kobolds wear helmets that sport lit candles. These serve as
more than just light sources, for kobolds develop an attachment to their candles and
the light they shed. When a kobold wears or holds a lit candle, she gains a +1 morale bonus
on attack and damage rolls and a +4 morale bonus on saves against fear effects. However,
it doesnt take much to extinguish one of these candles. In general, the following
circumstances extinguish a kobolds candle: The kobold fails any saving throw; the kobold
moves more than 40 feet in a round; or an opponent strikes the candle with a melee or
ranged touch attack. An opponent may take a 4 penalty on his attack roll to hit both the
kobold and the candle with the same attack, thereby both dealing damage and
extinguishing the candle. Kobolds can rekindle the candle as a standard action that
provoke an attack of opportunity.
Kobolds suffer a 4 penalty on saves against fear effects.
Kobolds have a +4 racial bonus on Perception check. Kobolds are very keen at detecting
danger (so that they can avoid it).
Kobolds have a +2 racial bonus on Appraise, Mining, Stealth and Trapmaking checks;
further, these are all class skills for kobolds. Kobolds are born miners, and they
spend their lives hiding from larger races.
All kobolds are proficient with light and heavy picks.
Automatic Languages: Common and Low Common.

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.

Wolvar Racial Traits


Medium monstrous humanoids
base land speed 30 ft
+2 Sta, +2 Spt, -2 Cha
low-light vision, scent
+1 natural armor class
+2 to Survival and Knowledge (nature) checks. These skill are also class skills for all wolvar
characters.
2 claws (1d4 primary) and bite (1d6 secondary)

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

level for spells.


Hit Die: d8.
Skill Points: 4 + Int modifier.
Class Skills: Bluff (Cha), Knowledge (arcana) (Int), Intimidate (Cha), Perception (Spt),
Stealth (Agy).
Weapon and Armor Proficiencies: Faceless one with levels only in Faceless one (no actual
class levels) are proficient in the use of all simple weapons and light armor.
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 +1 Charisma, +1 Stamina, Mutation (lesser)
2nd +1 +1 +1 +3 +1 Stamina, +1 Strength, Mutation (lesser)
3rd +2 +1 +1 +3 +1 Charisma, +1 Strength, Mutation (greater)
Lesser Mutations
Abomination Wings: The character gains a flight speed of 20 feet and a maneuverability of
clumsy. Each time the character takes Abomination Wings, he may increase either the
maneuverability by one class or the speed by +10 feet.
Blindsight: The character can discern the location of characters and objects within 60 feet
through fine hearing, vibration detection and subtle temperature cues. Each additional
selection increases the creature's blindsight by 30 feet.
Tentacles: The character gains two tentacle attacks, each of which inflicts 1d6 points of
damage. Each additional selection of this mutation increases the damage by 1 die type.
Digestive Breath: The character can use his digestive acids as a breath weapon. This 30
feet cone-shaped burst deals 1d6 point of acid damage per level of faceless one. A
successful Reflex saving throw (DC of 10 + the faceless one level + the faceless one Stamina
modifier) results in half damage. Each additionnal time the character take this ability
again, augment either the number of use per day by one or the damage by 1d6.
Thick Scales: The character gains an additional +2 natural armor bonus each time this
mutation is selected.
Greater Mutations
Abomination Growth: The character grows in size to the Large category. The characters
space and reach change as appropriate for his new size category (see Table 124: Creature
Size and Scale). In addition to the standard changes for size, the character gains +4
Strength, 2 Agility and +2 Stamina.
Extra Arms: The character has two additional arms.
Fast Healing: The character gains fast healing equal to half of his stamina modifiers
(minimum 1).
Necromantic Heritage: Use Charisma instead of Intellect for the purpose of spellcasting
with necromancer class.
Alternatively, the faceless one can select 2 lesser mutation instead of a greater mutation.

Broken Racial Traits

- +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

increases by +1 for every four character levels.


