WoW Dark Factions
WoW Dark Factions
Naga and satyrs stir in dark places. Goblins invent crazy devices. The Atalai summon a bloodthirsty god. Azeroth is home
to more than just the Alliance and Horde.
This book includes all the information you need to play a character unaffiliated with the Alliance and Horde, from a
rogue quilboar shaman to a member of the Darkmoon Faire. Discover eight new races and fifteen factions. New game elements classes, spells, technological devices, and the like further enhance these characters.
Contains eight new races, including naga, pandaren and satyrs.
Contains nine prestige classes, including the brewmaster, death knight,
and naga anomaly.
Includes variant classes, racial iconic classes, and creature classes, allowing you
to play just the sort of character you want.
Brims with new feats, spells, magic items, technological devices, and other abilities
and items to decimate your opponents.
Contains information on the fifteen factions
unaffiliated with the Alliance or Horde,
including their leaders and strategies,
narrated by famed dwarven
explorer Brann Bronzebeard.
Includes two adventures
to challenge heroes of
any affiliation.
ISBN: 978-1-58846-446-0
WW17213 $34.99 U.S.
53499
www.swordsorcery.com
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DARK FACTIONS
C REDITS
Authors:
Creative Director:
Richard Thomas
Cover Artist:
Samwise Didier
Interior Artists:
UDON Studios, Satyr, Samwise Didier, Michael Koiter,
Rene Koiter, Glenn Rane, & Chris Metzen
Blizzard
Entertainment
Producer:
Developer:
Developers:
Luke Johnson
Editor:
Ellen P. Kiley
Managing Editor:
Stewart Wieck
Ben Brode
Evelyn Fredericksen, Micky Nielsen
Art Directors:
Glenn Rane, Sam Didier
Special Thanks
To everyone who reads books that I write. You people rock.
Luke Johnson
Check out upcoming Sword and Sorcery Studio products online at: http://www.swordsorcery.com
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
This printing of Dark Factions is published in accordance with the Open Game License. See the Open Game License Appendix of this book
for more information.
Arthaus, the Arthaus logo, Sword and Sorcery, Sword and Sorcery Studios, the Sword and Sorcery logo, Manual of Monsters, Magic &
Mayhem, Shadows & Light and More Magic & Mayhem are trademarks of White Wolf Publishing, Inc. All rights reserved.
2008 Blizzard Entertainment, Inc. Dark Factions is a trademark, and Warcraft, World of Warcraft and Blizzard Entertainment are trademarks
or registered trademarks of Blizzard Entertainment, Inc., in the U.S. and/or other countries, and are used with permission. All rights reserved.
The mention
of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
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TABLE OF CONTENTS
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OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Lands of Conflict Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
World of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment
World of Warcraft: Alliance Players Guide Copyright 2006, Blizzard Entertainment
World of Warcraft: Horde Players Guide Copyright 2006, Blizzard Entertainment
World of Warcraft: Dark Factions Copyright 2008, Blizzard Entertainment
World of Warcraft: Monster Guide Copyright 2007, Blizzard Entertainment
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TABLE OF CONTENTS
T ABLE
Introduction
Chapter 1: New Races
Dragonspawn
Dwarf, Dark Iron
Murloc
Naga
Pandaren
Quilboar
Satyr
Tuskarr
Vital Statistics
Chapter 4: Magic
Independent Faiths
Azshara
Hakkar the Soulflayer
The Old Gods
Xavius
The Pantheon of the Zandalar Tribe
The Cult of the Damned
Spells
Arcanist Spell List
Mage Spell List
Necromancer Spell List
Healer Spell List
Druid Spell List
Priest Spell List
New Healer Domains
Spell Descriptions
Magic Items
Armor
Rod
Wondrous Items
Set Items
OF
4
6
6
8
10
12
15
17
19
21
24
25
25
26
26
26
27
27
28
29
30
31
31
32
32
32
33
34
34
35
35
37
38
39
41
43
46
48
54
54
57
60
63
66
69
72
76
78
81
84
86
86
86
88
88
89
89
89
89
90
90
90
90
90
90
91
95
95
95
96
98
Chapter 5: Technology
100
100
101
C ONTENTS
Steam Armor Enhancements
Technological Devices
103
104
112
112
113
114
115
118
119
120
121
121
122
122
123
124
Chapter 9: Creatures
Arachnathid
Clockwerk Goblin
Couatl
Dragon, Chromatic
Dragon Turtle
Hobgoblin
Makrura Prawn
Murgul
Nerubian
Pandaren
Snap Dragon
Spiderling Swarm
Tube Wyrm
Tuskarr
124
127
129
131
133
136
139
142
148
150
152
154
158
160
162
166
169
169
170
171
171
172
173
173
174
175
175
177
177
178
178
180
180
181
183
183
184
185
186
187
187
188
190
190
192
193
194
196
197
198
199
202
204
205
206
207
207
209
209
217
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DARK FACTIONS
W ELCOME
TO
D ARK F ACTIONS !
Chapter 4: Magic
Gather the Darkness
This chapter provides an overview of how many independent races feel about magic in general and about
specific kinds of magic. It contains new spells and magic
items, as well, which the dark races and factions developed or use extensively.
Chapter 5: Technology
The Random Explosions Will Continue Until
Morale Improves
This chapter provides an overview of how many
independent races and factions feel about technol-
Fiction Spots
As in the Alliance Players Guide, throughout this book are sidebars containing pieces of fiction short
scenes and vignettes that serve (hopefully) to immerse you in the Warcraft world, are related to the information
nearby, and provide a break from reading loads of game material.
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INTRODUCTION
ogy. It also contains new tech-mods and technological devices that the dark races and factions
developed or use extensively. This chapter includes
tech-mods created by goblins!
Chapter 9: Creatures
A Dark Bestiary
This chapter includes many creatures that are important to the races and factions in this book, from clockwerk
goblins to watery minions.
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DARK FACTIONS
O UR L IST
OF
Included in this chapter are many new playable races for the WoW RPG. These races are unaffiliated with the
Alliance or Horde, though the occasional, exceptional individual may join one of these affiliations.
Ability Adjustments
+1 Str, 2 Cha
+1 Agy, 2 Cha
+1 Agy, +1 Spt, 2 Cha
+2 Int, +2 Cha, 2 Str
+2 Str, 2 Int, 2 Cha
+2 Sta, +2 Cha, 2 Int
+2 Str, +2 Sta, 3 Int, 3 Cha
+2 Agy, 2 Spt, 2 Cha
+2 Sta, 2 Int
Favored Class
Warrior
Rogue
Scout
Mage
Warrior
Warrior
Barbarian
Rogue
Scout
D RAGONSPAWN
Description: The dragonflights of Azeroth are not
without retainers and assistants. Noble creatures serve
the dragons with absolute loyalty, acting as footmen,
soldiers, assistants and companions. They are endowed
with many of the dragons mystic abilities and virtuous
qualities. Exactly how they came into being is a mystery
to many, though dragons may have the answers.
Each wyrmkin is born into a specific flight of draconic
servitude. Each dragonspawn race is shaped to serve a
specific dragonflight, and each dragonspawn exhibits
hereditary traits that represent the dragonflight he serves.
Though they have dragonlike qualities, these
creatures are not descended from dragons. Instead,
they are distant kinfolk, descended from humanoids
who spent their lives close to the dragons and took
on the qualities of their masters after generations of
service. As a result, dragonspawn are gifted with unique
advantages, including immunity to their dragonflights
breath weapon.
Wyrmkin dragonspawn are the least of the
dragonspawn. They are tough and hardy, but not
particularly intelligent. Most lack self-motivation,
requiring a leader to give them specific instructions and
commands. Dragonspawn have no social mobility.
Dragonspawn serve their draconic masters eagerly,
considering the task an enormous honor. No
dragonspawn breaks with his patron dragonflight
or strikes out alone. They follow the commands of
their dragon masters willingly and a dragon might
command a dragonspawn to undertake a mission by
himself, or perhaps join forces with a group of heroes.
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DR AGONSPAWN
Male Names: Kaz, Brak, Fash, Shez, Verrik, Yzyr, Zoar.
Female Names: Fraya, Mahut, Adru, Shanza, Zstrsa.
Wyrmkin Dragonspawn
Racial Traits
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Fort
Save
+2
+3
3rd
+3
+3
Ref Will
Save Save Special
+0
+2
+1 Strength, +1 Stamina, light armor proficiency, martial weapon proficiency
+0
+3
+1 Strength, +1 natural armor bonus, medium armor proficiency, martial weapon
proficiency
+1
+3
+1 Strength, +1 Stamina, +1 natural armor bonus, heavy armor proficiency,
martial weapon proficiency
Wyrmkin 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: d8.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
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D W A R F, D A R K I R O N
Female Names: Aster, Channis, Mogran, Wellia.
Surnames: Angerforge, Darkbargainer, Firesmite,
Forgewright.
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Fort
Save
+2
Ref
Save
+0
Will
Save
+0
2nd
3rd
+3
+3
+0
+1
+0
+1
+1
+2
Special
+1 racial bonus on attack and damage rolls against Bronzebeard
and Wildhammer dwarves, bonus weapon proficiency, fire magic
affinity, resistance to fire 3
+2 Stamina, bonus weapon proficiency, resistance to fire 6
+1 Agility, bonus weapon proficiency, resistance to fire 9
M URLOC
Description: Murlocs are fishlike humanoids who dwell
throughout Azeroth. They hate most other races and attack
intruders on sight, viciously defending their territories.
Most other races consider murlocs a nuisance but not a real
danger, as murlocs tend to be weak individually and their
tribes are not large enough to pose a threat to the civilized
world. Still, to a group of adventurers who accidentally
stumble into a murloc village, murlocs can be deadly.
Murlocs appeared on land only recently, leading
some to speculate that the race is
newly formed or, at least, their
ability to move about on land is a
new development. Some experts
believe that the murloc race, in its
current form, is far, far older than
this, perhaps predating even the
kaldorei empire of 10,000 years
ago. If this is true, then they must
have good reason for clambering
onto dry land.
Many murloc tribes exist, and
the tribes get along with each
other reasonably well. Members of
a single tribe are usually similar in
appearance. Multiple tribes in the
same area are organized into clans,
and every so often a clan meets
to discuss issues of importance
though exactly what is important to
a murloc is a matter of some debate.
Appearance: Murlocs look like
fish crossed with humans. They
stand 6 feet tall, but walk with
a hunch, making them appear
shorter. Their hands and feet are
webbed, and fins run along their
heads and backs. Their mouths are
wide and set with numerous sharp
teeth; their eyes are large, and set
on opposite sides of their heads.
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MURLOCS
Region: As far as anyone knows, murlocs dont have a
single region they call their homeland, but they exist on
coastlines throughout the world Azeroth, Kalimdor,
and Northrend all boast tribes of murlocs. They live in
both fresh water and salt water, and many tribes exist
inland, around lakes and marshes. They are particularly
plentiful in the South Seas.
Affiliation: Independent. Murlocs hate all other
races, though they occasionally work with powerful
aquatic races (like naga) out of fear or misguided
religious fervor. Each murloc tribe has its own agenda,
though scholars dont agree on whether these agendas
are ever more than just existing and killing anyone who
comes close. Every once in a while, a murloc leaves the
tribe to embark upon adventure, but a murloc joining
the Alliance or Horde is unheard of.
Faith: Murloc faith is strange. Some accounts report
that religion plays a dominant role in their society, but
they do not revere a common deity at least, as far
as anyone knows. Murloc beliefs incorporate powerful
creatures that live around them, and their pantheons
are dynamic, changing as the surroundings do. A tribe
may venerate a whale (or may even raise its status to
whale-god) until a giant sea serpent drives it away, at
which point their beliefs change to incorporate the sea
serpent as the chief object of their reverence.
Some whispers assert that all murlocs honor an entity
above all these others accounts of murlocs occasionally
speaking of the One in the Deeps is, supposedly, evidence
of this. Whether this is true or not, and, if it is, whether
the One in the Deeps is simply a representation of the
ocean or if it is an actual entity, is unknown.
Names: If fish gave themselves names, they would be
similar to murloc names. Their names contain many wet,
soft sounds; SHs, Ls, and Ms are common. Their tribe
names recall something of the tribes accomplishments,
appearance, history, or tradition.
Male Names: Ashmol, Loshof, Molgloo, Shlesh.
Female Names: Malash, Orgloom, Seeshen, Shyresh.
Tribe Names: Blindlight, Bluegill, Greymist,
Saltspittle.
Murloc 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: d8.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Higher Levels: 2 + Int modifier.
Class Skills: Concentration (Sta), Spot
(Spt), Stealth (Agy), Survival (Spt), and Swim
(Str). See Chapter 5: Skills in WoW RPG for skill
descriptions.
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 proficient in the use of simple weapons
and shields (but not tower shields).
Bonus Weapon Proficiency: A 1st-level murloc gains
proficiency with tridents.
A 3rd-level murloc gains proficiency with nets.
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Base
Attack
Bonus
+1
2nd
+2
3rd
+3
N AGA
Description: Naga are insidious, snakelike humanoids
who dwell deep beneath the ocean. They have an
ancient and complex culture steeped in arrogance and
arcane magic
Long ago, at the end of the War of the Ancients, the
Well of Eternity the source of all arcane magic on
Azeroth imploded. The Well was destroyed, and
much of the land around it crashed to the bottom of the
sea, shattering the world in the process. The force of the
implosion smashed a hole in the oceans floor, revealing
the planets molten core. This crack still exists its
called the Rift and Azeroths molten interior is open
to the ocean, heating the nearby waters.
Many night elves sank to the bottom along with their
cities. However, they were no longer kaldorei these
night elves were cursed, and during the Sundering they
became the water-breathing naga. On the ocean floor,
the Well of Eternity left behind residual energies. Over
10,000 years, these energies mutated the surrounding
sealife including the naga. Now, the naga make their
presence known again on the surface and seek to retake
their place as rulers of the world.
Naga men are strong and fierce, and are valuable
soldiers and generals in the nagas armies. Naga women
are smarter and boast a natural ability with arcane
magic, and thus naga see them as superior. Naga society
is clearly matriarchal, with women assuming leadership
positions and men serving them willingly. All naga
owe fealty to their queen, Azshara the same Azshara
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NAGA
Region: The naga capital is Nazjatar, at the bottom
of the ocean in the Eye, beneath the Maelstrom. Their
city is built into the cliffside and adorned with fantastic
decorations. Nazjatar is in fact built upon the remains
of the former kaldorei capital of Zin-Azshari as the
naga changed with the Sundering and evolved over the
millennia, so too did their city.
In current times, many naga range out from Nazjatar.
They prefer sea coasts, and can be found throughout
Azeroth. A group of naga under Lady Vashj has joined
Illidan Stormrage in Outland.
Affiliation: Naga. Naga serve their own purposes
and are united in their efforts to return their race to
glory. All others Alliance, Horde, Scourge, Legion
and all the rest are either tools to further this goal or
obstacles that must be destroyed.
Faith: Over the eons, Queen Azshara, the most
powerful arcanist of the ancient world, has grown in
power and magnificence. To the naga, she is a living
demigod, and they venerate her. Her presence in Nazjatar
is a powerful motivating force for the naga, and in their
minds Azshara, Nazjatar, and the naga are inextricably
linked perhaps the same thing, in a way. Naga pay
homage to their heritage and their queen. The beings
they once revered as kaldorei Malorne, Cenarius,
even Elune are nothing but shadows.
Names: Naga names have little
in common. Some retain kaldorei
traditions, taking surnames that speak to
the strengths of their race. Others prefer
more exotic names that may have some
meaning in the naga tongue or in
some other forgotten language. Still
others adopt titles purely for their
intimidation value, or to assert claims to
leadership. Their names often include many
sibilants, Zs and Vs.
Male Names: Sakrasis, Shezril,
Velrash, Zoniss.
Female Names: Anna, Asprah,
Charibdishal, Scilla, Ursula.
Surnames: Darkscale, Rendclaw,
Serpens, Stormbow.
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Naga 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.
Hit Die: d8.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Higher Levels: 2 + 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). See Chapter 5:
Skills in WoW RPG for skill descriptions.
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 proficient
with simple weapons. They do not gain proficiency 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
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79.51.2
NAGA
Broken night elves lay scattered across the ground like the remains of a meal carelessly discarded. Zajtal
breathed deep. Forest smell with the tang of blood the smell of victory. He watched his warriors slither
among the wreckage, searching the bodies and ruined structures for valuables. Perhaps they would be lucky
and find the scepter they sought. Perhaps they would need to press on to destroy more of these loathsome creatures
that were once his kin.
Something was not right, though. Zajtal slithered away from the village, to the edge of the forest. His heightened
perceptions prickled. These night elves were tricky and sneaky. Some could easily hide in the forest. His eyes scoured
the shadows, but he saw nothing. His grip tightened on his trident, then he let out a growling sigh and turned,
presenting his back to the trees, as if disinterested. He had heard something.
A rush, a cry: For Pandaria! Zajtal spun and caught the edge of a slender sword between his tridents tines. He
twisted, but the swordsman pulled his weapon back before Zajtal disarmed him. Zajtal slithered backward several
feet to regard his opponent: deep in shadows, with a wide-brimmed hat, blotchy markings on his face. He wore a long
garment, and was short and stocky.
You are no elf, Zajtal growled, sliding to the side, forcing his opponent to circle into the moonlight. What are
you?
I am Shinjo Greatpaw, creature, the swordsman replied in an odd accent, pandaren wardancer. Shinjo
exploded into motion, forward and upward, slashing down at Zajtals head as the ursine creature flipped over him.
Zajtal parried and thrust up with one hand, slashing through cloth and flesh with his claws. He twisted and thrust at
Shinjos back as the pandaren landed, but Shinjo was too quick and rolled to the side, fully into the moonlight.
Pandaren, Zajtal mused, gazing at his opponent and seeing the claw slashes along his belly. I have heard of your
kind, but never seen one. I thought you were unaffiliated. What do you care what I do to these elves?