Uncanny Dodge (Ex): At 3rd level, a Broken retains his Agility bonus to AC (if any) even
if he is caught flat-footed or struck by an invisible attacker. However, he still loses his
Agility bonus to AC if immobilized. If a Broken already has uncanny dodge from a different
class, he automatically gains improved uncanny dodge instead.
Sporeling Racial Traits
+2 agy, +2 spt, -2 str
small plant
20ft move, low light vis.
+1 natural armor
+2 perception and knowledge nature always class skills
Marsh Move (Ex) can move across marshy terrain without incurring any movement
penalties.
Fungal Metabolism (Ex): Sporelings do not breathe, nor do they need to eat or sleep in the
typical manner. They gain all the sustenance they require from contact with moist natural
earth, but they require rejuvenation (see Rejuvenation) as often and for as long as humans
need sleep.
Rejuvenation (Ex): So long as it is in contact with moist natural earth, a resting sporeling
regains hit points as though it were experiencing complete bed rest and long term care (3
hit points per character level for each day of rest). The sporeling can engage in light activity
during rejuvenation, but any strenuous activity (fighting, running, casting a spell, and so
on) prevents it from regaining hit points for that day. Complete bed rest does not increase
the amount of healing a sporeling gains from rejuvenation.
+4 save on all mind-affecting effects (charms, compulsions, morale effects, patterns, and
phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: common, Sporg
Sporeling Racial Levels
Sporeling levels stack with a divine caster level for purposes of determining caster level for
spells.
Hit Die: d8.
Skill Points: 2 + Int modifier.
Class Skills: Acrobatics (Agy), Knowledge (nature) (Int), Perception (Spt), Stealth (Agy),
Survival (Spt).
Weapon and Armor Proficiencies: Sporeling with levels only in Sporeling (no actual class
levels) are proficient in the use of all simple weapons and light armor.
Plant Empathy (Ex): This ability functions as the druid's wild empathy, save that a
sporeling can use this ability only on plant creatures. A sporeling gains a +4 racial bonus

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

Makrura Racial Traits


+4 Strength, +2 Stamina,2 Agility, 2 Intellect. Makrura are hardy creatures with
exceptionally powerful pincers, but they are clumsy and and their primitive society
allows for little intellectual stimulation
Makrura base land speed is 20 feet. Makrura base swim speed is 30 feet. Like all
creatures with a swim speed, a makrura can move through water at his swim speed
without making Swim checks. Makrura have a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. A makrura always can choose to take 10
on a Swim check, even if distracted or endangered. A makrura can use the run action while
swimming, provided he swims in a straight line.
Monstrous Humanoid: Makrura are monstrous humanoids, not humanoids. As such,
they are immune to hold person and similar effects that specifically target humanoids.
Aquatic Subtype: Makrura have the aquatic subtype.
Darkvision out to 60 feet.
+4 natural armor bonus to AC.
Natural Weapons: A makrura has two claw attacks that deal 1d6 points of damage each.
Partially Amphibious: Makrura can function perfectly well out of the water for 1
hour. A makrura out of the water beyond this time must make a Fortitude saving
throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal
damage from overexposure to air. A makrura who takes any nonlethal damage in this
way is fatigued. These penalties end when the makrura recovers the nonlethal
damage. Makrura reduced to unconsciousness in this way begin taking lethal damage
each hour. The makrura cannot recover damage from air exposure until he immerses
himself in water for at least 1 hour.
Stability: Makrura walk on many small legs, making them exceptionally stable:
They gain a +4 racial bonus on Acrobatics checks mantain balance and on any saving
throw made to avoid being knocked prone. Note, however, that the body shape isnt

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.

Hozen Racial Traits


+2 Agility, +2 Charisma, -2 Intellect
Base speed 40 ft.
Climb Speed: Hozens have a climb speed of 30 feet.
Low-Light Vision: Hozens can see twice as far as a human in conditions of dim
light.
Agile: Hozens have a +2 racial bonus on Acrobatics, Sleight of Hand and Stealth
checks and are always class skills.
Prehensile Tail (Ex): All Hozens have long, flexible tails that they can use to
carry objects. They cannot wield weapons with their tails, but the tails do allow them
to retrieve small stowed objects carried on their persons as a swift action.
+1 natural armor
Hozen Racial Levels
Hit Die: d8.
Skill Points: 2 + Int modifier.
Class Skills: Acrobatics (Agy), Athletics (Str), Bluff (Cha), Perception (Spt), Survival (Spt).
Weapon and Armor Proficiencies: Hozen with levels only in Hozen (no actual class levels)
are proficient in the use of all simple weapons and light armor.
Tail Slap (Ex): the hozen gains a beak attack that deals 1d6 bludgeoning damage. If made
as part of a full attack along with the tail slap, the beak attack takes a -5 penalty to its
attack roll and adds only half the hozens Strength modifier to damage. The hozen also now
qualifies to take the Multiattack feat, which can reduce the attack penalty to -2.
Tripping Tail (Ex): When a hozen hits with its tail slap, it can make a trip attack as a free
action that does not provoke attacks of opportunity.
Agile Escape (Ex): Hozens gain a +2 dodge bonus to Armor Class.

Level BAB Fort Ref Will Special


1st +0 +0 +2 +0 +1 Agility, tail slap
2nd +1 +1 +3 +1 +2 Stamina, +4 on Acrobatics checks, tripping slap
3rd +2 +1 +3 +1 +1 Agility, Agile Escape

Jinyu Racial Traits


+2 Agility, +2 Spirit, 2 Strenght.
Medium: As Medium creatures, jinyus have no special bonuses or penalties based on
their size.
Jinyus base land speed is 30 feet. Jinyus base swim speed is 30 feet. Like all creatures
with a swim speed, a Jinyu can move through water at her swim speed without making
Swim checks. Jinyus gain a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. A Jinyu always can choose to take 10 on a Swim check, even if
distracted or endangered.
Aquatic Subtype: Jinyus have the aquatic subtype.
Darkvision: Jinyus can see up to 60 feet in total darkness. Darkvision is black and white
only, but it is otherwise just like normal sight.
Amphibious: Jinyus can breathe both air and water indefi nitely. They are uncomfortable
on land, but can function on it.
Water Sense: Jinyus with this racial trait can sense vibrations in water, granting them
blindsense 30 feet against creatures in contact with the same body of water.
Swim is a class skill for all Jinyus characters.
Jinyu Racial Levels
Jinyus levels stack with a divine caster level for purposes of determining caster level for
spells.
Hit Die: d8.
Skill Points: 2 + Int modifier.
Class Skills: Diplomacy (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int),
Perception (Spt), Sense Motive (Spt), Survival (Spt).
Weapon and Armor Proficiencies: Jinyu with levels only in Jinyu (no actual class levels)
are proficient in the use of all simple weapons and light armor.
Read the stream (Ex): +1 caster level for divination spell.
Waterspeaker (Ex): Jinyus treat their Spirit score as 2 points higher for all water spells and
class abilities and cast their Water spells class abilities at +1 caster level.
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 +1 Stamina, Read the stream

2nd +1 +1 +1 +3 +2 Spirit, +2 on Perception and Sense Motive checks


3rd +2 +1 +1 +3 +1 Stamina, Waterspeaker

Pandaren Racial Traits


+2 Stamina, +2 Charisma, 2 Intellect. Pandaren are tough and quite friendly, but their
isolated culture has limited their exposure to intellectual stimulation.
Medium: As Medium creatures, pandaren have no bonuses or penalties based on their
size.
Pandaren base land speed is 30 feet.
+1 natural armor bonus to AC.
All pandaren gain Dodge as a bonus feat, even if they do not meet the prerequisites.
Pandaren have a +2 racial bonus on Perception check. Pandaren are attuned to the world
around them.
Weapon Familiarity: panlance and shaktani as martial wepons.
Automatic Language: Common and Pandaren.
Bonus Languages: Any unrestricted. Pandaren enjoy learning new languages.
Pandaren Racial Levels
Pandaren can take up to three levels in pandaren at any time. Pandaren have a
millennia-long history from which they draw their beliefs, philosophies, and combat styles.
Pandaren levels represent the individual focusing upon his cultures heritage and
training.Pandaren levels stack with a divine spellcasting class level for purposes of
determining caster level for spells. If the pandaren has more than one divine spellcasting
class, add the racial levels to the highest.
Hit Die:d8.
The Pandaren
Base
Pandaren Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +0 +1 Agy, Combat Expertise
2nd +1 +0 +3 +0 +1 Spt, +1 Agy
3rd +2 +1 +3 +1 +1 Spt, attuned defense
Skill Ranks per Level: 2 + Int modifier.
Class Skills:Acrobatics (Agy), Athletics (Str), Knowledge (nature) (Int), Perception (Spt),
Survival (Spt), Stealth (Agy).