I have friends among them! Shinjo shouted, and lunged. Zajtal parried easily, once, twice.
I believe, little panda, he rumbled, that you had friends among them. He parried again, thrust, but Shinjo
dodged. I am Zajtal of the naga.
I believe, Shinjo said and suddenly he was pressed against Zajtals chest. The naga had time to be surprised
before he felt three feet of steel thrust through his belly. That you were Zajtal of the naga. Shinjo twisted his blade,
and pain shivered through Zajtal.
The naga clenched his teeth, blood dribbling down his jaw. We shall see, little panda. He enveloped Shinjo in a
crushing embrace and twisted a bracer on his arm. The two vanished.
P ANDAREN
Description: Pandaren are much like furbolgs in that
they display bearlike traits while being a humanoid race.
While pandaren are similar in appearance to furbolgs, they
do not possess the feral qualities of the coarse furbolg race.
Indeed, pandaren are significantly calmer and more graceful.
Pandaren are often found in the company of dwarves in the
Eastern Kingdoms. Many have made journeys to Khaz Modan.
While pandaren are neutral in the affairs of Horde and Alliance,
they have aided both sides in matters of great importance.
79.51.2
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79.51.2
PANDAREN
Fort
Save
+2
+3
+3
Ref
Save
+2
+3
+3
Pandaren 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.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Higher Levels: 2 + Int modifier.
Class Skills: Climb (Str), Jump (Str), Knowledge
(nature) (Int), Listen (Spt), Spot (Spt), Survival (Spt),
Will
Save
+2
+3
+3
Special
+1 Agy, Combat Expertise
+1 Spt, +1 Agy
+1 Str, attuned defense
Q UILBOAR
Description: Quilboar are primitive, aggressive,
swinelike humanoids who live in desolate places on
Kalimdor. They are large and strong, but not particularly
bright; never a dominant race, in recent times their
numbers and territory have decreased further as orcs,
tauren and other races from across the sea encroach
on their land. They battle these creatures and most
others ferociously.
Quilboar have strong loyalty to their tribes and
an ingrained desire to make their tribe and, by
extension, their race as strong as possible. Their
society is regimented and supports strong warriors and
shaman. Males generally become warriors or shaman
while females care for young quilboar.
Appearance: Resembling pigs crossed with humans,
quilboar are ugly to most other races. Their heads are
those of boars, and they have dry, prickly hair that
protrudes from their heads and necks. Tusks jut from
their piglike jaws. Stocky and powerful, quilboar stand
5-1/2 feet tall and weigh 225 pounds. Quilboar rarely
wear clothes on their upper bodies, but usually wear
tattered pants on their legs; warriors wear armor (of
course). As befits their name, quilboar have a mane of
79.51.2
Quills
( E x ) :
Quilboar can
fight with
their quills
as
natural
weapons.
Their quills
Quilboar 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-sacrifice.
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:
d8.
S k i l l
Points at 1st
Character
Level: (2 + Int
modifier) x 4.
Skill Points
at
Higher
Levels: 2 + Int
modifier.
Class
Skills:
Climb (Str), Craft (Int),
Handle Animal (Cha),
Jump (Str), Listen (Spt),
Spot (Spt), Stealth (Agy),
and Survival (Spt). See
Chapter 5: Skills in WoW
RPG for skill descriptions.
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79.51.2
QUILBOAR
Base
Attack
Bonus
+1
+2
+3
Fort
Save
+2
+3
+3
Ref
Save
+0
+0
+1
Will
Save
+0
+1
+1
Special
+1 Stamina, greater pack fighting
Bonus feat, tribal defense
+1 Strength, deathboon, supreme pack fighting
S ATYR
Description: Satyrs are sadistic and depraved demons.
Like naga, the first satyrs were once night elves. Other
races have since joined their ranks; all are now twisted
and evil. They delight in bloodshed and pain.
Satyrs have their genesis in the War of the Ancients.
A kaldorei named Xavius, a Highborne, was one of
Queen Azsharas closest advisors. Xavius helped bring
the Burning Legion to the world, and over the course
of events leading up to the war, fell more and more
under demonic influence. He clashed with Malfurion
Stormrage, and the young druid came out on top. He
killed Xavius and annihilated his body.
Xavius faced punishment for his failures. Sargeras
tortured Xaviuss disembodied spirit for a time, but
eventually decided that Xavius could be of further use
after all. He created a new body for Xavius: a body with
cloven hooves, shaggy goat legs, goatlike horns, razorsharp claws, and a long, leonine tail.
Xavius the satyr perished in the War of the Ancients
Xavius died twice, and both times at Malfurions hand
but the satyrs revere him as their creator. As part of
his corruption, Xavius could inflict other creatures with
his demonic curse, and thus the satyrs came to be. These
new satyrs could also pass their affliction to others, and
the satyrs ranks multiplied. In recent years, though,
the curse has weakened, and thus few new satyrs appear
today.
79.51.2
Satyr
yr
Racial
cial
Traits
its
+2 Agility,
2 Spirit,
pirit, 2
Charisma.
ma. Satyrs
are quick
uick and
dexterous,
us, but their
senses are too wild
to remain
ain focuse
focused
sed
se
for longg and their
crazed mindset ddoes
o s
oe
not endear
ear them to
others.
Bonus
Langu
Languages:
Darnassian,
Low Com
Common,
G o b l i n ,
Orcish and
T ala
Th
Thalassian.
(Unless
one of these
was the satyrs
lan
primary language
in his former llife, in
auto
which case it is an automatic
language.) Satyrs pick up the
languages of their enemies and those
creatures that they might find usef
useful.
Racial Levels: Unlike humans and some other
saty as a
races, satyrs can take a few levels in satyr
class to develop their racial qualities more
fully.
Favored Class: Rogue. A mu
multiclass
satyrs rogue class does not count when
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79.51.2
S AT Y R
determining whether he suffers an XP penalty for
multiclassing (see WoW RPG, Chapter 3: Classes,
Multiclass Characters, XP for Multiclass Characters).
Satyr 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: d8.
Skill Points at 1st Character Level: (4 + Int modifier)
x 4.
Skill Points at Higher Levels: 4 + Int modifier.
Class Skills: Bluff (Cha), Escape Artist (Agy),
Intimidate (Cha), Knowledge (nature) (Int), Stealth
(Agy), Survival (Spt), Tumble (Agy), and Use Rope (Agy).
See Chapter 5: Skills in WoW RPG for skill descriptions.
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 proficiency with all simple weapons and
with light armor.
Base
Attack
Bonus
+0
+1
+2
Fort
Save
+0
+0
+1
Ref
Save
+2
+3
+3
Will
Save
+0
+0
+1
Special
Backstab +1d6, stealthy
+1 Agility, shadowmeld
Backstab +2d6, satyr finesse, wild rush
T USKARR
Description: Tuskarr are friendly, stouthearted
humanoids resembling walruses. They live in Northrend
and their thick bodies are well adapted to the cold
winters of the region. Although peaceful, tuskarr wage
constant battle against the Drakkari ice trolls and
nerubians. They have thus far managed to avoid the
Scourge, but the tuskarr know that eventually they must
either fight them or flee.
Tuskarr society revolves around fishing and whaling.
Not only do the tuskarr excel at these trades, but their
self-contained economy is based upon these professions.
Fishing and whaling are not just the mainstays of tuskarr
society, but also a reflection of ones own character.
Being skilled at fishing is considered evidence of good
morals, whereas poor fishing is seen as evidence of some
moral deficiency.
Tuskarr communities are not organized. Villages arise
out of a need to coordinate efforts at fishing, whaling,
animal husbandry, and defense, rather than for political
reasons. Tuskarr do not have community leaders, and
79.51.2
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79.51.2
TUSKARR
Base
Attack
Bonus
+0
+1
+2
Fort
Save
+2
+3
+3
Ref
Save
+0
+0
+1
Will
Save
+0
+0
+1
Special
+1 natural armor bonus, bonus weapon proficiency, resistance to cold 3
+2 Strength, resistance to cold 6
+1 Stamina, +1 natural armor bonus, resistance to cold 9
Tuskarr 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 1st Character Level: (4 + Int modifier) x 4.
Skill Points at Higher Levels: 4 + Int modifier.
Class Skills: Appraise (Int), Craft (Int), Diplomacy
(Cha), Listen (Spt), Profession (Spt), Spot (Spt),
Survival (Spt) and Swim (Str). See Chapter 5: Skills in
WoW RPG for skill descriptions.
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 proficient with simple weapons, light
armor and shields (but not tower shields).
Bonus Weapon Proficiency: The tuskarr gains
proficiency 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 equal to three times her
tuskarr levels.
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79.51.2
V ITAL S TATISTICS
The following tables allow you to determine random ages, heights and weights for members of these races.
Adulthood
200 years
40 years
12 years
500 years
80 years
17 years
300 years
50 years
Healer/Warrior/Barbarian/Paladin
+4d6
+3d6
+1d6
+5d10
+4d6
+1d6
+5d6
+1d4
Rogue/Runemaster/Scout/Tinker
+10d6
+7d6
+3d6
+12d10
+10d6
+2d6
+12d6
+3d6
Arcanist
+5d6
+5d6
+2d6
+6d10
+6d6
+1d6
+6d6
+2d6
Tuskarr
75 years
95 years
110 years
* In addition to their natural longevity, a number of naga develop mutations that increase their life
immortal.
Satyrs are immortal and cannot die due to old age, nor do aging effects apply to them.
Maximum Age
+4d% years
+2d% years
+2d6 years
+25d% years
+4d10 years
+2d6 years
+4d10 years
spans even further. Some are
Base Height
37
39
62
62
48
410
60
610
53
53
45
411
62
66
43
45
Height Modifier
+2d6
+2d6
+2d6
+2d6
+2d10
+2d10
+2d6
+2d6
+2d4
+2d4
+2d6
+2d6
+2d6
+2d6
+2d6
+2d6
Base Weight
90 lb.
120 lb.
200 lb.
200 lb.
90 lb.
120 lb.
190 lb.
240 lb.
180 lb.
200 lb.
100 lb.
175 lb.
190 lb.
200 lb.
170 lb.
180 lb.
Weight Modifier
x (2d6) lb.
x (2d6) lb.
x (2d6) lb.
x (2d6) lb.
x (2d4) lb.
x (2d4) lb.
x (2d6) lb.
x (2d6) lb.
x (3d6) lb.
x (3d6) lb.
x (2d6) lb.
x (2d6) lb.
x (2d6) lb.
x (2d6) lb.
x (3d6) lb.
x (3d6) lb.
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79.51.2
DARK FACTIONS
N OTHING C AN S TOP U S N OW
This chapter includes several options for character
classes, most of which are introduced in the Alliance
Players Guide. In the following pages you can find:
Equipment. A few of the races presented in this
book use unique weapons, and these are described here.
Variant classes. These rules take classes that already
exist and alter them slightly, replacing a class feature or
two with another or adjusting their class features to fit a
slightly different idea.
Racial iconic classes. These classes are variant
classes, as above, that represent particular archetypes
in the Warcraft world, such as a quilboar shaman or a
pandaren wardancer.
Creature classes. Some monsters are appropriate for
player characters, but they are too powerful to translate
E QUIPMENT
Table 21: Weapons
Martial Weapon Cost
Two-Handed Melee Weapon
Great Trident
50 gp
Exotic Weapons Cost
One-Handed Melee Weapons
Pan-Spear
25 gp
Sword, Shaktani 60 gp
Dmg (S)
Range Increment
Weight*
Type**
1d10
Dmg (S)
2d6
x3
Dmg (M) Critical
Range Increment
12 lb.
Weight*
Piercing
Type**
1d6
1d6
1d8
1d8
30 ft.
3 lb.
4 lb.
Piercing
Slashing
x3
1820/x2
79.51.2
V ARIANT C LASSES
The rules in WoW RPG allow for a wide range of character
customization. No two runemasters (described in More Magic
& Mayhem) are alike, because they are of different races
and have different skill, feat, equipment and rune selections.
However, the classes are, by definition, somewhat limiting.
Despite the fact that they are all different, all runemasters also
share certain traits they inscribe runes on themselves and
others and they are decent fighters among other things. Yet
what about those runemasters who, perhaps, dont do all these
things? Or do them differently? Do runemasters exist who
focus their efforts and runes on themselves and let their allies
fend for themselves? The answer is certainly yes.
A variant class takes one of the existing base classes and alters
it slightly usually swapping one class feature for another, or
performing some other minor alterations. These variant classes
allow a larger range of customization and represent slightly
different concepts. In a way, the healer and arcanist classes already
present variant classes: they have different paths. The healer class,
for instance, has four variants: the druid, priest, shaman, and
witch doctor (described in More Magic & Mayhem). The classes
presented here are more focused.
Variant classes are an optional addition to the WoW
RPG game. If you would like to play a variant class, first
ask your GM to make sure its okay.
Druid Variant:
Aquatic Druid
Druid Variant:
Druid of the Nightmare
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79.51.2
VARIANT CLASSES
with nature, druids of the Nightmare become increasingly
divorced from the natural order.
Enchanter Variant:
Martial Enchanter
Inscriber Variant:
Dark Inscriber
79.51.2
curse of shadow*; 5th-level: curse of undeath*, death pact; 6thlevel: eyebite; 7th-level: wandering death*; 8th-level: hex of
weakness*, vampiric aura.
The following necromancer spells become glyphs:
4th-level: animate dead; 6th-level: create undead; 8thlevel: create greater undead.
The following necromancer spells become sigils:
3rd-level: frost nova, rune trap; 5th-level: withering blight.
The following warlock spells become marks: 0-level:
sense demons*; 1st-level: lesser demon skin; 2nd-level: curse
of recklessness*; 3rd-level: demon skin, hooks of binding, life
tap*, water breathing; 4th-level: crushing despair*, curse
of tongues*, Mannoroths legacy; 5th-level: curse of the
elements*, curse of shadow*, drain life, drain soul, greater
hooks of binding; 6th-level: greater demon skin; 7th-level:
conflagrate*, dark metamorphosis; 8th-level: blast wave*.
The following warlock spell becomes a glyph:
7th-level: phase door.
The following warlock spells become sigils: 3rdlevel: rune trap; 4th-level: Nerzhuls black tentacles,
rain of fire; 6th-level: acid fog.
* See More Magic & Mayhem.
See the Horde Players Guide.
Mage
g Variant:
Arcane A
A
Alchemist
Arcane Alchem
Alchemist
Alterations
Arcane alchemist
alchemists do not gain any
of the mage arcana, nor do they gain
Scribe Scroll at 1st level.
le
Instead, they
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79.51.2
VARIANT CLASSES
gain the following class features, at the indicated levels:
1st-Level Brew Potion: Arcane alchemists gain
Brew Potion as a bonus feat.
1st-Level Journeyman Alchemist: Arcane
alchemists gain Journeyman Alchemist (presented in
More Magic & Mayhem) as a bonus feat.
1st-Level Potion Planning (Ex): The arcane
alchemist can spend time performing calculations and
conducting experiments to reduce the effort of brewing
a potion. If he doubles the time he takes to create a
potion or alchemical concoction, he reduces the price
in both gp and XP by 25%.
4th-Level Metamagic Tinctures (Ex): The arcane
alchemist can brew potions that grant the benefit of
metamagic feats. This arcana is identical to the witch
doctors juju potion inspiration (see More Magic &
Mayhem)
8th-Level Bonus Feats: In the arcane alchemists
studies, he learns skills that further his quest to create
the ultimate potions. He gains two bonus feats. He can
choose two alchemy (presented in More Magic &
Mayhem), item creation and/or metamagic feats.
He must meet all the normal prerequisites for
the feats he selects.
12th-Level Potion Master (Ex): This
arcana is identical to the witch doctor
inspiration of the same name (see More
Magic & Mayhem)
16th-Level Super Potion
Spectacular! (Ex): Through study
and experimentation, the arcane
alchemist unlocks the secrets of
storing foreign spells, and spells
of great power, in his potions.
He selects a number of
spells equal to his Intellect
modifier. The spells can
be from any spell list
(including divine spells)
and can be of any level.
The arcane alchemist
can brew potions that
contain these spells. Once
the arcane alchemist selects
these spells, he cannot change
them. If he chooses a spell available
only to a divine spellcaster, he treats
that spell as arcane.
Elementalist Alterations
The elementalist does not have access to the mage
spell list, nor does he gain the arcane adept arcana at
12th level or the fire and frost arcana at 16th level.
Instead, elementalists possess the following class features
at the indicated levels:
Mage Variant:
Elementalist
79.51.2
Multiple Variants
If your GM allows, you can incorporate multiple
variants into your character class. You can be
both an elementalist and a human mage (from the
Alliance Players Guide), for example.
Rogue Variant:
Contender
Contender Alterations
Contenders possess fewer class skills than
normal rogues and gain fewer skill
points, as shown below. They
possess different weapon
and armor proficiencies.
In addition, they
do not gain the
trapfinding ability
at 1st level or trap sense at 6th,
12th or 18th level.
They gain fewer special abilities than other rogues: A
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VARIANT CLASSES
contender gains a special ability at 4th level and every
4 levels thereafter (8th, 12th, 16th and 20th level). A
contender cannot gain skill mastery as a special ability.
Instead, contenders possess the following class features
at the indicated levels:
1st-Level Class Skills: The contenders class skills
(and the key ability for each skill) are Balance (Agy),
Bluff (Cha), Climb (Str), Escape Artist (Agy), Jump
(Str), Listen (Spt), Profession (Spt), Sleight of Hand
(Agy), Spot (Spt), Stealth (Agy), Swim (Str), Tumble
(Agy), and Use Rope (Agy).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
1st-Level Weapon and Armor Proficiency:
Contenders are proficient with simple ranged weapons
and with all simple and martial melee weapons, except
two-handed martial weapons. They are proficient with
light armor but not with shields.
1st-Level Prowess of the Flashing Blade: The contenders
base attack bonus progression changes to good. That is, his
rogue base attack bonus is equal to his rogue level, just as a
warriors base attack bonus is equal to his warrior level. The
contender gains iterative attacks when his base attack bonus
equals +6, +11, and +16, as normal.
5th-Level Greater Disarm (Ex): At 5th level, the
contender gains Improved Disarm as a bonus feat, even if
he does not meet the prerequisites. In addition, when the
contender disarms an opponent, he may flip the weapon (or
other item) up to 15 feet in any direction. A creature standing
in the space in which the weapon lands may make a DC 15
Reflex save to catch it. (The DC is 25 if the contender does
not wish the creature to catch the weapon.)
10th-Level Duelist (Ex): At 10th level, the
contender gains a supreme adrenaline rush when facing an
opponent one-on-one. If the contender is in melee with
an opponent, and no other creatures are adjacent to either
of them, the contender gains a +2 morale bonus on attack
and damage rolls and a +2 morale bonus to AC.
15th and 20th-Level Bonus Feat: At 15th level and
20th level, the contender gains a bonus feat chosen from
the list of feats warriors can take as bonus feats. He must
meet all the normal prerequisites for a feat he takes.
Runemaster Variant:
Lone Wolf Runemaster
Scout Variant:
Dungeoneer
Dungeoneer Alterations
Dungeoneers do not gain nature sense at 1st level or
woodland stride at 3rd level. Instead, they gain the following
31
79.51.2
Shaman Variant:
Aquatic Shaman
Warlock Variant:
Shadowmage
Shadowmage Alterations
Shadowmagi gain the following arcana instead of the
normal warlock arcana:
1st LevelFel Companion (Ex): As the
standard warlock ability. With their connection
to shadow, voidwalkers are shadowmagis
preferred companions.
4th LevelInsidious Caster (Ex): The shadowmage
gains a +2 bonus on caster level checks to overcome a
creatures spell resistance.
8th LevelShadow Jump (Sp): A shadowmage gains
the ability to travel between shadows as if by means of a
dimension door spell. The limitation is that the magical
transport must begin and end in an area with at least
some shadow. A shadowmage can jump up to 10 feet
per level each day in this way. This amount can be split
among many jumps, but each one, no matter how small,
counts as a 10-foot increment.
12th LevelUmbra Master (Ex): The shadowmage
draws upon entropy to empower his spells. The
shadowmage casts spells with the fel descriptor at +1
caster level, and the save DC for such spells increases
by +2.
16th LevelInvoke Shadow (Ex): Shadowmagi may
prepare an additional spell per spell level as long as it
has the fel descriptor. This additional spell benefits from
the effects of the Maximize Spell feat, though the spells
level does not change.
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79.51.2
Goblin
Tinker
Goblins
are
mad
inventors who produce
useful gadgets despite
their chaotic, crazed,
and explosively-oriented
mindsets.
They
are
the ultimate tinkers,
competing with gnomes
to produce the best
devices around. This
competition is friendly or
deadly, depending on the
individuals involved
sometimes its both.
Goblin tinkers differ
from
their
gnome
counterparts.
Goblins
enjoy instant gratification.
They work on an invention
until it sort of, kind of
functions, then they move
on to another one. They
get a thrill when they
finish something, even if
finishing means that it
works properly one out of
ten times.
Goblin tinkers also have
a penchant for destructive
devices. They like blowing
things up and tearing them down. Thus, goblins make
rockets, bombs, shredders, flamethrowers and similar
devices. Even their creations that arent directly related
to warfare and flagrant environmental abuse have a
tendency to explode terrifically when they malfunction.
Early goblin zeppelins, while quite stable, functioned
by using open flames to warm flammable gas not a
combination to inspire confidence in passengers. Though
goblin tinkers amuse many, they do so only at a distance;
those nearby eye the tinker with expressions of mixed
incredulity and fear.
The iconic goblin inventor grins madly through a
leather cap and soot-covered goggles. Devices of all sorts
are strapped across his body, many of which look broken.
He brandishes something to threaten his opponents.
79.51.2
Naga Mage
single spell from any spell list. She can cast this spell as
if it were on the mage spell list, at the same level as it
was on the other classs spell list.
8th-Level Oceans Fury (Ex): Whenever the naga
mage casts a spell with the air or water descriptor, her
caster level is considered two higher than it actually
is for the purposes of determining level-dependent
features, such as duration and range. Also, she gains
a +2 bonus on caster level checks to overcome spell
resistance with spells with the air or water descriptors;
and when she applies a metamagic feat to a spell with
the air or water descriptor, it takes up a spell slot one
level less than normal. For example, if the naga mage
applies the Quicken Spell feat to cyclone (as described
in the Alliance Players Guide; perhaps gained through
her expanded understanding arcana), it is a 6th-level
spell. (Normally, it would be a 7th-level spell.) This
ability cannot reduce the spell slot increase to less than
one. (Thus, a spell altered with Silent Spell still takes
up a spell slot one level higher than normal.)
12th-Level Expanded Fury (Ex): When the naga
mage prepares her spells for the day, she can select one
spell at each spell level. These spells benefit from her
oceans fury arcana, even if they do not possess the air
or water descriptors.
Naga Priest
Priestess of the Tides
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79.51.2
VARIANT CLASSES
(at 3rd, 5th, and 7th level, for example), she chooses
any spell with the air, cold, and/or electricity descriptor.
She adds this to her priest spell list at the same level as
the spell list from which she selected it. She can choose
only spells of a level she can cast.
For example, a priestess who selects cyclone (a 3rdlevel druid spell that appears in the Alliance Players
Guide) adds that spell to her spell list at 3rd level. She
must be at least 5th level to select this spell.
4th-Level Mana Shield (Sp): At 4th level, the
priestess of the tides can use mana shield once per day as
a spell-like ability. Her caster level equals her priestess
of the tides level.
12th-Level Improved Mana Shield (Sp): At 12th
level, the priestess of the tides can use mana shield as a spelllike ability any number of times per day. (Her caster level
still equals her priestess of the tides level.) Once per day,
she can use it as an immediate action, meaning she can
activate the mana shield even when it isnt her turn.
Pandaren Warrior
Pandaren Wardancer
Quilboar Shaman
Quilboar Thornweaver
79.51.2
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79.51.2
VARIANT CLASSES
Satyr Warlock
Satyr Hellcaller
79.51.2
so, the spell has the fel descriptor and deals fel damage
rather than fire damage. He must make the decision
when he prepares the spell, as if this ability were a
metamagic feat.
12th-Level Entropic Puissance (Ex): At 12th level,
when the hellcaller summons entropic fire, he gains a
+2 bonus to overcome spell resistance. He also gains a
+2 bonus on his ranged touch attack roll to hit or a +2
bonus to the fires save DC.
C REATURE C LASSES
Creature classes, introduced in the Alliance Players
Guide, are a natural evolution of racial classes. Many
monsters are suitable for player characters harpies,
nerubians and ogres, to name a few but they are
naturally more powerful than humans, orcs and the other
standard races. Racial levels can correct this problem to
a degree, but some creatures are so powerful that even
racial levels are not enough of a balancing factor.
One solution to this problem is giving a creature a
level adjustment. (This method was introduced in
Lands of Mystery, Chapter 6: Civilizations and is also
described in the Monster Guide.) The problem with
level adjustments is that characters must be a of certain
minimum character level in order to enter play as one of
those races. For example, to play a dryad (as described in
the Alliance Players Guide), you must be at least a 9thlevel character. You could not play a dryad character in
a group of 1st-level characters.
Creature classes solve this problem. Creature classes
allow you to play any creature from level 1. They
can also represent young or inexperienced creatures,
allowing the GM to field creatures that are weaker (and
thus possess lower Challenge Ratings) than normal.
Creature classes spread a monsters special attacks,
special qualities, ability bonuses, and other important
features across several levels. When the character
reaches maximum level in his creature class, he is exactly
equal to a character created using the level adjustment
method.
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79.51.2
C R E AT U R E C L A S S E S
modifier to this number, multiply the result by 4. Like
other classes, creature classes get quadruple skill points on
1st level. (Note that this clarification did not appear in the
Alliance Players Guide and Horde Players Guide; that
was an oversight, and this is the necessary errata.)
Unlike the other columns on the table, skill points
are cumulative.
Fort: Your base Fortitude save bonus. Note that it
increases based on Hit Dice, not level.
Ref: Your base Reflex save bonus. Note that it
increases based on Hit Dice, not level.
Will: Your base Will save bonus. Note that it increases
based on Hit Dice, not level.
Feats: This column indicates when you gain feats
based on your Hit Dice. You can choose any feat for
D RAGON
While many like to think that they are above the concerns
of other races, dragons have interacted with the common
races and changed Azeroths history numerous times.
Dragons joined forces with the kaldorei in the War of the
Ancients. The Horde forced dragons to fight for them in the
Second War. Currently, dragons keep watch on important
sites, ensuring that other creatures do not violate them, and
battle against their ancient, demonic enemies.
Legends say that, in times ancient beyond telling,
many dragonflights existed. Yet five flights held dominion
over their brethren. The titans chose these five flights to
shepherd the budding world. The greatest members of
the Pantheon imbued a portion of their power upon each
of the flights leaders. These majestic dragons became
known as the Dragon Aspects. They were Alexstrasza
the Life-Binder, red; Malygos the Spell-Weaver, blue;
Neltharion the Earth-Warder, black; Nozdormu the
Timeless, bronze; and Ysera the Dreamer, green.
Dragons rarely interact with other races, and
when they do they usually move in disguise. Dragons
are naturally magical, and many cast spells to alter
their appearance. In this way they pass unnoticed in
Stormwind, Orgrimmar and other cities, posing as
members of the common races. None know how many
dragons are concealed in this manner.
Dragons are unlikely to interact with the common
races, though some varieties are more likely to do so than
others. Red dragons are perhaps the most likely. Many
hold a vendetta against the Horde, which imprisoned
their queen and forced her children to fight on the side of
the Horde in the Second War. A band of Alliance heroes
rescued the Dragonqueen, so many reds look favorably
on the Alliance. However, despite these possibilities, red
dragons have enlisted the aid of other creatures only a
handful of times in all of Azeroths history, so the chances
of them doing so again are small.
While green dragons share a certain history with the
night elves, they are unlikely to take an interest in them
79.51.2
Other Dragons
While the example dragon creature class here describes
a red dragon whelp, it is a simple matter to adjust the
class to represent other dragons, or to create your own
creature classes to describe drakes. Other dragon types
might possess different subtypes and have slightly
different ability score bonuses, breath weapons and
spell-like abilities, but most of the other racial traits
and class features remain the same.
virtue of its racial traits. (A 1st-level red dragon whelp
has a +1 natural armor bonus, for example.)
Class Skills: Appraise (Int), Concentration (Sta), Craft
(Int), Decipher Script (Int), Gather Information (Cha),
Heal (Spt), Intimidate (Cha), Jump (Str), Knowledge
(arcana) (Int), Knowledge (nature) (Int), Listen (Spt),
Search (Int), Spellcraft (Int), Spot (Spt), and Swim (Str).
See WoW RPG, Chapter 5: Skills for skill descriptions.
Starting Gold: A 1st-level red dragon whelp begins
play with 0 gold pieces.
Weapon and Armor Proficiency: Red dragon whelps
are proficient in the use of their natural weapons only.
They are not proficient with armor.
Blindsense (Ex): The red dragon whelp has blindsense
(see the Monster Guide, Chapter 5: Monster Types,
Subtypes, and Abilities) out to 15 feet. The range
increases to 30 feet at 4th level, 45 feet at 8th level, and
60 feet at 12th level.
Damage Reduction (Ex): The red dragon whelp has
damage reduction 1/magic. The value increases as the red
dragon whelp gains levels, as shown on Table 22. This also
means that the red dragon whelps natural weapons count as
magic for the purposes of overcoming damage reduction.
Boundless Mind (Ex): At 2nd level, the red dragon whelp
gains the boundless mind ability (see the Monster Guide,
Chapter 5: Monster Types, Subtypes, and Abilities).
Breath Weapon (Su): At 2nd level, the red dragon
whelp can breathe a 30-foot, white-hot line of superheated
air and flame. Using a breath weapon is a standard action.
Once the red dragon whelp breathes, she cant breathe
again until 1d4 rounds later. A blast from a breath weapon
always starts at any intersection (i.e., where any two lines
meet on a battlemat) adjacent to the red dragon whelp
and extends in a direction of the dragons choice.
Creatures caught in the area can attempt Reflex saves
to take half damage. The save DC against the breath
weapon is (10 + 1/2 the red dragon whelps dragons HD
+ the red dragon whelps Sta modifier). The red dragon
whelps breath weapon deals 1d10 points of fire damage
for every two dragon Hit Dice she has, as shown on
Table 22.
This flame also sears any ground that it strikes: it burns
away all soil and vegetation, which starts to grow back
within 1d4 days, but three times as bountiful as before.
(Plants bear three times their original crop, grow at three
times their natural rate, and so forth.) The affected land is
otherwise refreshed, renewed and healthy, and is immune
to any disease or ailment for one full year.
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79.51.2
C R E AT U R E C L A S S E S
HD BAB
1d12 +1
Ref Will
+2 +2
Feats
First
+0
1
2nd
2d12 +2
+3
+3
+3
+1
3rd
2d12 +2
+3
+3
+3
+1
4th
5th
6th
3d12 +3
4d12 +4
4d12 +4
6
6
+3
+4
+4
+3
+4
+4
+3
+4
+4
Second
First
+2
+2
+3
2
3
3
7th
8th
5d12 +5
6
6d12 +6/+1 6
+4
+5
+4
+5
+4
+5
Third
+3
+4
3
4
9th
6d12 +6/+1
+5
+5
+5
+4
10th
11th
12th
7d12 +7/+2 6
8d12 +8/+3 6
8d12 +8/+3
+5
+6
+6
+5
+6
+6
+5
+6
+6
Second
+5
+5
+6
4
5
5
13th
9d12 +9/+4 6
+6
+6
+6
Fourth
+6
Special
+1 Cha, blindsense 15 ft., damage
reduction 1/magic
+1 Spt, boundless mind, breath
weapon 1d10, spells
+1 Sta, damage reduction 2/magic,
increased land speed, spell-like
abilities (cure light wounds 3/day)
+1 Cha, blindsense 30 ft.
+1 Spt, breath weapon 2d10, fly 50 ft.
+1 Str, +1 Sta, damage reduction 3/
magic, darkvision 90 ft., spell-like
abilities (speak with animals 2/day)
+1 Int, +1 Cha, claws
+1 Spt, blindsense 45 ft., breath
weapon 3d10
+1 Sta, damage reduction 4/magic,
spell-like abilities (firebolt 3/day)
+1 Str, +1 Cha, fly 100 ft.
+1 Spt, breath weapon 4d10
+1 Str, +1 Sta, damage reduction 5/
magic, blindsense 60 ft., spell-like
abilities (detect thoughts 1/day)
Wings, +1 Int, darkvision 120 ft., fly
150 ft., spell-like abilities (tongues 3/day)
F LAMEWAKER
Little is known about flamewakers. They are fiery
elementals, but their bodies are flesh and blood. Most
flamewakers dwell in the Firelands of the Elemental Plane,
though some live in Azeroths Blackrock Depths. They are
unwavering servants of Ragnaros the Firelord. They answer
to a monarch, but that monarch answers to Ragnaros.
Some believe that flamewakers are immortal, but
this is not the case. While they can live for one or two
79.51.2
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79.51.2
C R E AT U R E C L A S S E S
HD
1d8
BAB
+1
Skill
Points Fort Ref Will Feats
8
+2 +2 +2 First
+0
1
2nd
2d8
+2
+3 +3 +3
+1
3rd
2d8
+2
+3 +3 +3
+1
4th
5th
3d8
4d8
+3
+4
8
8
+3 +3 +3
+4 +4 +4
Second
First
+2
+2
2
2
6th
4d8
+4
+4 +4 +4
+3
7th
8th
9th
5d8
6d8
6d8
+5
+6/+1
+6/+1
8
8
+4 +4 +4
+5 +5 +5
+5 +5 +5
Third
+3
+4
+4
3
4
4
10th
11th
7d8
8d8
+7/+2
+8/+3
8
8
+5 +5 +5
+6 +6 +6
+5
Second +5
5
5
12th
8d8
+8/+3
+6 +6 +6
+6
13th
14th
15th
9d8 +9/+4
10d8 +10/+5
10d8 +10/+5
8
8
+6 +6 +6
+7 +7 +7
+7 +7 +7
Fourth
+6
+7
+7
6
7
7
16th
17th
11d8 +11/+6/+1 8
12d8 +12/+7/+2 8
+7 +7 +7
+8 +8 +8
Fifth
Third
+8
+8
8
8+
Special
+1 Sta, +1 Spt, damage reduction
1/magic
+1 Str, +1 Int, +1 Cha, damage
reduction 2/magic, heat 1d2
+1 Agy, +1 Sta, damage reduction
3/magic, spell-like abilities (blazing
column 2/day)
+1 Str, +1 Cha
+1 Int, +1 Spt, damage reduction
4/magic
+1 Str, +1 Sta, +1 Cha, growth,
spell-like abilities (greater shadow
word pain 2/day)
+1 Agy, damage reduction 5/magic, heat 1d4
+1 Str, +1 Int, +1 Cha
+1 Sta, damage reduction 6/magic,
spell-like abilities (blazing column
3/day, greater shadow word pain
3/day)
+1 Str, +1 Spt, +1 Cha
+1 Agy, +1 Int, damage reduction
7/magic
+1 Str, +1 Sta, +1 Cha, heat 1d6,
spell-like abilities (fire storm 1/day)
Damage reduction 8/magic
+1 Str, +1 Int, +1 Cha
+1 Agy, +1 Sta, +1 Spt, damage
reduction
9/magic,
spell-like
abilities (dominate monster 1/day)
+1 Str, +1 Cha
1 Int, damage reduction 10/
magic, heat 1d8
N ERUBIAN
The nerubian culture is ancient, proud, complex
and destroyed. Thousands of years ago, so legends say, an
evil insectile race clashed with the mighty troll empires.