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.

Automatic Languages: Common and Nazja.


Bonus Languages: Darnassian, Low Common, and Nerglish. Naga learn to speak with the
creatures with which they interact. Some learn the language of their heritage as well.
Naga Racial Levels
Naga can take up to three levels in naga at any time. Naga racial levels represent
individuals drawing upon both their Highborne legacy and the power that mutated them
over thousands of years. Naga men and women evolve in slightly different ways. Naga
women levels stack with an arcane spellcasting class level for purposes of determining
caster level for spells. If the naga has more than one arcane spellcasting class, add the
racial levels to the highest.
Hit Die: d10.
Skill Points at Higher Levels: 4 + Int modifier.
Class Skills: Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (military tactics)
(Int),
Knowledge (religion) (Int), Spellcraft (Int), Stealth (Agy), Survival (Spt), and Swim (Str).
Starting Gold: A 1st-level naga with a level in naga begins play with 1d4 x 10 gold pieces.
Weapon and Armor Proficiency:Naga are profi cient with simple weapons. They do not
gain profi ciency with any armor or shields.
Mutation (Ex): The Well of Eternitys residual energies are unpredictable, and their
mutative power manifests in different ways. In all naga, many of these mutations are
simply cosmetic soft spines running down their backs, or extra fins adorning their arms,
for instance. Some naga, though (those with racial levels), also possess mutations that have
a more substantial effect. At each level, the naga chooses one of the mutations listed below.
Some mutations are available only to men or to women, and a few have other prerequisites
as well (noted in italics). Unless otherwise noted, a naga can take any given mutation only
once. Other mutations are also possible; these are merely some of the most common.
Arcane Aptitude (Female only):The nagas Intellect is considered to be +2 points higher
when determining bonus spells and her spells DCs.
Arcane Puissance (Female only): The naga gains new spell slots per day as if she had also
gained a level in an arcane spellcasting class in which she possesses at least 1 level. She
does not gain any other benefi t a character of that class would have gained. If she has
more than one spellcasting class in which she can cast arcane spells, she must decide to
which class she adds this level of naga for the purpose of determining spell slots per day. A
naga can gain this mutation any number of times.
Blindsight (Male or Female): Blindsight 30 ft. Prerequisite: Extended Darkvision
mutation.
Claws (Male or Female): The naga gains two claw attacks that deal 1d4 points of damage
each as primary or secondary natural weapons.

Extended Darkvision (Male or Female): Darkvision 120 ft.


Extra Arms (Female only):This mutation is especially common; indeed, most naga women
have it, being born with four arms instead of two. All four of the nagas arms are equally
dexterous and strong and can wield weapons. One hand is considered the primary hand
and the other three are secondary. The naga can take the Multiweapon Fighting feat to
reduce the penalties for fighting with multiple weapons. This mutation can be chosen only
at 1st character level.
Growth (Male only): The naga grows to great size. The naga 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 takes a 4 penalty on Stealth checks to hide, but gains a +1 bonus on
CMB and CMD and +4 on CMD to avoid being tripped. He must wield weapons of Large
size or take penalties. Similarly, he must wear armor appropriately sized for him, which
costs twice as much as normal. His lifting and carrying capacities double. If he has claws or
tentacles, their base damage increases to 1d6/1d8. Prerequisite: Three levels in naga.
Fast Healing (Male or Female): The naga gains fast healing 1, that increase to 2 when the
naga is underwater.
Hard Scales (Male or Female): The nagas natural armor bonus improves by +4.
Poison (Male or Female): The naga secretes poison. If the naga has claws, the poison
applies to her claws; if not, the naga can run a weapon along her poison gland (often in the
palm) to coat it with poison. Doing so is a standard action that provokes attacks of
opportunity.
Type poison (injury); Save Fortitude DC 10 + character's level + Stamina modifier;
Frequency 1/round for 4 rounds; 1d4 Agy; Cure 1 save.
Slippery (Male or Female): The nagas skin is especially slippery. She gains a +6 bonus on
Acrobatics check made to escape and her natural armor bonus improves by +1.
Snake Hair (Female only): The naga has small snakes on her head, like hair. The naga has
a limited ability to see through the snakes eyes. She cannot be flanked and gains a +2
bonus on Perception checks.
Spell-Like Ability (Male or Female): Choose one 1st-level spell from the arcanist or mage
spell list. The naga can use this spell three times per day as a spell-like ability as a caster of
a level equal to her character level. The spells saving throw DC is 11 + the nagas Charisma
modifier.
Increased Swim Speed: A 1st-level nagas swim speed increases to 40 feet. A 3rd-level
nagas swim speed increases to 50 feet.
Table : The Naga
Base
Naga Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2/+0* +1 +0/+2* Mutation, increased swim speed +1 Str/+1 Spt*