The trolls defeated them and the beings fled to the far
north and to the far south. In time, the two separated
79.51.2
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79.51.2
C R E AT U R E C L A S S E S
nerubian has a +8 racial bonus on all Climb checks. A
nerubian must make a Climb check to climb any wall
or slope with a DC of more than 0, but he can always
choose to take 10 even if rushed or threatened while
climbing. A nerubian climbs at his climb speed while
climbing. If he chooses an accelerated climb, he moves
at double his climb speed and makes a single Climb
check at a 5 penalty. He cannot run while climbing.
A nerubian retains his Agility bonus to Armor Class
(if any) while climbing, and opponents get no special
bonus on their attacks against him.
Darkvision: Nerubians can see in the dark up to 60
feet. Darkvision is black and white, but it is otherwise
like normal sight.
Aberration: Nerubians are aberrations, not
humanoids. They are immune to effects that specifically
target humanoids, like hold person.
Natural Weapon: A nerubian has strong mandibles
that he can use to bite opponents. He has a single bite
attack that deals 1d4 points of bludgeoning and piercing
damage. See the Monster Guide, Chapter 5: Monster
Types, Subtypes, and Abilities, for more information on
natural weapons.
Nerubians have a +4 racial bonus on Spot checks
and on Stealth checks to hide.
Automatic Languages: Common and Nerubian.
Bonus Languages: Draconic, Dwarven, Low Common,
Thalassian and Zandali. Nerubians learn the languages of
the creatures with which they occasionally interact.
Creature Class: If you play a nerubian, you must
take levels in the nerubian creature class.
Favored Class: Warrior. A multiclass nerubians
warrior class does not count when determining whether
he suffers an XP penalty (see WoW RPG, Chapter
3: Classes, Multiclass Characters, XP for Multiclass
Characters).
At 3rd level, the nerubians bonus against mindaffecting and fear effects increases to +4, and at 5th
level to +6. At 7th level, the nerubian is immune to
mind-affecting effects and to fear effects.
Web (Ex): Once per day per nerubian level, the
nerubian can throw a web as a standard action. This
is similar to an attack with a net, but has a maximum
range of 50 feet with a range increment of 10 feet and
is effective against targets up to one size category larger
than the nerubian. An entangled creature can escape
with a successful Escape Artist check, or it may burst
the web with a Strength check. In either case, the DC
is (10 + 1/2 the nerubians aberration Hit Dice + the
nerubians Sta modifier + 2 racial bonus).
In addition to using webbing as an attack, a nerubian
can spin a single strand to ascend or descend at his climb
speed. The strand can hold the weight of the nerubian and
one creature of up to one size category smaller than him.
Claws (Ex): At 2nd level, the nerubian can use his
claws as natural weapons. Each claw deals 1d3 points
of slashing damage. See the Monster Guide, Chapter
5: Monster Types, Subtypes, and Abilities, for more
information on natural weapons.
Growth (Ex): A nerubian achieves Medium size at
2nd level and Large size at 6th level. These changes
have the following effects:
Medium: The nerubian loses his +1 size bonus on
attack rolls and to AC. The nerubians base bite damage
increases to 1d6 points of damage. His base movement
increases to 30 feet (and his climb speed to 15 feet).
He wields weapons are wears armor of the same size as
humans and other Medium creatures (armor still costs
more because of the nerubians unusual form). His lifting
and carrying capacities increase to those of a Medium
quadruped (1-1/2 times those of Medium bipeds). The
nerubian loses his +4 size bonus on Stealth checks to
hide and his 4 size penalty on grapple checks.
Large: The nerubians space increases to 10 feet (but its
reach remains 5 feet). He takes a 1 size penalty to AC
and a 1 size penalty on attack rolls. The nerubians base
bite damage increases to 1d8 points of damage and his
base claw damage increases to 1d4 points of damage. His
base movement increases to 40 feet (and his climb speed
to 20 feet). If using manufactured weapons, he must wield
weapons of Large size or take penalties. Similarly, he
must wear armor appropriately sized for him. His lifting
and carrying capacities double (they are triple those of
a Medium biped). The nerubian takes a 4 penalty on
Stealth checks to hide, but gains a +4 size bonus on
grapple checks and on checks to avoid being tripped.
Note that the nerubians gear does not grow along with him.
Poison (Ex): At 4th level, the nerubians bite develops
a debilitating poison. The poison has an initial and
secondary damage of 1d4 Str. The Fortitude save to resist
the poison is equal to (10 + 1/2 the nerubians aberration
Hit Dice + the nerubians Stamina modifier).
At 8th level, the poisons initial and secondary
damage increase to 1d6 Str.
45
79.51.2
HD
1d8
1d8
2d8
2d8
3d8
3d8
4d8
4d8
BAB
+0
+0
+1
+1
+2
+2
+3
+3
Skill
Points
2
Fort
+0
+0
+0
+0
+1
+1
+1
+1
Ref
+0
+0
+0
+0
+1
+1
+1
+1
Will
+2
+2
+3
+3
+3
+3
+4
+4
Feats
First
Second
Ab. Inc.
First
Nat. Arm.
+0
+1
+1
+1
+1
+2
+2
+2
CR
1
1
2
2
3
3
4
4
Special
+1 Agy, frozen mind (+2) web
+1 Str, +1 Sta, claws, growth (Medium)
+1 Agy, frozen mind (+4)
+1 Str, +1 Sta, poison (1d4)
+1 Agy frozen mind (+6)
+1 Str, +1 Sta, growth (Large)
+1 Agy, frozen mind (immunity)
+1 Str, +1 Sta, poison (1d6)
S EA G IANT
Sea giants, like Azeroths other giants, are titan creations.
The titans tasked them with dredging the seas and watching
over them. The titans disappeared a long time ago, though,
and not all or even most sea giants continue this
charge. They are individuals and have diverged from their
original purpose. Some, however, maintain their duty
in current times, untold millennia later. They are fierce
protectors of aquatic realms.
79.51.2
C R E AT U R E C L A S S E S
+2 Strength, 2 Intellect. Sea giants, like all giants,
are immensely strong (though not as strong as mountain
giants), but lacking in intelligence (though not as much as
mountain giants).
Medium: As Medium creatures, sea giants have no
bonuses or penalties due to their size.
Sea giant base land speed is 20 feet. Sea giant base
swim speed is 30 feet. Like all creatures with a swim
speed, a sea giant can move through water at her swim
speed without making Swim checks. A sea giant gains
a +8 racial bonus on any Swim check to perform some
special action or avoid a hazard. A sea giant always can
choose to take 10 on a Swim check, even if distracted
or endangered. A sea giant can use the run action while
swimming, provided she swims in a straight line
Low-Light Vision: Sea giants 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.
Scent: Sea giants 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.
They can use this ability underwater as easily as they
can in air. See the Monster Guide, Chapter 5: Monster
Types, Subtypes, and Abilities, for more information.
Giant: Sea giants are giants, not humanoids. They
are immune to effects that specifically target humanoids,
like hold person.
Aquatic and Water Subtypes: Sea giants have the
aquatic and water subtypes.
Amphibious: Sea giants can breathe both air and
water indefinitely. They are equally comfortable on land
and in water.
Natural Weapon: A sea giant has a single slam
attack that deals 1d4 points of damage. See the Monster
Guide, Chapter 5: Monster Types, Subtypes, and
Abilities for more information on natural weapons.
+2 natural armor. Sea giants have thick hides.
Automatic Languages: Common and Titan.
Bonus Languages: Darnassian, Low Common,
Nerglish, and Nazja. The occasional sea giant learns
the languages of the creatures with whom she might
interact.
Creature Class: If you play a sea giant, you must
take levels in the sea giant creature class.
Favored Class: Barbarian. A multiclass sea giants
barbarian class does not count when determining whether she
suffers an XP penalty (see WoW RPG, Chapter 3: Classes,
Multiclass Characters, XP for Multiclass Characters).
79.51.2
HD
1d8
BAB
+0
Skill
Ab.
Points Fort Ref Will Feats Inc.
2
+2 +0 +0 First
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
2d8
3d8
3d8
4d8
5d8
6d8
6d8
7d8
8d8
9d8
9d8
10d8
11d8
12d8
12d8
13d8
14d8
15d8
15d8
16d8
17d8
18d8
+1
+2
+2
+3
+3
+4
+4
+5
+6/+1
+6/+1
+6/+1
+7/+2
+8/+3
+9/+3
+9/+3
+9/+3
+10/+5
+11/+6/+1
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
+3
+3
+3
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
+9
+9
+10
+10
+11
+0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
Nat.
Arm. CR Special
+1 1 +1 Str, +1 Sta, anchor smash, spell-like abilities
(fog cloud at will)
+1 1
Second
+2 2 +1 Str, +1 Sta
+2 2 +1 Agy, +1 Spt
+3 3
Third
+4 4 +1 Str, +1 Sta, pulverize 1d6
+5 5 +1 Str, +1 Sta
+7 7 +1 Str, +1 Sta
+7 7 Pulverize 2d6
Fifth
Third +8 8 +1 Str, +1 Sta, spell-like abilities (control water at will)
+9 9 +1 Str, +1 Sta
+9 9
Sixth
+10 10 +1 Str, +1 Sta
+11 11
V ITAL S TATISTICS
Use the following tables to determine the starting ages and penalties for aging for dragons, flamewakers, nerubians
and sea giants.
Adulthood
250 years
100 years
15 years
100 years
Addition
+2d%
+1d%
+1d6
+1d%
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C R E AT U R E C L A S S E S
Venerable
3,000 years
1,500 years
70 years
1,500 years
Maximum Age
+10d%
+10d%
+2d20 years
+10d%
Use the following table to generate random heights and weights for 1st-level characters of the races presented
above. Remember that flamewakers, nerubians and sea giants grow larger and heavier as they gain levels.
Base Height
40
42
68
610
210
3
70
Height Modifier
+2d6
+2d6
+2d6
+2d6
+2d4
+2d4
+2d8
Base Weight
170 lb.
180 lb.
220 lb.
240 lb.
70 lb.
80 lb.
300 lb.
Weight Modifier
x (3d6) lb.
x (3d6) lb.
x (2d6) lb.
x (2d6) lb.
x (3d6) lb.
x (3d6) lb.
x (3d10) lb.
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F EATS
The following section presents many new feats for use in your WoW RPG game. These feats are particularly
appropriate for members of the races and factions presented in this book, but any character who meets the
prerequisites can take them even Alliance and Horde characters. Warriors may take feats with Warrior next
to them as bonus feats.
Prerequisites
Str 13, must be an orc, troll, or monstrous humanoid
without a bite natural attack
Heal 6 ranks
Concussive Shot
Critical Strike
Base attack bonus +10, Improved Critical, favored enemy class feature
Pack Tactics
Shrewd Negotiator
Wild Expertise
Shout Feats
Great Howl
Improved Inner Rage
Roaring Shout
Technology Feats
Sabotage Magic Item
Steam Armor Knack
Prerequisites
Three other shout feats
Inner Rage, ability to rage, one other shout feat
One other shout feat, wild shape class feature
Prerequisites
Disable Device 6 ranks, Knowledge (arcana) 2
ranks, Use Magical Device 6 ranks
Weaponry Knack
Benefit
Bite for 1d4 damage
+5 on Heal checks against disease
and poison
Concussive shot deals no damage, but target
makes Fort save or 4 on initiative,
50% speed
Can make critical hits on your favored enemy
, regardless of monster type
Holy strike one additional time/day
Wardance one additional time/day
Gain a favored enemy
In heavy armor, run at quadruple speed,
+1 armor check penalty, and sleep without
fatigue
No 4 penalty on counterattacks
+1 AC against a number of opponents
equal to your Agy bonus
Gain additional spell slots per day as if you
had gained a level in a spellcasting class
+3 on attack rolls when flanking
Buy and sell at 10% less/more
+1 damage with natural weapons in non
humanoid form
Benefit
Shouts last twice as long
Shout when you enter a rage; has normal duration
Shout for free when you enter a wild shape
Benefit
Use Disable Device on magic items
+2 bonus on Craft (technological device)
checks and +2 Technology Limit to build steam
armor; +2 Str in steam armor
+2 bonus on Craft (technological device)
checks and +2 Technology Limit to build nonfirearm weaponry; +1 on attack rolls with self
-made weaponry
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F E AT S
Bite
B
[General]
[G
You can uuse your prodigious jaws effectively in battle.
Prerequisites: Str 13, must be an orc, troll or
monstrous humanoid without a bite natural attack.
Benefit: You gain a bite attack as a natural weapon.
Your bite attack deals 1d4 points of damage, and is a
secondary attack.
Special: Larger and smaller characters deal different damage,
based on their size, as described in the Monster Guide,
Chapter 3: Improving Monsters. Also, see the Monster Guide,
Chapter 5: Monster Types, Subtypes, and Abilities, Natural
Weapons, for more details on natural weapons.
This feat might not be appropriate for some monstrous
humanoids (like harpies). As always, the GM has final say.
Cleanse
C
[General]
[G
You are es
especially good at treating disease and poison.
Prerequisites: Heal 6 ranks.
Benefit: You gain a +5 bonus on Heal checks to treat
disease or poison.
Concussive Shot
C
[General,
[G
G
Warrior]
When you
yo use a ranged weapon, you can deal blows
that slow down your target, temporary reducing
his speed and reflexes.
Critical Strike
C
[General, Warrior]
[G
Your dev
devotion and knowledge of a particular favored
enemy allows you to make critical hits against that enemy,
finding weak points in otherwise unknown places.
Prerequisites: Base attack bonus +10, Improved Critical,
favored enemy class feature or Foe Hunter (see below).
Benefit: You may make critical hits normally against
your favored enemy.
Normal: Certain creature types, such as undead, are
immune to critical hits.
Special: Creatures vulnerable to critical hits are
likewise vulnerable to backstab attempts. The creatures
other immunities, such as immunity to fatigue or ability
damage, still function against you.
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Extra Wardance
E
[General, Warrior]
[G
You are eespecially adept at wardancing.
Prerequisite: Wardance class feature. (The pandaren wardancer
iconic class possesses this class feature, for example.)
Benefit: You can use your wardance ability one
additional time per day.
Special: You can take this feat more than once. Its
effects stack.
Foo Hunter
FFoe
[General, Warrior]
[G
You are pparticularly adept at battling a certain type
of creature. This may be due to lots of practice, intense
hatred, special training or some other reason.
Prerequisite: Base attack bonus +4.
Benefit: Choose one type of creature, such as dragon or undead.
You gain the favored enemy ability (as the elven ranger ability
of the same name; see WoW RPG, Chapter 4: Prestige Classes,
Elven Ranger) against that type of creature.
Special: You may take this feat multiple times; each
time you may choose to apply it to the same type of
creature (gaining an additional +1 bonus on attack and
damage rolls and a +2 bonus on skill checks against that
type) or apply it to a new creature type. This feat stacks
with the elven ranger ability of the same name.
Great Howl
G
[Shout]
[S
The effec
effects of your shouts last longer.
Prerequisites: Three other shout feats.
Benefit: When you use a shout feat, its effects last for
a number of rounds equal to your character level.
Normal: The effects of a shout feat last for a number
of rounds equal to half your character level (minimum
of one round).
Im
IImproved
m
Counterattack
[General, Warrior]
[G
Your abilit
ability to counterattack your foes becomes even greater.
Prerequisites: Agy 15, Counterattack, Dodge.
Benefit: When you gain an attack of opportunity
against an opponent designated through the
Counterattack feat, you do not take a 4 penalty on the
attack roll.
Normal: When using the Counterattack feat, you
take a 4 penalty on your attack roll.
Im
IImproved
m
Dodge
[General, Warrior]
[G
You are an expert at avoiding attacks and you can
properly defend yourself against a large number of foes.
Prerequisites: Agy 15, Dodge.
Benefit: When using the Dodge feat, you may
designate a number of foes equal to your Agility bonus.
You receive a +1 dodge bonus to AC against attacks
from all designated foes.
Normal: The Dodge feat grants you a +1 dodge bonus
against a single designated opponent.
Im
IImproved
m
Inner Rage
[Shout]
[S
When you
yo enter a rage and shout, you do so with
vigor rarely matched on the battlefield.
Prerequisites: Inner Rage, ability to rage, one other
shout feat.
Benefit: When you enter a rage, you may use a shout
feat without using up one of your shouts per day and the
shouts effects last as long as normal.
Normal: With the Inner Rage feat, the effects of your shouts
when you enter a rage last only half as long as normal.
Magical Heritage
M
[General]
[G
You draw upon your races legacy of arcane or divine
spellcasting to increase your power.
Prerequisites: Ability to cast 0-level spells, at least 1
level in your racial class.
Benefit: Choose one of your spellcasting classes. You
gain additional spell slots per day as if you had gained a
level in that class. You do not gain any other benefit a
character from that class would have gained.
Special: If you have a racial penalty to Intellect,
you cannot choose an Intellect-based spellcasting class
(such as arcanist) with this feat, because your Intellect
penalty implies that your race does not have a strong
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F E AT S
tradition with that sort of magic. Similarly, if you have
a racial penalty to Spirit, you cannot choose a Spiritbased spellcasting class (such as healer). Some races may
have traditions with these sorts of magic anyway, and the
GM can waive this limitation in those cases. (Faceless
ones, for example, though they have a racial penalty to
Intellect, have a strong heritage of necromantic magic.)
You can take this feat more than once; you can take
it once for each level you possess in your racial class.
You cannot take this feat for a level in your racial class
for which you already possess a similar ability (such as a
nagas arcane puissance mutation).
Arcanists and healers can take this feat as a bonus feat.
Pack Tactics
P
[General, Warrior]
[G
You fight
fight more effectively in a pack, and are able to land
blows easier when surrounding foes.
Benefit: You gain a +3 bonus on attack rolls when
flanking opponents.
Normal: You gain a +2 bonus on attack rolls when
flanking opponents.
Shrewd Negotiator
S
[General]
[G
You can negotiate like the best goblin traders,
easily lowering others prices or raising the price of
your own goods.
Prerequisites: Cha 15, Diplomacy 6 ranks.
Benefit: Whenever you purchase an item, you may
lower its market value by 10%. Likewise, whenever you
sell an item, you may increase its price by 10%.
Weaponry Knack
W
[Technology]
[T
You have a talent for building and using non-firearm
technological weapons.
Benefit: You receive a +2 bonus on Craft
(technological device) checks when crafting nonfirearm technological weaponry. Your Technological
Limit for building non-firearm technological
weaponry increases by +2. (See WoW RPG, Chapter
11: Technological Devices.)
You gain a +1 competence bonus on attack rolls with
non-firearm technological weapons you have built.
Wild Expertise
W
[General]
[G
When in animal form, you deal additional damage
with each successful melee attack.
Prerequisites: Str 13, base attack bonus +4, wild
shape class feature.
Benefit: When you use your wild shape ability, your
fangs sharpen, your horns grow longer and your strikes
become more powerful. When in a non-humanoid form
other than your own, you gain a +1 bonus on damage
rolls with natural weapons.
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DARK FACTIONS
B RING P ANDEMONIUM !
This chapter includes many new prestige classes. These classes are particularly appropriate for members of the
races and factions presented in this book; however, any character who meets the prerequisites can take a prestige
class, including members of the Alliance and Horde.
B REWMASTER
Description: The pandaren are an old and refined
culture, with many traditions and arts important to their
way of life. Perhaps none influence the pandaren so
thoroughly as the art of brewing. Scholars believe that
drink influences every aspect of pandaren life, and because
of the craft involved, a tradition of brewing potent fluids
is a cultural institution for the gentle people of Pandaria.
Pandaren brewmasters travel the world for new and exotic
ingredients and recipes. These affable yet deadly warriors
practice a unique combination of healing arts and martial skill.
With their knowledge of alchemy, potion making and brewery,
pandaren create superb ales and liquors that are welcome at
any adventurers table either before or after a battle.
Brewmasters practice a unique fighting style. They
combine typical pandaren finesse and strength with
the appearance of being drunk, stumbling apparently at
random. When they sway to avoid a blow or swing a
wild fist, their proficiency appears accidental.
Brewmasters in the World: While the path of the
brewmaster might be learned by any race, the pandaren
keep the craft of the brewmaster a closely guarded secret.
Ancient ways and methods of brewing result in a potent
ability to craft traditional pandaren brews. Pandaren
are reluctant to share the secrets of this craft, though a
brewmaster might take the most disciplined and spiritual
of individuals under his wing.
Those who do take the path of the brewmaster are
typically pandaren, and show allegiance only to the ways of
their craft. While brewing is a mystical art, as the pandaren
say good drink shows no bad faces, and anyone who seeks
out a brewmaster is likely to find him willing to provide a
draught or two in exchange for coin.
Hit Die: d8.
Requirements
Race: Any, though all known brewmasters are pandaren.
Affiliation: Must be neutral.
Base Attack Bonus: +5.
Skills: Craft (alchemy) 3 ranks, Profession (brewer) 3 ranks.
Feats: Skill Focus (Profession (brewer)).
Class Skills
The brewmasters class skills (and the key ability for
each) are Balance (Agy), Bluff (Cha), Craft (alchemy)
Class Features
Weapon and Armor Proficiency: Brewmasters are
proficient with simple weapons and light armor.
Brew Knowledge (Ex): The brewmaster can create
magic pandaren brews as if he had the appropriate spells
on his spell list and had the necessary feats. (More
Magic & Mayhem includes five pandaren brews: black
whiskey, Chous hair of the dog ale, Hongs bravery brew,
Hongs fighting lager, and wounded warrior whiskey.)
Flurry of Blows (Ex): When unarmored, a brewmaster
may strike with a flurry of blows at the expense of
accuracy. When doing so, he may make one extra
attack in a round at his highest base attack bonus, but
this attack takes a 2 penalty, as does each other attack
made that round. The resulting modified base attack
bonuses are shown in the Flurry of Blows Attack Bonus
column on Table 32: The Brewmasters Drunken Style.
This penalty applies for 1 round, so it also affects attacks
of opportunity the brewmaster might make before his
next action. When a brewmaster reaches 5th level, the
penalty lessens to 1, and at 9th level it disappears. A
brewmaster must use a full attack action to strike with
a flurry of blows.
When using flurry of blows, a brewmaster may attack
only with unarmed strikes or with simple weapons. He
may attack with unarmed strikes and simple weapons
interchangeably as desired. When using weapons as part
of a flurry of blows, a brewmaster applies his Strength
bonus (not Str bonus 1-1/2 or 1/2) to his damage
rolls for all successful attacks, whether he wields a
weapon in one or both hands. The brewmaster cant use
any weapon other than a simple weapon as part of a
flurry of blows.
In the case of the quarterstaff, each end counts as a
separate weapon for the purpose of using the flurry of
blows ability. Even though the quarterstaff requires two
hands to use, a brewmaster may still intersperse unarmed
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BREWMASTER
strikes with quarterstaff strikes, assuming that he has
enough attacks in his flurry of blows routine to do so.
Unarmed Strike (Ex): A brewmaster gains Improved
Unarmed Strike as a bonus feat. A brewmasters attacks
may be with either fist interchangeably or even from
elbows, knees and feet. This means that a brewmaster
may even make unarmed strikes with his hands full.
There is no such thing as an off-hand attack for a
brewmaster striking unarmed. A brewmaster may thus
apply his full Strength bonus on damage rolls for all his
unarmed strikes.
Usually a brewmasters unarmed strikes deal lethal
damage, but he can choose to deal nonlethal damage
instead with no penalty on his attack roll. He has the
same choice to deal lethal or nonlethal damage while
grappling.
A brewmasters unarmed strike is treated both as
a manufactured weapon and a natural weapon for
the purpose of spells and effects that enhance or
improve either manufactured weapons or natural
weapons. Creatures with natural weapons who use
this ability may not combine it with the use of their
natural weapons.
A brewmaster also deals more damage with his
unarmed strikes than a normal character would, as
shown on Table 32: The Brewmasters Drunken Style.
The unarmed damage on Table 32 is for Medium
brewmasters.
Drunken
Stance:
At
2nd
level
and
every
two
levels
thereafter
(4th, 6th, 8th and
10th), the brewmaster
refines his martial art and
learns methods of evasion,
combat, and balance. Each
time the brewmaster gains one
of these levels he learns one of
the following special abilities
of his choice.
Drunken Fist: Using the
swaggering and tumbling
motions of the drunken
Chiew-Wu style, the brewmaster can
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79.51.2
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Drunken Deception: The swaggering step of the ChiewWu is a deadly and deceptive technique. The brewmaster
may add his brewmaster level on Bluff checks while feinting
in combat. If his Bluff check to feint is successful, he gains
an attack bonus equal to half of his brewmaster level on his
attack roll against that flat-footed opponent. If the Bluff
check fails, that opponent gains a +4 bonus on attack rolls
against the brewmaster for 1 round. The brewmaster can
choose whether or not to use this ability when he feints, but
must make the decision before he makes the Bluff check.
Evasion: The brewmaster gains evasion, as the rogue
ability of the same name (see WoW RPG, Chapter 3:
Classes, Rogue).
If the brewmaster already has evasion from a different
class he automatically gains improved evasion (see
WoW RPG, Chapter 3: Classes, Rogue).
Uncanny Dodge: The brewmaster gains uncanny
dodge, as the rogue ability of the same name (see WoW
RPG, Chapter 3: Classes, Rogue).
Special
Brew knowledge, flurry of blows, unarmed strike
Drunken stance
Spirit channel
Drunken stance
Breath of fire, spirit channel
Drunken stance
Spirit channel
Drunken stance
Spirit channel
Drunken stance, improved breath of fire
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
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BREWMASTER
Channel Fire: The brewmaster is wreathed in flame.
He deals an additional +1d6 points of fire damage
with unarmed strikes. Creatures that make successful
melee attacks against the brewmaster take fire damage
equal to 1 point per brewmaster level. (Weapons with
exceptional reach, such as longspears, do not endanger
their wielders in this way.) Channel fire lasts for a
number of rounds equal to the brewmasters Strength
bonus (minimum 1 round).
Channel Thunder: The brewmaster gains uncanny
reflexes and can charge the air around him with voltaic
energy. The brewmaster gains a +1 bonus on initiative
checks for every 2 levels of brewmaster, and gains the
effects of the greater lightning guardians spell (caster level
equals the brewmasters level in this class). Channel
thunder lasts for a number of rounds equal to the
brewmasters Stamina bonus (minimum 1 round).
Channel Wind: Elevating his speed to an uncanny
level, the brewmaster wreathes himself in a vortex of
living air. The brewmaster gains +10 feet of speed and a
deflection bonus to Armor Class against ranged attacks
equal to +1 per brewmaster level. The brewmaster can
use cyclone (see the Alliance Players Guide) once
while using this ability (his caster level equals his
brewmaster level, and the save DC is 10 + his levels in
this class + his Charisma modifier). Channel wind lasts
for a number of rounds equal to the brewmasters Agility
bonus (minimum 1 round).
Channel Water: The healing properties of water are
well known to the brewmasters, for this is the spirit
of regeneration and well-being. The brewmaster gains
fast healing with a rating equal his level in brewmaster.
D EATH K NIGHT
Even the most honorable warriors can fall prey to
the temptations of the Lich King. Some who devote
themselves to his cause become the horrors known as
death knights elite members of the Scourge who lead
the Lich Kings armies. Neither their personalities nor
their skills are lost, but their souls belong to the Lich
King.
Becoming a death knight does not, ironically enough,
involve actually dying. Thus, most death knights
resemble their living selves, though pale and with an
unholy light that illumines their malefic eyes. However,
as powerful and valuable agents of the Scourge, death
knights are not freed from service to the Lich King
when they die. They are simply raised into undeath to
continue their grim work. As a result, the occasional
death knight is undead and more closely resembles a
zombie or skeleton, with rotting skin and protruding
bones.
Death knights, despite their evil natures, remain true to a code
of honor or, at least, to a semblance of order and discipline
79.51.2
Requirements
Alignment: Any evil.
Affiliation: Scourge.
Base Attack Bonus: +5.
Class: Must have 5 levels in
paladin (except in very rare
circumstances).
Class Skills
The death knights class skills
(and the key ability for each skill)
are Bluff (Cha), Climb (Str), Craft
(Int), Handle Animal (Cha),
Intimidate (Cha), Jump (Str),
Profession (Spt), Ride (Agy), and
Swim (Str).
Skill Points
at Each Level: 2 + Int modifier.
Class Features
All of the following are class
features of the death knight prestige class.
Weapon and Armor Proficiency: Death knights gain
no additional proficiencies in weapons or armor.
Unholy Strike (Su): Twice per day, a death knight may
attempt an unholy strike with one normal melee attack. He
must declare his intent to use unholy strike before he makes his
attack roll. If he hits, he deals 1d6 extra points of damage, +1
additional
point
of damage per death knight level + his
p a l a d i n level. His weapon is considered evil-aligned for
the purposes of overcoming damage reduction. If the death
knight misses with his unholy strike, the strike has no effect
but is still used up for that day.
At 5th and 10th level, the death knight may use
unholy strike one additional time per day.
Magic Property
Bonus Equivalent*
+1
34
+3
+1
56
throws.
78
+4
+2
+4
+3
Special
The weapon (not the death knight) gains a +3 resistance bonus
on saving throws.
The weapon provides the wielder a +1 resistance bonus on all
saving throws.
The weapon provides the wielder a +2 resistance bonus on all saving
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D E AT H K N I G H T
Class Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Unholy strike 2/day, vampiric runeblade
Undead minions
Alabaster skin (+1), dark grace
Death coil 1/day
Death pact 1/day, unholy strike 3/day
Alabaster skin (+2), death coil 2/day
Undying
Greater death coil 3/day
Alabaster skin (+3)
Death pact at will, ranged death pact 3/day, unholy strike 4/day
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D RAGONSWORN
Description: For centuries, the great dragonflights
have noted the potential of younger races. In a few select
cases, they choose a creature of another race to be one of a
select few with the privilege of directly serving a dragon or
an entire group of dragons. Such devotees dedicate their
lives to the protection and service of their dragonflights,
and reap the benefits of the great knowledge and power
that their draconic masters share. Rumors say that the
first dragonsworn were the forefathers of the dragonspawn
race. This is, of course, just a rumor.
Each dragonflight treats its dragonsworn differently,
and grants them slightly different boons for their
service. The patron dragon for a dragonsworn of the
bronze dragonflight might give a faithful disciple a relic
from the War of the Ancients, whereas a dragonsworn
of Nefarian might be taught the basics of how to
manipulate the deadly power of shadow flame. While
these rewards might sound tempting, dragons live a long
time, and most of the flights barely notice the passing
of years. Its possible for a servant to dedicate his life
to a flight without any real notice or recognition
especially for the shorter-lived races, such as humans.
The legends tell that while these dragonsworn were
always extremely rare, they may have been more common
in the past but there is a large gap in the records
where such disciples are practically unheard of. It is the
green dragonflight that revived the tradition of bringing
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DRAGONSWORN
teachers; such night elves were highly respected by the
dragonflights they served. Though lifelong loyalty was once
the quality dragons valued most, now the black dragonflight
looks for adventurers who show potential for great power;
perhaps it hopes to bring the next Medivh into its ranks.
The other flights fear that a traitor entrusted with their
secrets could be an unparalleled danger, but nevertheless
a few dragons have begun teaching the younger races.
However, few adventurers are willing to make the sacrifices
necessary to earn the trust of an entire flight.
More dragonsworn are in the Alliance than the Horde,
primarily because night elves are still the most common
dragonsworn of the flights (other than the black), but
also because most red dragons wont have anything to
do with orcs after the Second War. Most disciples of the
dragonflights arent affiliated with either faction, but a few
belong to other organizations, such as the Argent Dawn
or Cenarion Circle. Dragonsworn serve as the eyes and
ears of the dragonflights in locations dragons may not
wish to travel, and some infiltrate other groups to gather
information. Since the average adventurer probably doesnt
even know that these people exist, most dragonsworn find
it easy to keep their service a secret, knowing that many
would not understand their dedication. While night elves,
magi, and others with knowledge of the dragonflights may
see an association with dragons as positive, warriors who
fought against the red flight in the Second War probably
would not. Some dragonsworn might seek to teach others
about the ways of the dragons to dispel the hatred of those
who lost family and friends to blacks or reds, but most
prefer to lie low and keep to themselves.
A devotee of the Aspects might join a group of
adventurers to better serve her flight, perhaps to find a
magic object or just learn more about the world. In such a
situation, knowledge is the greatest weapon; she may learn
secrets and magic unknown to the rest of the world.
Hit Die: d6.
Requirements
Alignment: Any; usually the alignment of the
dragonflight the dragonsworn serves.
Affiliation: Any.
Base Attack Bonus: +3.
Skills: Gather Information 2 ranks, Spellcraft 10
ranks, Knowledge (arcana) 10 ranks or Knowledge
(religion) 10 ranks.
Feats: Iron Will, Magic Energy Control, one
metamagic feat.
Language: Draconic.
Spells: Ability to cast 3rd-level arcane or divine spells.
Special: A patron dragon, who will train the
dragonsworn throughout her career, must select the
dragonsworn. This patron is responsible for ensuring
the dragonsworn remains loyal and uses her abilities and
teachings properly.
Class Skills
The dragonsworns class skills (and the key ability for
each) are Bluff (Cha), Concentration (Sta), Craft (Int),
Class Features
Weapon and Armor Proficiency: Dragonsworn gain
no additional proficiencies in weapons or armor.
Spell Slots per Day: At every even-numbered level
(2nd, 4th, 6th, 8th, 10th), the dragonsworn gains new
spell slots per day as if she had also gained a level in the
spellcasting class in which she could cast 3rd-level spells
before she added the dragonsworn level. She does not
gain any other benefit a character of that class would
have gained. If she had more than one spellcasting
class in which he could cast 3rd-level spells before she
became a dragonsworn, she must decide to which class
she adds each level of dragonsworn for the purpose of
determining spell slots per day.
Secret of the Aspects: The dragons entrust their
dragonsworn with ancient teaching, which the
dragonsworn uses to strengthen her body, mind or spirit.
At each odd numbered level (1st, 3rd, 5th, 7th and 9th),
the dragonsworn chooses one of the abilities below.
Ancient Magic (Ex): The spells known to orders such
as the Kirin Tor are formidable, but the Dragon Aspects
have practiced magic since before even the night elves.
An adventurer who studies magic among the dragons may
learn new spells that are beyond her normal capabilities,
or normally only available to another field of study.
The dragonsworn chooses one spell from any spell list
up to the maximum level she can normally cast, or a spell
from her own list up to two levels higher than the highest
level she can normally cast. The dragonsworn can use this
spell twice per day as a spell-like ability. The dragonsworn
may choose to learn a spell that has been modified by
metamagic feats; for example, a mage/dragonsworn who
can cast 5th level spells could learn a 5th-level spell from
another class list, a 7th-level spell from the mage list, or a
4th-level maximized spell from the mage list.
Eldritch Knowledge (Ex): Dragons are one of the oldest
races on Azeroth. An adventurer might choose to study
under a dragon simply to have a better understanding of
the world. The dragonsworn gains a +8 bonus to a single
Knowledge skill. In addition, she gains an additional 8
skill points this level.
Enhanced Senses (Ex): The dragons train their students
to enhance their perceptions. The dragonsworn gains
blindsight (see the Monster Guide, Chapter 5: Monster
Types, Subtypes, and Abilities) with a range of 30 feet.