2nd +2 +3/+0* +3 +0/+3* Mutation, +2 Sta/+2 Int*
3rd +3 +3/+1* +3 +1/+3* Mutation, increased swim speed, +1 Str/+1 Spt*
* Naga men have good Fortitude saves, while naga women have good Will saves. The
statistics for naga men are listed to the left of the slash, those for women to the right.

Wyrmkin Dragonspawn Racial Traits


+2 Strength, +2 Stamina, 2 Charisma. Wyrmkin are physically powerful, but their
culture teaches them to be submissive.
Large Quadruped: Wyrmkin are 7 to 8 feet tall and their quadrupedal bodies give them
great girth. As Large creatures, wyrmkin take a 1 size penalty to Armor Class, a 1 size
penalty on attack rolls, and a 4 size penalty on Stealth checks to hide; they have a +1
bonus on CMB and CMD, and a natural fi ghting space and reach of 10 feet. Wyrmkin have
a total +4 bonus on CMD to avoid being tripped. They must use larger weapons and armor
than Medium creatures. As Large quadrupeds, wyrmkin have carrying capacities triple
those of Medium bipeds. Their strange frames mean that armor must be custom-made,
however, and costs four times the normal amount.
Wyrmkin base land speed is 30 feet.
Monstrous Humanoid: Wyrmkin are monstrous humanoids, not humanoids. As such,
they are immune to hold person and similar effects that specifi cally target humanoids.
Darkvision: Wyrmkin can see in the dark up to 60 feet. Darkvision is black and white, but
it is otherwise just like normal sight.
Heritage Immunities (Ex): By virtue of their unique lineage, dragonspawn are immune to
the breath weapon of their own fl ight. For example, red wyrmkin are immune to the fi ery
breath of a red dragon. Dragonspawn are likewise immune to the frightful presence of any
dragon of their fl ight as long as that dragon does not have at least twice as many Hit Dice
as the dragonspawn.
Black and red dragonspawn also have the fire subtype and blue dragonspawn have cold
subtype. Chromatic dragonspawn technically have both the cold and fire subtypes, which
effectively negate one another; they end up having resistance to acid 5, cold 5, fire 5 and
electricity. They take a 2 penalty to both Intellect and Charisma.
Immunity to sleep and paralysis.
Automatic Languages: Common and Draconic.
Bonus Languages: Any. Some wyrmkin are scholars and often learn many languages;
some pass this knowledge onto their wyrmkin allies.
Wyrmkin Racial Levels
Wyrmkin can take up to three levels in wyrmkin at any time. Wyrmkin levels represent

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

Murloc Racial Traits


+2 Agility, +2 Spirit, 2 Charisma. Murlocs are faster than most people realize, even
above the water, and surprisingly focused and strong-willed. Their appearance makes most
surface-dwellers uncomfortable, however.
Medium: As Medium creatures, murlocs have no special bonuses or penalties based on
their size.
Murloc base land speed is 20 feet. Murloc base swim speed is 30 feet. Like all creatures
with a swim speed, a murloc can move through water at her swim speed without making
Swim checks. Murlocs gain a +8 racial bonus on any Swim check to perform some special

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

murlocs darkvision increases to 120 feet.