Spell Attunement (Ex): Just as the Aspects are tied to
specific facets of the world, one of their dragonsworn
can learn to draw upon that strength to enhance the
potency of magic tied to that Aspect. The dragonsworn
gains a +2 bonus to her effective caster level (for the
purposes of range, duration and the like) when using a
61
79.51.2
Spells Enhanced
Spells with the fire or earth subtypes
Spells with the cold or force subtypes, mana
burn spells
All transmutation spells
Spells with the earth subtype or of the healing
subschool
Spells with the fire subtype or of the healing
subschool
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Secret of the Aspects
Spells
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HIGH DIVINIST
H IGH D IVINIST
Description: High divinists are elite divine
spellcasters. Every priest desires to attain the title of high
divinist. To reach this level of magical understanding is
to, in a small way, transcend mortal existence.
As they gain power, divine spellcasters gradually
see more and more of the fundamental nature of their
magic. They cast greater spells that draw upon more
intense facets of their faith. Such understanding comes
to all priests eventually, but some move beyond these
tokens to true revelation. These are the high divinists,
living icons of the entities or beliefs they represent.
As the archmagi of the Kirin Tor are to magi, so high
divinists are to priests. They give up some of their spellcasting
potential to unlock esoteric secrets of their magic and other
powers. Their foes approach them with wariness, for while
they may be able to predict the actions of a normal priest, a
high divinist possesses unknown abilities.
High Divinists in the World: High divinists
command respect or fear wherever they tread. They
are the most direct conduits the mortal
races have
to the divine.
Many priests who become high
divinists call themselves high priests.
However, they may not take titles
at all, allowing their power to speak
for itself.
While they are divine analogues
to archmagi, unlike their arcane
counterparts, all high divinists do
not belong to a single organization
like the Kirin Tor. Rather, each faith
usually maintains its own cadre of
high divinists. Night elves boast high
priestesses of Elune and great human
healers become high priests of the Holy
Light. Other races also become high divinists,
of course, and the entities that command
their reverence and the powers they wield are
much darker. Naga high priestesses of the tides
are frightening and powerful creatures of corrupt
magnificence, and frothing Atalai high divinists spill
hot blood in the name of Hakkar the Soulflayer.
In adventuring parties, high divinists continue
to serve in the same roles they filled before. Their
spellcasting ability remains powerful and important, but
their unique abilities add something new to the partys
combined efforts.
Spirit remains the most important ability for high
divinists.
Hit Die: d8.
Class Skills
The high divinists class skills (and the key ability for
each skill) are: Bluff (Cha), Concentration (Sta), Craft
(Int), Diplomacy (Cha), Gather Information (Cha),
Heal (Spt), Knowledge (arcana) (Int), Knowledge
(religion) (Int), Knowledge (the planes) (Int), Listen
(Spt), Profession (Spt), Sense Motive (Spt), Speak
Language (none),
and Spellcraft
(Int).
See
W o W
R P G ,
Chapter 5:
Skills for skill
descriptions.
Requirements
Affiliation: Any.
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Class Features
Weapon and Armor Proficiency: High divinists gain
no new proficiencies with weapons or armor.
Spells Slots per Day: Every time a high divinist gains
a level in this class, she gains new spell slots per day as
if she had also gained a level in the divine spellcasting
class in which she could cast 7th-level divine spells
before she added the high divinist level. She does not
gain any other benefit a character from that class would
have gained. If she had more than one divine spellcasting
class in which she could cast 7th-level divine spells
before she became a high divinist, she must decide to
which class she adds each level of high divinist for the
purpose of determining spells per day.
In addition, the high divinists levels in this class
count as priest levels for any class features that use those
levels. For example, a high divinist with the Death
domain adds her high divinist levels to her priest levels
when using a death touch.
Revelation: A high divinist gains the opportunity to
select a special ability from among those described below
by permanently eliminating one existing spell slot (she
cannot eliminate a spell slot of higher level than the
Ancestor Domain
Master Power Surge of the Ancestors (Su): You
can call upon your ancestors to supply you with great
power; their spirits infuse you. Using this ability is a free
action. You gain a +20 insight bonus on all d20 rolls for
1 round.
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HIGH DIVINIST
Base
Attack
Bonus
+0
+1
+1
+2
+2
Fort
Save
+2
+3
+3
+4
+4
Ref
Save
+0
+0
+1
+1
+1
Will
Save
+2
+3
+3
+4
+4
Special
Revelation
Revelation
Revelation
Revelation
Revelation
Animal Domain
Elements Domain
Arcana Domain
Master Power Magic Blood (Sp): Choose a spell
of 7th level or lower from the arcanist or mage spell list.
You can use this spell as a spell-like ability once per day.
You can spend a hero point to use it an additional time
per day.
Crusader Domain
Master Power Bend Will (Su): Add the following
spells to your spell list at the indicated levels: charm
monster (4th level), charm person (1st level), dominate
monster (9th level), and dominate person (5th level).
Add +4 to the saving throw DC whenever you cast
these spells.
Death Domain
Master Power Death Strike (Su): You can use
the death touch lesser power of the Death domain three
times per day. In addition, you can invoke the power
when you make a melee attack. You must state that
you are doing so before you make the attack roll. If the
attack hits, after dealing damage, roll 1d6 for each priest
level (and each high divinist level) you possess. If the
result equals or exceeds the targets current hit points, it
dies. If the attack misses, the death strike has no effect
but is still exhausted for that day.
Destruction Domain
Master Power Greater Nuke (Su): When you use
the nuke greater power of this domain, you do not take
damage, the DC of the Reflex save to take half damage
is 19 + your Spirit modifier, it affects a 40-foot radius,
the weapon is not destroyed, and imbuing the weapon
with the ability is a free action.
Foretelling Domain
Master Power Adaptive Magic (Su): Once per
day, you may cast any spell of 5th-level or lower. The
spell can be from any class list. You cast the spell at your
caster level.
Healing Domain
Master Power Aura of Healing (Su): You exude
an aura in a 20-foot radius. You and all allies within the
aura gain fast healing 2. You can suppress or resume this
aura as a free action. You can also spend a hero point
to increase the power and range of the aura; spending
a hero point increases the auras radius to 40 feet and
it grants fast healing 10. The increased aura lasts for 1
round per your Spirit bonus. This aura is not aligned to
positive energy; undead allies gain the same benefit as
your living companions.
Madness Domain
Master Power Succumb to Insanity (Su): As a
free action on your turn, you may allow your apocalyptic
visions to consume you. You behave as if confused (as
the insanity spell), save that you use the table presented
below to determine your actions. You also gain the
following bonuses: +6 morale bonus to Strength,
Agility, Stamina, Intellect and Charisma; +2 caster
level (for the purposes of level-dependent effects like
range, duration and the like); +4 morale bonus on Will
saves. Your madness lasts for a number of rounds equal
to your (newly improved) Charisma modifier. You may
use this ability as often as you like.
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79.51.2
Behavior
Flee from battle (or cower, if flight is impossible).
Do nothing but babble incoherently.
Attack nearest creature (for this purpose, a familiar counts
as part of the subjects self).
Cast a randomly determined spell from your highest level
at a random legal target within range.
Act normally
Spirits Domain
Master Power Join the Spirits (Su): As a free
action on your turn, you can make yourself incorporeal.
You can turn yourself corporeal again as a free action on
your turn, but you cannot do both on the same turn. You
can be incorporeal for a total of 2 minutes (20 rounds)
every day, and the time need not be consecutive.
War Domain
Power Domain
Master Power Heroic Energy (Su): Once per day,
as a free action, you can gain 1 hero point. You must use
this hero point immediately.
Protection Domain
Master Power Protective Word (Su): Once per
day, as a free action, you may utter a protective word,
followed by a name. For 1 round, the named creature
cannot take hit point damage. The creature can be
anywhere on the same plane of existence and still
Wild Domain
Master Power Wild Puissance (Su): When you transform
into any animal form, you gain an additional +4 enhancement
bonus to Strength, Agility and Stamina. In addition, when you
transform, choose adamantium, arcanite or truesilver. Your natural
weapons are treated as weapons of that material for the purposes of
overcoming damage reduction.
N AGA A NOMALY
Description: Naga are testament to the power of arcane
energy gone awry. Once beautiful kaldorei, a curse warped
them into the naga. As they were permanently altered,
so was the world the Well of Eternity imploded and
brought the surrounding land crashing to the seafloor.
While the Well was destroyed, its power was not it
left behind residual energies that wrought changes on
the newly-born naga. The mutations these energies bring
do not manifest the same way in all naga; while they
share many characteristics, each naga develops different
mutations. Often these mutations are cosmetic: A naga
might have soft spines sprouting from his shoulders or
swirls of indigo in his skin. In some naga, the mutations
prove useful: Some grow to monstrous size, while others
are infused with spellcasting power. These mutations are
fairly common among naga indeed, many naga women
are born with four arms.
In some naga, the residual power wreaks even greater
changes. Some naga are barely recognizable as related to
their cousins. They may grow enormous, unable to enter
normal naga buildings. Often their powers are reminiscent
of the sea creatures with which they dwell: Some sprout
squidlike tentacles and can foil their enemies with clouds
of ink; others develop urchinlike spines tipped with
deadly poison. These are naga anomalies, and are some of
the strangest creatures in a strange race.
Few anomalies are alike; and as they grow and develop
their powers, they diverge even more. Occasionally,
their mutations prove fatal for them, but more often
they prove fatal for their enemies. The arcane energy in
the Rift magnifies existing traits and grants additional
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N A G A A N O M A LY
great mutations continue, perhaps
erhaps one day all
naga will be excellent at everything,
rything, becoming
the perfect species. Naga anomalies
nomalies are also
useful allies, no matter what their abilities.
Hit Die: d8.
Requirements
Race: Naga only.
Affiliation: Any, though a naga
anomaly renouncing Nazjatar
tar is
unheard of.
Special: Must have three
hree
levels in the naga racial class.
s.
Class Skills
Naga anomalies have no
class skills and receive no skill
kill
points (but see the insightfull skill
mutation below).
Class Features
Weapon and Armor Proficiency: Naga
anomalies gain no new proficiencies with
weapons or armor.
h level, the
Mutations (Ex): At each
ee mutations
naga anomaly chooses three
nless otherwise
from those listed below. Unless
noted, the naga anomaly can take a mutation
as often as he likes, though he cannot take a
nce in the same level.
single mutation more than once
The naga anomaly can takee any mutation available
through the naga racial classs (see Chapter 1: Races)
as well. Unlike other naga, he can take these more
utations have prerequisites
than once, as well. Some mutations
st meet before he takes that
which the naga anomaly must
mutation.
Aquatic Shape (Su): The naga anomaly can take the
form of his brethren under the
he waves. Anomalies often
use this ability on scouting orr stealth-based missions.
Once per day, the naga anomaly can turn himself
into any creature with the aquatic subtype.
b
Th
The effects
ff
last for 1 hour per naga anomaly level or until the
naga anomaly assumes his natural form. This ability
otherwise functions as the polymorph spell. You can take
this mutation multiple times. Each time, you can use
aquatic shape one additional time per day.
This ability counts as wild shape for the purposes of
meeting prerequisites.
Battle Insight (Ex): The naga anomalys mind quickens
and his reflexes sharpen; he understands the intricacies
of combat. His base attack bonus increases by +1.
Echo of the Octopus (Ex): The naga anomaly can emit
a cloud of jet-black ink 10 feet high by 10 feet wide by
10 feet long once per minute as a free action. The cloud
provides total concealment. All vision within the cloud
is obscured. The naga anomaly can use this ink cloud
only when underwater.
In addition, in the water, the naga anomaly can jet
backward once per round as a full-round action, at a
79.51.2
Spell
Level
0
1
2
3
4
5
6
7
1
3
3
1
2
5
3
1
1
3
At will
4
2
1
4
At will
4
3
2
1
7
At will
At will
5
4
3
1
8
At will
At will
5
5
3
2
1
9
At will
At will
At will
5
4
3
1
10
At will
At will
At will
At will
5
3
2
1
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N A G A A N O M A LY
Table 33 6:
The Naga Anomaly (Nga)
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack
Bonus
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
Fort
Save
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
Ref
Save
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
Will
Save
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
Special
Mutations
Mutations
Mutations
Mutations
Mutations
Mutations
Mutations
Mutations
Mutations
Mutations
P ANDAREN T RANSCENDENT
Description: Tales say that spirits and energies are at work in
the cosmos spirits and energy that define the essence of reality,
and from these vital sources all things are formed. This is one of the
central philosophies of pandaren geomancy, and no one is more
intimate with these energies than the pandaren transcendent.
Seeking to embody the sentient formative powers of the universe
and bottle them within her form, the transcendent is an aesthete,
a warrior, and most of all a mystic.
Few pandaren healers and wise men seek out this path;
even powerful geomancers rarely learn of the necessary
hidden techniques to transform into beings composed of
79.51.2
Requirements
Race: Pandaren only.
Alignment: Any lawful.
Skills: Knowledge (religion) 8 ranks and Knowledge
(the planes) 8 ranks.
Spellcasting: Ability to cast 3rd-level divine spells.
Class Skills
The pandaren transcendents class skills (and the key
ability for each) are Balance (Agy), Craft (alchemy)
(Int), Heal (Spt), Knowledge (arcana) (Int), Knowledge
(nature) (Int), Knowledge (religion) (Int), Profession
(Spt), Sense Motive (Spt), Speak Language (Int),
Spellcraft (Int), and Tumble (Agy). See WoW RPG,
Chapter 5: Skills for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Pandaren
transcendents gain no proficiencies with weapons or
armor.
Spell Slots per Day: At every odd-numbered level
(1st, 3rd, 5th, 7th and 9th), the pandaren transcendent
gains new spell slots per day as if she had also gained
a level in the divine spellcasting class in which she
could cast 3rd-level spells before he added the pandaren
transcendent level.
She does not gain any
other benefit
a character
of that class
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PANDAREN TR ANSCENDANT
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
Special
Transcendent fist
Transcendent path
Transcendent path
Transcendent path
Transcendent path
10th
+7
+7
+3
+7
Transcendent body
Spells
+1 level of existing divine spellcaster
79.51.2
S UBVERSIVE
Description: Subversives are militant defenders
of the wild who use guerilla tactics and sabotage to
safeguard the land. While their methods may be
morally questionable, subversives dedicate their lives to
defending nature and its inhabitants. They believe that
Azeroths welfare and survival depend on the state of
the wilderness and the creatures populating it. When
nature is destabilized, everything in the world is thrown
into anarchy and everyone suffers.
Recent history strengthens this belief, as many men
and women already closely tied to nature such as
druids, hunters and scouts bore witness to the havoc
magic and warfare bring. Although subversives have
existed for a long time, they are now more convinced
than ever that their cause is essential to the future and
that the path they walk is the only one worth traveling.
Because of their unwavering convictions, subversives
strive to defend the fragile balance of nature and protect
animals, plants, magical beasts and other creatures that
live in the wilderness. Subversives do anything to reach
that goal.
A subversive spends most of his time in the wild,
honing his knowledge of nature and survival skills and
testing his mettle against anyone who would harm
nature. Subversives are great trackers and survival
experts. They are also competent combatants who take
full advantage of terrain and positioning when engaged
in battle. They often use guerilla tactics, striking at
their enemies when they least expect it. Furthermore,
subversives know how to build a variety of dangerous,
magical traps using natural materials they collect in
the wild. These skills, combined with their unwavering
dedication, make subversives dangerous opponents.
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SUBVERSIVE
Requirements
Race: Any, though most subversives are night elves
or tauren.
Alignment: Any chaotic.
Affiliation: Any.
Base Attack Bonus: +3.
Feats: Bond with the Land (see the Alliance Players
Guide), Track.
Skills: Craft (trapmaking) 8 ranks, Knowledge
(nature) 6 ranks, Survival 6 ranks.
Class Skills
The subversives class skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
Heal (Spt), Jump (Str), Knowledge (nature) (Int), Listen
(Spt), Profession (Spt), Search (Int), Spot (Spt), Stealth
(Agy), Survival (Spt), Swim (Str), and Use Rope (Agy).
See WoW RPG, Chapter 5: Skills for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The subversive
gains no proficiencies with weapons or armor.
Spells: A subversive gains the ability to prepare and
cast a small number of divine spells per day, as shown on
Table 311: Subversive Spells. To cast a spell, a subversive
must have a Spirit score of at least 10 + the spells level,
so a subversive with a Spirit of 10 or lower cannot cast
these spells. He may prepare and cast any spell from the
subversive spell list, provided he can cast spells of that
79.51.2
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Spells, trap skill, wild empathy
Defensive positioning +1
Natures snare 2/day, natures snare (terror trap)
Beastly sight, defensive positioning +2
Guerilla strike, natures snare 3/day
Defensive positioning +3, natures snare (acidic trap)
Natures snare 4/day, wild sight
Defensive positioning +4
Natures snare 5/day, natures snare (immolation trap)
Defensive positioning +5, natures snare (greenlife strike)
Table 33 9:
Subversive Spells
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
1
0
1
1
1
1
1
2
2
2
2
1
0
1
1
1
1
1
1
2
1
2
2
and a variety of other items, a subversive can design wellhidden snares that terrify or damage those caught within
without damaging the surrounding terrain. Animals, magical
beasts, and plants are immune to the subversives nature
snares and never trigger them. Thus, the subversive often uses
summoned animals to draw enemies into his snares.
To create a snare, the subversive must forage for the
ingredients he needs, which takes 1 hour 5 minutes per
subversive level. At the end of that time, the subversive
makes a Survival check (the DC depends on the specific
snare, as shown below). Success means that he finds
everything he needs and can thus build the snare.
A subversive can build a number of natures snares
equal to his Spirit modifier (minimum of 1) with one
foraging attempt, as long as the snares are of the same
type. Finding the materials to build two different types
of snares require two different searches (and thus two
Survival checks and additional time).