Increased Swim Speed: A 1st-level murlocs swim speed increases to 40 feet. A 3rd-level
murlocs swim speed increases to 50 feet.
Bonus Feat: A 2nd-level murloc can choose one of the following bonus feats: Point Blank
Shot, Quick Draw or Skill Focus.
Increased Land Speed: A 2nd-level murlocs base land speed increases to 30 feet.
Table: The Murloc
Base
Murloc Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +2 +1 Stamina, +2 racial bonus on Stealth checks, bonus weapon
proficiency, improved darkvision, increased swim speed
2nd +2 +0 +3 +3 +1 Stamina, +1 natural armor bonus to AC, +2 racial bonus on
concentration checks, +1 racial bonus on Stealth checks, bonus feat, increased land speed
3rd +3 +1 +3 +3 +1 natural armor bonus to AC, +2 racial bonus on concentration
checks, +1 racial bonus on Stealth checks, bonus weapon proficiency, improved darkvision,
increased swim speed

Gnoll Racial Traits


+2 Strength, +2 Stamina, -2 Intellect. Gnolls are strong-limbed and tough, but they are
poor planners with little forethought.
Medium. As Medium creatures, gnolls have no special bonuses or penalties due to
their size.
Gnoll base land speed is 30 feet.
Darkvision out to 60 feet.
+1 natural armor bonus.
Frenzy (Ex): Once per day, whenever a gnoll takes damage, it can flies into a frenzy for 1
minute, gaining a +2 racial bonus to Stamina and Strength, but a 2 penalty to AC.
Automatic Language: Low Common.
Bonus Languages: Common, Darnassian, Orcish, Thalassian, and Zandali. These are
the languages spoken by the races most likely to interact with gnoll characters.
Gnoll Racial Levels
Gnolls can take up to three levels in gnoll at any time. Racial levels indicate an
increased understanding of gnoll history and fighting tradition.

Hit Die: d8.


Table: The Gnoll
Gnoll Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 +1 Str, Weapon Focus
2nd +2 +2 +0 +2 +2 Sta, Weapon Focus, improved frenzy
3rd +3 +3 +1 +3 +1 Str, Weapon Focus, Improved Initiative
Skill Points at Higher Levels: 2 + Int modifier.
Class Skills: Athletics (Str), Perception (Spt), Stealth (Agy), Survival (Spt).
Weapon and Armor Proficiency:Gnolls with levels in gnoll are proficient with simple and
martial weapons, and with light armor and shields (except tower shields).
Weapon Focus: At each level, the gnoll gains Weapon Focus with a weapon of his choice.
Improved Frenzy (Ex): +4 racial bonus to Stamina and Strength, but a 2 penalty to AC.
Improved Initiative:At 3rd level, the gnoll gains the Improved Initiative feat, having
mastered his aggressive nature enough to get the jump on most opponents in battle.

Quilboar Racial Traits


+2 Strength, +2 Stamina, 2 Intellect.
Quilboar display great strength and hardiness, but are not quick-witted.
Medium: As Medium creatures, quilboar have no special bonuses or penalties due to their
size.
Quilboar base land speed is 30 feet.
Darkvision: Quilboar can see in the dark up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight.
Scent: Quilboar can detect approaching enemies, sniff out hidden foes, and track by sense
of smell. They can identify familiar odors just as humans do familiar sights.
Monstrous Humanoid: Quilboar are monstrous humanoids, not humanoids. As such,
they are immune to hold person and other effects that specifically target humanoids.
+1 natural armor bonus.
Pack Fighting (Ex): A quilboars fanatical devotion to his tribe causes him to celebrate an
allys demise: A quilboar who witnesses an allys death gains a +1 morale bonus on attack
and damage rolls for the duration of the combat. (Morale bonuses do not stack.) The fallen
ally must possess Hit Dice equal to or greater than the quilboars level (or Hit Dice) for him
to gain this bonus.
Quills (Ex): Quilboar can fight with their quills as natural weapons. Their quills deal

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

attack rolls instead of +2.


Deathboon (Su): A quilboars fanatical devotion to his tribe grows so great at this point
that, should he die, his sacrifi ce infuses all around him with strength. Upon his death, a
ghostly form of the quilboar appears above his place of death and grants all allies within 30
feet a morale bonus to Strength equal to the quilboars Hit Dice and/or character level.
This bonus lasts for 1 minute per the quilboars character level.
Supreme Pack Fighting (Ex): This ability functions as pack fighting, but the quilboar may
gain the bonus three times (i.e., gaining a +3 morale bonus) before it ceases to stack.

Satyr Racial Traits


+2 Agility, +2 Intellect, 2 Spirit. Satyrs are dexterous and cunning, but their senses are
too wild to remain focused for long.
Medium: As Medium creatures, satyrs have no bonuses or penalties based on their size.
Satyr base land speed is 30 feet.
Outsider: Satyrs are outsiders, not humanoids. They are immune to hold person and
other effects that specifi cally target humanoids.
Subtypes: Satyrs have the chaotic, demon, evil, and native subtypes. A satyr possesses
these subtypes even if he is not evil and/or chaotic.
Darkvision: Satyrs can see in the dark up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight.
Claws (Ex): Satyrs have razor-sharp claws. Each claw deals 1d4 points of damage + the
satyrs Strength bonus. Satyrs can make two claw attacks in the same round without
penalty.
Satyrs have a +2 racial bonus on Knowledge (nature) and Survival checks. These skills are
class skills for all satyr characters.
Satyrs have a +2 racial bonus on Stealth checks.
Immortality: As demons, satyrs are immortal and never suffer the effects of aging (either
bonuses or penalties), nor can they die of old age. They can die through other means, as
can mortal creatures.
Automatic Languages: Eredun and whatever was the primary language of the satyrs
former race.
Bonus Languages: Darnassian, Low Common, Goblin, Orcish and Thalassian. (Unless
one of these was the satyrs primary language in his former life, in which case it is an
automatic language.) Satyrs pick up the languages of their enemies and those creatures
that they might find useful.
Satyr Racial Levels
Satyrs can take up to three levels in satyr at any time. A satyr who takes racial levels gains

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.

Table: The Tuskarr


Base
Satyr Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +0 +0 +1 Stamina, +1 natural armor bonus, bonus weapon proficiency,
2nd +1 +3 +0 +0 +2 Strength, resistance to cold

3rd +2 +3 +1 +1 +1 Stamina, +1 natural armor bonus

Trogg Racial Traits


+2 Strength, +2 Stamina, 2 Intellect. Troggs are tough, hardy and powerful, but
lack brainpower.
Medium: As Medium creatures, troggs have no bonuses or penalties based on their
size.
A troggs base land speed is 30 feet.
Darkvision out to 60 feet.
Natural Weapon: A trogg has a single natural slam attack that deals 1d4 points of
damage.
+2 natural armor bonus to AC. Troggs consume earth and stone as part of their diet,
and some of this material is incorporated in their tough skins.
+4 racial bonus on Intimidate checks. Troggs use their savage, beastly natures to
intimidate foes.
Armor and Shield Proficiency: All troggs are proficient with hide armor, leather
armor, and light or heavy shields. They are so skilled in the use of hide armor that it does
not reduce their speed when they wear it.
Weapon Proficiency: All troggs are proficient with clubs, greatclubs, longspears, slings,
and spears.
Automatic Language: None. Troggs do not normally speak, although they can use grunts
and bellows to get their message across.
Bonus Languages: Common, Dwarven, and Low Common. Troggs with exceptional
intelligence sometimes learn to speak Low Common; truly gifted individuals might
learn Common or Dwarven.
Trogg Racial Levels
Troggs can take up to three levels in trogg at any time. Racial levels bring out the
feral nature of a trogg, improving its natural ferocity and brutish nature, as well as its
inherent connection to earth and stone.
Hit Die: d10.
Skill Points at Higher Levels: 4 + Int modifier.
Class Skills: Athletics (Str), Intimidate (Cha), Perception (Spt), Stealth (Agy), Survival
(Spt).
Starting Gold: A 1st-level trogg with a level in trogg begins play with 1d4x10 gold pieces.
Weapon and Armor Proficiency:Troggs with levels in trogg are proficient with simple
weapons but no armor. Weapons are almost always crudely made out of wood, stone, or

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.