0
1
1
1
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SUBVERSIVE
We walked into the taurens trap. Our party was hunting one of the fiends who had attacked our camp. The
jungle troll and his comrades had killed three of us before we had time to gather our wits. The enemy had
been cunning and stealthy, approaching our encampment in secret. Our sentries were deceived. You just
cant trust anybody these days; thats what you get for being a bandit.
We were three times their number, so we overcame the hunting party that attacked us once they lost the
advantage of surprise. Still, four members of my band perished before we dismantled the small but efficient
force that stormed us that night. Unfortunately, their leader escaped.
I pursued, and led some of my best fighters against the enemy who had, presumably in the name of revenge,
killed many members of my band. We followed the trolls tracks for the better part of an hour. Even at night,
he was easy to follow, with all the crushed saplings and blood he left behind him. I should have suspected
something was wrong things were too easy but in my fury and haste I hurried the others.
Marka, my second-in-command, triggered the first trap. The burst of acid scorched her flesh, scarring her
face. She was still cursing when I heard a strident cry. I turned to see one of my fighters running in fear, his
eyes darting in every direction. I could almost taste the magic that took hold of him. I shouted for a halt, but
it was too late.
The troll had been waiting for us, and he had company. A tauren wearing tattered leather clothes and
holding a massive weapon resembling a tree trunk appeared. My fighters reacted instantly, moving toward
them. I shouted again, reaffirming my order to stand their ground, but bandits are not the most disciplined
lot. Two walked into other traps, their skin burnt with acid. Marka cried out a warning as she fired arrows at
the troll, but our group was in disarray.
The troll hid behind a wide tree and threw javelins while the tauren weaved a spell that changed the
surrounding vegetation. A massive wall filled with thick vines and thorns appeared before us. Marka issued
another curse and fired one last arrow, in vain. A moment later, everything was quiet, save for the sound of
our own breathing.
We had lost sight of the troll and his tauren ally. Furious, Marka insisted that we pursue them, but despite her
best efforts she found no trace of our ambushers. It was as though the forest had swallowed them.
I knew better than to venture deeper into the wilderness. Only the spirits of the place knew how many more
traps the tauren had laid.
Excerpt from the personal diary of Kenry the Robber.
79.51.2
Requirements
Race: Human.
Affiliation: The Scarlet Crusade (at least initially;
defectors are possible).
Base Attack Bonus: +5.
Skills: Concentration 12 ranks, Knowledge (arcana) 12
ranks, Knowledge (religion) 6 ranks, Spellcraft 12 ranks.
Spellcasting: Ability to cast at least 3rd-level arcane
spells.
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S C A R L E T B AT T L E M A G E
Special: Proficiency with at least one martial weapon.
All new Scarlet battle magi are members of the Scarlet
Crusade in good standing.
Class Skills
The Scarlet battle mages class skills (and the key
ability for each) are Concentration (Sta), Decipher
Script (Int), Knowledge (arcana) (Int), Knowledge
(military tactics) (Int), Knowledge (religion) (Int),
Knowledge (the planes) (Int), Profession (Spt),
Profession (military commander) (Spt), Ride (Agy),
Spellcraft (Int), and Survival (Spt). See WoW RPG,
Chapter 5: Skills for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Scarlet battle
magi do not gain any additional proficiencies in
weapons or armor.
Spell Slots per Day: At the levels shown on Table
39, the Scarlet battle mage gains new spell slots per day
as if she had also gained a level in the spellcasting class
in which she could cast 3rd-level arcane spells before
she added the Scarlet battle mage level. She does not
gain any other benefit a character of that class would
have gained. If she had more than one spellcasting class
in which she could cast 3rd-level arcane spells before
she became a Scarlet battle mage, she must decide to
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Table 33 10:
The Scarlet Battle Mage (Sbm)
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Pyromancy +1
Avenging blade
Instant spells I
Pyromancy +2
Fire resistance
Instant spells II
Blades of light
Righteous fire
Spells
talents and bestow upon her a great blessing. At 7th level, the
Scarlet battle mage permanently gains resistance to fire 15.
Blades of Light (Su): At 9th level, the Scarlet battle
mage can ignite her weapons with holy fire three times
per day as a free action. Her weapons deal +2 additional
points of fire damage per class level for one round. She
can use this ability only for weapons she wields; if she
stops wielding them, the flames go out.
Righteous Fire (Su): At 10th level, the Scarlet
battle mage learns her final invocation: righteous fire,
the ability to summon a tremendous burst of holy flame
to incinerate nearby enemies. Using this ability is a fullround action that provokes attacks of opportunity. All
creatures and objects within 100 feet take 1d4 points
of fire damage and 1d4 points of holy damage per the
Scarlet battle mages class level. Creatures can make
Reflex saves (DC 10 + the Scarlet battle mages level in
this class + the Scarlet battle mages Cha modifier) for
half damage. This ability is extremely taxing, and the
Scarlet battle mage can use it only once per day.
S CARLET I NQUISITOR
Description: Inquisitors are the reason that even the dead
have learned to fear the Scarlet Crusade. These former priests
and healers, once dedicated to aiding the wounded, have
turned their training in the Holy Light to a more devious
end torturing a captured subject without allowing the
prisoner the luxury of death. For this reason, inquisitors are
given high authority within their own organization and
are feared by their own people as much as their enemies. In
spite of their title, inquisitors do not always torture simply to
extract information many enjoy inflicting pain, and that
quality makes them dangerous in combat.
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SCARLET INQUISITOR
passes that the Crusaders do not find an infiltrator loyal
to the Cult of the Damned.
With the skill to judge a potential traitor comes the
power of the executioner; inquisitors have the right and
the responsibility to deal with traitors. Betrayal is not
limited to siding with the Scourge, of course; disagreeing
with Grand Crusader Dathrohan might be grounds for
elimination as well.
The final responsibility of the inquisitor is morale
in many ways, inquisitors retain the role of normal
priests, and they ensure the soldiers in their care remain
in good spirits. In spite of the fear that even other
members of the Scarlet Crusade feel toward inquisitors,
they retain the role of confessor, moral support, and
other responsibilities that one might expect from a
priest of the Church of the Holy Light.
Scarlet Inquisitors in the World: Scarlet inquisitors
are almost exclusively human priests, but a few paladins
have the dedication and magical skill to follow this
path. As high-ranking members of the Scarlet Crusade,
individuals outside the organization look down on them
even more other Crusaders, and with justification. Even
inquisitors who are still sane have a level of zeal that the
average person or adventuring party cannot tolerate.
takes
The Church of the Holy Light tak
a es a stand against the
inquisitors torture and other methods, but the Crusaders
dismiss such accusations as nave. The knights and
and
nott yet experienced
priests of Stormwind have no
n
the full force of the Scourge, and the Crusade
believes that this lack of knowledge prevents
them from being willing to use the necessary
Requirements
Race: Human.
Affiliation: The Scarlet Crusade (at least initially;
defectors are possible).
Base Attac
Attack
ck Bonus: +3.
Skills:
Diplomacy 7 ranks, Heal 7 ranks,
Intimidate 5 ranks, Knowledge
(religion) 10 ranks, Spellcraft
5 ranks.
Feats:
Iron
Wi
Will,
ill,
Leadership.
Spellcasting: Ability
to cast at least 3rdlevel divine spells.
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Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Mastery of pain
Extract information I
Spontaneous casting
Extract information II
Scarlet barrier
Class Skills
The Scarlet inquisitors class skills (and the key
ability for each) are Concentration (Sta), Diplomacy
(Cha), Heal (Spt), Intimidate (Cha), Knowledge (all
skills, taken individually) (Int), Listen (Spt), Profession
(Spt), Speak Language (none), Sense Motive (Cha),
and Spellcraft (Int). See WoW RPG, Chapter 5: Skills
for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Scarlet inquisitors
do not gain any additional proficiencies with weapons
or armor.
Mastery of Pain (Su): When the Scarlet Crusade
was founded, Grand Inquisitor Isillien realized that the
order would be forced to deal with living adversaries
as well as undead. Sadly, most spells focused toward
either harming one or the other a difficulty he was
determined to resolve. Isillien developed a series of
variations on healing spells that would not only inflict
harm upon the undead, but on living victims as well. He
passed this teaching on to each potential inquisitor, and
it has become one of their trademark abilities.
At 1st level, a scarlet inquisitors inflict wounds spells
damage both undead and living creatures.
Extract Information (Ex): Inquisitors are experts at
intimidation and torture; one of the many purposes of this
training is to force their targets to divulge information.
While inquisitors train at such torture without concern
for what they learn, the Grand Inquisitor requires
his students to be proficient at sorting through the
information they acquire. At 3rd level, the Scarlet
inquisitor gains a +4 competence bonus on Intimidate
and Sense Motive checks. At 7th level, these bonuses
increase to +8. In addition, at 8th level, the Scarlet
inquisitor can, after spending 1 minute interrogating
a subject, force the subject to make a Will save (DC
Spells
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
+1 level of existing divine spellcaster class
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V I N D I C ATO R
V INDICATOR
Description: While they may come from any race or
culture, all vindicators share one thing in common: They
harbor an unwavering desire to bring retribution upon those
they deem deserving of punishment. Vindicators, however,
need to have personally witnessed or otherwise hold
irrefutable proof of the wrongs they are trying to right.
Fueled by a deep hatred which usually comes from
the loss of a loved one, the witnessing of a horrible
crime or injustice, or sometimes great personal suffering
experienced
at some point
in the past
or
avenge
him. Driven
by the need
to bring what
they
call
justice upon
their enemies,
vindicators
sometimes appear
to
be
merciless
zealots who would risk their lives
and those of their friends to
seek retribution. They may
be intense and focused, but
despite their ill-reputed and
seldom understood ideas of
what is right and wrong,
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Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Hunters mark +2, revenge 1/day
Silent seething 1/day
Bonus feat
Revenge 2/day, silent seething 2/day
Hunters mark +4
Fearless, silent seething 3/day
Revenge 3/day
Counterstrike, silent seething 4/day
Hunters mark +6
Revenge 4/day, silent seething 5/day
Requirements
Race: Any.
Alignment: Chaotic good.
Affiliation: Any.
Base Attack Bonus: +5.
Feats: Skill Focus (Gather Information or Knowledge
(local)) or Skilled (Gather Information and Knowledge
(local)); Weapon Focus (any).
Skills: Gather Information 8 ranks or Survival 8
ranks.
Class Skills
The vindicators class skills (and the key ability for
each skill) are Climb (Str), Jump (Str), Knowledge
(local) (Int), Listen (Spt), Search (Int), Spot (Spt),
Stealth (Agy), Survival (Spt) and Use Rope (Agy). See
WoW RPG, Chapter 5: Skills for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: A vindicator gains
no proficiencies with weapons or armor.
Hunters Mark (Ex): A vindicator excels at hunting
those he deems his enemies. His determination and
abilities become particularly remarkable against
individuals he deems worthy of vindication.
Once per a week, the vindicator can designate one
creature with his hunters mark. The vindicator must be
able to identify or recognize this target on sight. The target
creature can be of any type, but it must, in the mind of
the vindicator, be deserving of punishment. For as long as
the creature retains the vindicators mark, the vindicator
gains a +2 bonus on Gather Information, Listen, Spot,
Sense Motive and Survival checks made against the
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V I N D I C ATO R
target. He also gains a +2 bonus on initiative checks
while in combat with the marked creature, and gains a +2
bonus on damage rolls against it. These bonuses increase
to +4 at 5th level and to +6 at 9th level.
Revenge (Ex): The vindicator discovers how to
deliver quick, precise and unexpected blows to those
who harm him or his companions. The vindicator can,
once per day, make an attack of opportunity against an
opponent who deals hit point damage to him or one of
his allies. He adds his Intellect modifier (if positive) as a
bonus on his attack and damage rolls for this attack. At
4th level, 7th level and 10th level, the vindicator may
use revenge one additional time each day.
This ability does not grant the vindicator more attacks
of opportunity than he is normally allowed in a round.
Even with the Combat Reflexes feat, a vindicator may
never use revenge more than once per round.
Silent Seething (Ex): A vindicator is a passionate,
determined individual who seldom wavers. Much of
his power derives from a desire for retribution few can
fathom. While many consider the vindicators inner
demons a curse, they can be a blessing.
At 2nd level, the vindicator can call upon his hatred to
increase his effectiveness in battle. The vindicator remains
in control of his emotions while in this state. He can call
upon his silent seething once per day at 2nd level and one
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DARK FACTIONS
G ATHER
THE
D ARKNESS
Naga Gender Roles and Magic
Of all the independent factions, only the naga delineate
their use of magic along gender lines. In the ferocious,
matriarchal naga society, only females pursue arcane
studies. Most females train as magi, though some
slither along the warlock or necromancer path, and
some become priestesses of the tides. Males almost
never train as spellcasters of any type, though they
are sometimes born with innate magic powers. Naga
females possess greater intellect and cunning than
males, while males tend to be of lower intelligence
and higher strength. This disparity accounts for the
female bias in spellcasting.
Naga
Naga serve as a prime example of a culture shaped
by and still influenced by an obsession with magic. A
lifetime of magic experimentation and a great magic
cataclysm created the naga race, and the females
continue to rule as powerful magi.
A History of Magic
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G AT H E R T H E D A R K N E S S
79.51.2
I NDEPENDENT F AITHS
Many independent factions follow the same faiths or
philosophical leanings as Horde and Alliance members.
Some factions possess unique interpretations of these
mainstream faiths, however, and others follow paths
unknown to the more established factions.
Cosmetic changes in the nature of worship are not
enough to separate a truly independent faction from the
rest of the church. Slightly different rituals, name changes
or new titles merely indicate a new denomination.
Independent factions show their uniqueness with
completely different interpretations of the doctrines
of the faith. In some cases, these factions might seem
completely at odds with their parent organization, but
claim to still follow the organizations tenets at heart.
Some faith-based organizations marry several different
factions who follow the same philosophy in different
ways, and have agreed to ally in order to accomplish
a mutual goal. Druidic organizations most often follow
this format; druids of different races unite to consolidate
their efforts to protect the natural world.
Azshara
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G AT H E R T H E D A R K N E S S
79.51.2
Racial Faiths
Most races possess some sort of cultural faith that reflects their values, fears and hopes. Races sometimes
personify their faiths in the form of a god, but members of the race understand that their god is really just a
symbol of their philosophical beliefs, not an actual being.
The murlocs take this belief to a curious extreme; they revere actual animals as representations of their faith.
A nearby creature that exemplifies murloc values such as a strong shark or a quick fish becomes a living
symbol of the murloc faith. As the animals die or move on, the murloc faith mutates to find new symbolism
in the murlocs surroundings.
Most racial faiths include the concept of an afterlife, along with cultural mores and taboos to indicate the
correct path to the afterlife. The tuskarr, for instance, believe in an afterlife plentiful in game; and their rituals
(which celebrate positive social behaviors such as marriage, bearing children and hunting) indicate the proper
way an individual should act so as to reach the afterlife.
Spiritual leaders who guide their race along the proper philosophical path tend to be shaman or druids. Few
races revere an actual deity to whom they can dedicate their lives as priests.
Xavius
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SPELL LISTS
S PELLS
Independent factions use many of the same spells the Alliance and Horde do. However, the focused nature of many of
the independent factions sometimes requires specialized spells. Religious orders receive inspiration from their faith, often
in the form of new divine spells. Arcanists belonging to a small organization might devote their talents to developing new
spells, or the organization might hire outside help to research new magic for the group. While these spells first appeared
among the independents, the Alliance and Horde have usurped some of the spells for their own use.
S PELL L ISTS
The following spell lists include all the new spells in
this book.
Arcanist Spells
A
11st-Level Arcanist Spell
Enlarge P
Person: Humanoid creature doubles in size.
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Arcana Domain
Mage Spell
M
Necromancer Spell
N
11st-Level Necromancer Spell
Healer Spells
H
Druid Spell
D
Priest Spells
P
Domain(s)
Arcana* and Elements
Death and Destruction
Death and War (longsword)
Crusader*, Healing, and War
(longsword)
Animal and Spirits
Crusader Domain
Lesser Power Turn Undead: You may both turn
and rebuke undead. When you make a turning attempt
against undead, you choose if you would like to turn
(or destroy) or rebuke (or command) them. You still
spontaneously cast inflict spells instead of cure spells.
Greater Power Zealots Strike: Once per day you
may attempt a zealots strike with one normal melee attack.
You must declare your intent to use zealots strike before you
make your attack roll. If you hit, you deal +1d6 extra points
of damage, +1 additional point of damage per healer level.
If you use your faiths favored weapon to make your zealots
strike (longsword for the Scarlet Crusade), you gain a +2
bonus on your attack roll. If you miss with your zealots strike,
the strike has no effect but is still used up for that day.
1stDetect Undead: Reveals undead within 60 ft.
2ndDetect Taint*: Reveals creatures tainted by
negative energy and reduces concealment.
3rdHooks of Binding: Immobilizes a demon or
undead creature.
4thRestoration M: Restores level and ability score drains.
5th Hooks of Binding, Greater: Immobilizes a
powerful demon or undead creature.
6thHoly Fire: Deals 1d6 holy damage/level (max
15d6), plus 8 damage/round for 2 rounds.
7thTrue Seeing M: Lets you see all things as they really are.
8thDiscern Location: Reveals exact location of
creature or object.
9thConflagrative Curse M*: Infection causes
undead to catch fire, dealing 10d6 fire damage.
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SPELL DESCRIPTIONS
Madness Domain
Lesser Power Unreal Vision (Su): Used to the
whispers in your head and the blurring between reality
and fantasy, you understand that your senses might lie
to you at any moment. You gain a +4 bonus on saving
throws made against illusion spells and effects.
Greater Power Share Vision (Su): Once a day
you can share your vision of reality with another. If you
make a successful touch attack, your target must make a
Will save (DC 10 + your healer level + your Charisma
modifier) or be stunned for 1 round per two healer levels.