Level BAB Fort Ref Will Special


1st +0 +0 +0 +2 +1 Agylity, improved land speed (30 ft.), +2 on all save
against disease and poison, climb 10 ft.
2nd +1 +1 +1 +3 +2 Stamina, improved land speed (40 ft.), filthy fever,
climb 20 ft.
3rd +2 +1 +1 +3 +1 Agylity, improved land speed (50 ft.), vomit, climb 30
ft.

Mogu Racial Traits


+2 Strength, +2 Stamina, -2 Intellect. Mogus are tough and powerful but not very
studious
Medium: As Medium creatures, mogus have no bonuses or penalties based on their
size.
A mogus base land speed is 30 feet.
Darkvision out to 60 feet.
+2 natural armor bonus to AC.
+2 racial bonus on Intimidate and Sense Motive checks.
Natural Magic: Mogus with a Charisma score of 11 or higher gain the following spell-like
abilities: 1/dayrestore light damage, resistance and endure element. The caster level is
equal to the mogu's level. The DC's of these spells is equal to 10 + the spell's level + the
mogu's Charisma bonus
Mogu Racial Levels
Mogus can take up to three levels in mogu at any time. Divine caster level stack

with that of the racial class


Hit Die: d10.
Skill Points at Higher Levels: 4 + Int modifier.
Class Skills: Athletics (Str), Intimidate (Cha), Perception (Spt), Sense Motive (Spt),
Survival (Spt).
Starting Gold: A 1st-level trogg with a level in trogg begins play with 1d4x10 gold pieces.
Weapon and Armor Proficiency: Mogus with levels in mogu are proficient with simple and
martial weapons and light and medium armor.
Table: The Mogu
Trogg Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 +1 Spirit, +1 natural armor, pride, +2 racial bonus on saving throws
against mind-affecting effects.
2nd +2 +3 +0 +2 +2 Stamina, +1 natural armor, DR 5/magic, +4 racial bonus on saving
throws against poison and disease effects.
3rd +3 +3 +1 +3 +1 Spirit, +1 natural armor, DR 5/adamantine

Saurok Racial Traits


+2 Strenght, +4 Stamina, -2 Intellect, -2 Spirit, -2 Charisma
Medium Size: Sauroks have no special bonuses or penalties based on their size.
Speed: Base speed for a saurok is 30 feet
Darkvision: Sauroks can see in the dark up to 60 feet.
Saurok receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial
bonus on Perception checks.
+2 natural armor.
+2 racial bonus on saving throw against poison.
Languages: Sauroks begin play speaking Saurok. Bronzebeard dwarves with high
Intelligence scores can choose from the following: Common, Mogu, Pandaren.
Saurok Racial Levels
Sauroks can take up to three levels in Saurok at any time. Racial levels indicate not only a
greater understanding of the saurok heritage, but also saurok fighting styles and the innate
abilities that saurok can harness with sufficient training.
Hit Die: d10.
Table: The Saurok
Saurok Base Attack Fort Ref Will

Level Bonus Save Save Save Special


1st +1 +2 +2 +0 +1 Agy, +1 Strenght, +2 natural armor
2nd +2 +2 +2 +1 +1 Strength, hold breath, +4 Stealth (+8 in jungle)
3rd +3 +3 +3 +1 +1 Agy, +2 natural armor, stench
Skill Ranks per Level: 4 + Int modifier.
Class Skills: Athletics (Str), Intimidate (Cha), Perception (Spt), Ride (Agy), Stealth (Agy),
Survival (Spt).
Weapon and Armor Proficiency: Sauroks with levels only in Saurok (no actual class levels)
are proficient in the use of all simple weapons and light armor.
Hold Breath (Ex): A lsaurok can hold its breath for a number of rounds equal to 4 times its
Stamina score before it risks drowning.
Stench (Ex): A saurok with the stench special ability secretes an oily chemical that nearly
every other creature finds offensive. All living creatures (except those with the stench
special ability) within 30 feet must succeed on a Fortitude save (DC 10 + saurok creatures
racial HD + level HD + stench creatures Sta modifier) or be sickened for 10 rounds.
Creatures that successfully save cannot be affected by the same creatures stench for 24
hours. A delay poison or neutralize poison spell removes the effect from the sickened
creature. Creatures with immunity to poison are unaffected, and creatures resistant to
poison receive their normal bonus on their saving throws.

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