This is a mind-affecting effect.
1stCause Fear: One creature of 5 HD or less flees
for 1d4 rounds.
S PELL D ESCRIPTIONS
Azsharas Eyes
A
Divinat
Divination
Level: Arcana 7, Arcanist 7, Healer 7
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: 10 min/level (D)
Saving Throw: None
Spell Resistance: No
You automatically detect the number of different
magical auras in your vision, along with the
strength and location of each aura. Detecting these
auras requires no concentration on your part. If you
desire, you may concentrate on a single faint aura
for one full round and make a Spellcraft check (DC
20 + spell level or objects caster level). Success
reveals the spell in effect and its caster level (for
a spell) or all the magic properties of the item (for
an object).
In addition, if someone targets you with a spell
while you are under the effects of Azsharas eyes,
you immediately receive a Spellcraft check (DC 20
+ spell level) to identify the spell and its caster
level, and to discern the direction from which
it came (this does not require an action on your
part). If the spell appears on more than one spell
list (detect magic, for instance) you also know from
what spell list it was cast if you succeed on the
Spellcraft check.
IIncendiary
n
Wave
Evocation [Fire]
Evocati
Level: Mage 8
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft. radius cylinder 10 ft. high, centered on caster
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Searing flames erupt around you, extending in a 30-foot radius
horizontally and 10 feet vertically. The flames deal 5d8 points of fire
damage each round to all creatures within the area (except you).
Creatures moving through the area also take this damage, but the
flames can damage a creature only once per round. If a creature has
spell resistance, it applies against this damage. The flames clearly
illuminate a 60-foot radius and provide shadowy illumination out
to a 120-foot radius.
Material Component: A bit of phosphorus.
Conflagrative Curse
C
Evocation
Evocati
Level: Crusader 9, Priest 9
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature
Duration: 5 rounds (see text)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
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Detect Taint
D
Divination
Divinat
Level: Crusader 2, Healer 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You detect all creatures in your field of vision who
recently came in contact with the taint of undeath. This
spell discerns the following creatures: creatures who
came into physical contact with an undead creature in
the last 24 hours; creatures who took negative energy
Enlarge Person
E
Transmutation
Transm
Level: Arcanist 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a humanoid
creature, doubling its height and multiplying its weight
by 8. This increase changes the creatures size category
to the next larger one. The target gains a +2 size bonus
to Strength, a 2 size penalty to Agility (to a minimum
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SPELL DESCRIPTIONS
of 1), and a 1 penalty on attack rolls and AC due to its
increased size.
A humanoid creature whose size increases to Large
has a space of 10 feet and a natural reach of 10 feet. This
spell does not change the targets speed.
If insufficient room is available for the desired growth, the
creature attains the maximum possible size and may make a
Strength check (using its increased Strength) to burst any
enclosures in the process. If it fails, it is constrained without
harm by the materials enclosing it the spell cannot be
used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly
enlarged by the spell. Melee and projectile weapons
affected by this spell deal more damage. Other magical
properties are not affected by this spell. Any enlarged item
that leaves an enlarged creatures possession (including a
projectile or thrown weapon) instantly returns to its
normal size. This means that thrown weapons deal their
normal damage, and projectiles deal damage based on the
size of the weapon that fired them. Magical properties of
enlarged items are not increased by this spell.
Multiple magical effects that increase size do not
stack.
Enlarge person counters and dispels reduce person
(presented in More Magic & Mayhem).
Enlarge person can be made permanent with a
permanency spell (minimum caster level 9th, 500 XP).
Material Component: A pinch of powdered iron.
Flash of Darkness
Fl
Necrom
Necromancy
Level: Necromancer 1, Priest 1
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes; see text
A brief flash of pure shadows and negative energy erupts
around an enemy, dealing 1 point of damage per level
(maximum 5).
Since undead are powered by negative energy, this
spell heals them instead of damaging them.
Flesh to Gold
Fl
Transmutation
Transm
Level: Arcanist 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Goblin arcanists obsessed with turning lesser
substances into gold sought a way to modify the flesh to
stone spell to transform their enemies into gold. After
much research, one talented mage developed the flesh to
gold spell. While not perfect, it has remained a favorite
of goblin arcanists ever since.
The target, along with all its carried gear, turns into
a mindless, inert statue, just as with flesh to stone (see
below), except the stone statue displays veins and specks
of pure gold.
The amount of gold this spell produces seems
dependent on the strength of creature transformed.
Arcanists theorize that the gold deposits in the statue
are representative of the targets essence; particularly
powerful or strong-willed creatures yield more gold than
weaker creatures.
A statue yields gold worth 200 x its CR in gold pieces.
Extracting and refining this gold is a process that takes
1 hour, a DC 20 Profession (miner) check, and a DC 20
Craft (alchemy) check. A failed check halves the value
of the gold. (So if both checks fail, the amount of gold is
reduced to a quarter.) Some characters may have moral
issues about smashing up a once-living creature for gold.
A stone to flesh spell restores a creature targeted by a
flesh to gold spell as usual. However, if a statue has been
completely refined, the original creature is considered
dead and must be raised or resurrected. The slag refuse
of the refining process counts as a part of the original
creatures body for purposes of resurrection magic.
Flesh to Stone
Fl
Transmutation
Transmu
Level: Arcanist 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target, along with all its carried gear, turns into
a mindless, inert statue. If the statue resulting from this
spell is broken or damaged, the subject (if ever returned
to its original state) has similar damage or deformities.
The creature is not dead, but it does not seem to be alive
either when viewed with spells.
This spell only affects creatures made of flesh.
Material Components: Lime, water and earth.
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Longstrider
Lo
Transmutation
Transmu
Level: Darkk Ranger 1, Druid 1, Elven Ranger 1, Wilderness Stalker 1.
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
This spell increases your base land speed by 10 feet.
(This adjustment counts as an enhancement bonus.)
It has no effect on other modes of movement, such as
burrow, climb, fly, or swim.
Material Component: A pinch of dirt.
Split Soul
Sp
Enchantment (Compulsion) [Chaotic, Evil, MindEnchan
Aff
Affecting]
Level: Arcanist 9
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One creature (see text)
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
With a touch the spellcaster splits the targets soul in
half, separating his darkest desires, secret hates and evil
tendencies into a second personality. This dark twin
lurks in the targets mind, coaxing him to commit evil
acts and give in to his most hedonistic desires.
Only creatures with Intellects of 5 or higher make
valid targets for this spell. Once the caster touches the
target, he must make a Will save to resist the sundering;
however, the target initially feels no different whether
he succeeds or fails on his saving throw. The split soul
initially lies dormant, biding its time.
The next day, and every day after that, the split
soul attempts to manipulate its host. Once during the
24 hours after the target fails his save, he must make
a second Will save (the save DC increases by +1) or
feel more inclined to commit evil acts. The targets
inhibitions seem loosened and his morals slightly absurd.
His alignment shifts one step (either in the Law-Chaos
axis or Good-Evil axis) toward chaotic evil (see WoW
RPG, Chapter 7: Description, Alignment). On a
successful save the target feels no different; he does not
realize there is anything wrong inside his mind.
Each day thereafter, the target must make another
Will save. The DC increases by +1 every time the
Stone to Flesh
St
Transmutation
Transm
Level: Arcanist 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in
diameter and up to 10 ft. long
Duration: Instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes
This spell restores a petrified creature to its normal
state, restoring life and goods. The creature must make
a DC 15 Fortitude save to survive the process. Any
petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy
substance. Such flesh is inert and lacking a vital life
force unless a life force or magical energy is available.
(For example, this spell would turn a war golem into a
flesh golem or at least a flesh-like golem but an
ordinary statue would become a corpse.) You can affect
an object that fits within a cylinder from 1 foot to 3 feet
in diameter and up to 10 feet long, or a cylinder of up to
those dimensions in a larger mass of stone.
Material Component: A pinch of earth and a drop of
blood.
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MAGIC ITEMS
Screaming incoherently, Zularmon smashed his rock into every Atalai foolish enough to come
close. Despite its fearsome size, the dragon seemed hard pressed. The Atalai must have been
expecting it, Zularmon thought, as the savage trolls tactics were flawless. They circled the dragon and
stabbed at its flanks. For a time Zularmon wondered why the dragon had landed at all; then he saw the
long rents in one wing. The beast was crippled.
Across the camp, Zularmon saw the Atalai high priest standing back from the melee, chanting arcane
words. He also saw his pack lying against a pile of rocks.
Zularmon hurdled a troll corpse, dashed to his pack, and pawed through its contents. His hand closed
over a bottle.
The dragon roared again and snatched up a troll in its teeth. The high priest gestured at the dragon and
an array of magical bolts sped out of his hands and slammed into the beast. The dragon keened in pain.
It staggered towards the priest, slogging through the muck and the horde of trolls.
Zularmon downed his potion in one gulp. Blessed with the mojo of Zanza! he cried.
His shout drew the attention of the chieftain. With a smile, the Atalai began to cast a second spell.
Zularmon charged the old troll, his bloody rock raised in one hand.
Another barrage of magical bolts streaked towards Zularmon. They impacted an invisible shield before
him, bounced back, and reversed course. The Atalai screamed in horror as his own spell destroyed
him.
The remaining Atalai broke and ran. The dragon dispatched two fleeing trolls, then turned to face
Zularmon. Neither spoke. After a moment of silence, the dragon inclined its head. Zularmon returned
the bow.
The dragon melted back into the jungle, and Zularmon began his long trek home.
N EW M AGIC I TEMS
The following section contains new magic items
either created by or controlled by the independent
factions. General rules on magic items and magic item
creation appear in More Magic & Mayhem.
New Armor
Speed
New Rods
Price
+1
18,970 gp
Price
70,875 gp
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Mithril Spurs
Description: Crafted from the finest mithril, these
spurs enchant the riders mount to move at increased
speed.
Powers: All forms of your mounts movement
rate increase by +10. This increase stacks with other
increases, such as those provided by the bloodlust spell.
Weak transmutation; CL 3rd; Craft Wondrous Item,
longstrider; Price 3,000 gp;Weight 1/2 lb.
Price
1,600 gp
1,600 gp
3,000 gp
3,000 gp
3,500 gp
3,600 gp
4,900 gp
10,000 gp
20,250 gp
76,000 gp
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Powers: An orb of the darkmoon grants its wearer a +4
enhancement bonus to Stamina and a +2 enhancement
bonus to Spirit. In addition, if a spell that cures or deals
damage is cast on the wearer, the amount of damage
it deals or cures increases by +1 point per caster level
(maximum 15 points). The powers of the amulet seem tied
to the moon, though; when the moon wanes, this power
reverses, and the wearer receives 1 fewer point of healing
or damage per die (to a minimum of 1 point per die). (The
moon waxes for 2 weeks, then wanes for 2 weeks.)
Rumor has it that, during full moons and new moons,
truly odd things happen to the wearer of an orb of the
darkmoon. A goblin tinker once claimed that a frost
nova spell, cast during a full moon by an enemy mage,
exploded harmlessly around him and then reformed
into an icy elemental that ran off into the woods. A
Forsaken priest whispered, in horrified tones all the
more horrifying coming from the walking dead, that a
cure light wounds spell cast on her beneath a new moon
caused the Scarlet Crusader she faced to disappear
utterly. Likely these are just rumors, though.
Strong transmutation; CL 15th; Craft Wondrous
Item, amplify magic*, bears endurance, owls wisdom;
Price 76,000 gp; Cost 38,000 gp + 3,040 XP.
* See More Magic & Mayhem.
Satyrmane Sash
Scarecrow Suit
Description: The Defias Brotherhood commissioned
these unusual suits to aid them in their delinquent
activities. Some claim that scarecrow suits predate
harvest golems, and that it was the image of Defias rogues
dressed as scarecrows that first inspired the goblins who
created harvest golems.
While traditional scarecrow suits look like scarecrows,
other organizations have adapted the idea using the
forms of other harmless creatures. Supposedly Forsaken
rogues design corpse suits to make themselves look like
ordinary dead bodies, while special security forces in the
Darkmoon Faire wear clown suits.
These outfits come in Small, Medium and Large sizes.
Only a humanoid creature can wear a scarecrow suit.
Powers: A character who dons a scarecrow suit takes on
the appearance of an ordinary, harmless scarecrow. While
Sheen of Zanza
Description: This bright green potion comes in a
round-bellied glass bottle. The Zandalar trolls brew these
potions for the tribes use, and only bestow them on
respectful outsiders who prove their worth to the tribe.
Powers: A character who imbibes sheen of Zanza
must cry, Blessed with the mojo of Zanza! immediately
after drinking in order to activate the potion (this does
not increase the time required to drink it). The imbiber
reflects the next spell cast at her back at the caster as if
she were under the effects of spell turning with 9 levels of
turning. The potions effects end after 2 hours or when
a spell reflects, whichever comes first. A character may
only enjoy the effects of one Zanza potion at a time.
Strong abjuration; CL 14th; Brew Potion, Craft
Wondrous Item, spell turning, crafter must be a Zandalar
witch doctor; Price 4,900 gp; Cost 2,450 gp + 196 XP.
Spirit of Zanza
Swiftness of Zanza
Description: This potion looks like sheen of Zanza,
but is bright yellow.
Powers: A character who imbibes swiftness of Zanza
must cry, Blessed with the mojo of Zanza! immediately
after drinking in order to activate the potion (this does
not increase the time required to drink it). The imbibers
base speed increases by +10 feet for the next hour. If the
imbiber has several modes of movement, she chooses
which to improve on drinking the potion, and cannot
later change this decision. A character may only enjoy
the effects of one Zanza potion at a time.
Moderate transmutation; CL 7th; Brew Potion, Craft
Wondrous Item, freedom of movement, crafter must be a Zandalar
witch doctor; Price 3,000 gp; Cost 1,500 gp + 120 XP.
Zanza Brews
The magic items sheen of Zanza, spirit of Zanza,
and swiftness of Zanza count as potions for
witch doctors mojo and similar abilities.
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Thorium Tools
Demoniac Jewels
Two-item bonus
The wearer gains the following bonuses when wearing
two items from the demoniac jewels set.
The wearer may cast corruption (see More Magic & Mayhem) once
per day.
The wearer gains resistance to fire 5.
Faint necromancy [evil]; CL 3rd; Craft Wondrous
Item, corruption, resist energy; Price 12,720 gp; Cost
6,360 gp + 509 XP.
Three-item bonus
The wearer gains the following bonuses when wearing
three items from the Demoniac Jewels set.
The wearer may cast greater death coil (3d8+7 damage) once per day.
The wearer gains fire resistance 10.
Moderate necromancy; CL 7th; Craft Wondrous
Item, greater death coil, resist energy; Price 32,160 gp;
Cost 16,080 gp + 1,286 XP.
Loot Planning
The cheapest item in the demoniac jewels is 20,000
gp, which should not be available to a player before
8th or 9th level. Since the second cheapest item
increases the total value to 56,360 gp (Zandalar wraps
plus Hazzarahs charm of destruction plus the 2-item
set bonus) the second item should not be available
prior to perhaps 12th level. It is appropriate to add
the third item at 15th level. Keep in mind the total
value of a players gear, including set bonuses, when
considering when to provide additional loot.
Zandalar Wraps
Description: Strips of tanned humanoid skin are
tightly wrapped into simple bracelets.
Powers: The wearer gains 1 temporary hit point for
every 10 points of damage that he deals (by any means)
to targets within 30 feet. For example, if the wearer
deals 12 points of damage with a melee attack, he gains
1 temporary hit point. If he casts a blizzard that deals
25 points damage to each of three creatures within 30
feet, he gains 6 temporary hit points (2 per creature
damaged).
The life the wearer gains in this way appears as red
wisps of energy that escape the target and fly toward
the wearer. Each temporary hit point lasts 10 rounds (1
minute).
Moderate necromancy; CL 9th; Craft Wondrous Item,
drain life; Price 20,000 gp; Cost 10,000 gp + 800 XP.
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Primal Blessing
Two-item bonus
The wearer gains the following bonuses when using
both items from the primal blessing set.
The wearer may cast corruption (see More Magic & Mayhem) once
per day.
The wearer can use polymorph once per day, but can take only the form
of a nightsaber cat (see the Alliance Players Guide).
Moderate transmutation; CL 7th; Craft Wondrous
Item, corruption, polymorph; Price 11,200 gp; Cost
10,000 gp + 448 XP.
Arlokks Grasp
Description: Twin daggers extend like fangs from the end
of this gauntlet. The back of the hand is crafted from metal
plates in the shape of a vicious animal with red gem eyes.
Loot Planning
Each item in the primal blessing set is 2,350 gp,
which should not be available to a player before 3rd
or 4th level. Adding the second item increases the
total value to 15,900 gp. The second item should
not be available prior to perhaps 8th level.
Powers: This item is a +1 gauntlet, but the twin
daggers cause the weapon to deal 2d4 points of piercing
damage and threaten a critical hit on a 19 or 20.
Faint transmutation; CL 3rd; Craft Magic Weapons
and Armor; Price 2,350 gp; Cost 1,350 gp + 80 XP.
Thekals Grasp
Description: This gauntlet is crafted from bone plates
fastened tightly together with leather straps to protect
the hand. Two sharp bones protrude from the end of the
gauntlet.
Powers: This item is a +1 gauntlet, but the bone
daggers cause the weapon to deal 2d4 points of piercing
damage and threaten a critical hit on a 19 or 20.
Faint transmutation; CL 3rd; Craft Magic Weapons
XP.
and Armor; Price 2,350 gp; Cost 1,350 gp + 80 XP
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DARK FACTIONS
Goblins
Goblins dont have a tremendous number of truly skilled
engineers, primarily because they tend to blow themselves
up. Its said that there are old goblins and there are goblin
tinkers, but there are no old goblin tinkers. While not one
hundred percent accurate, there is truth to this adage.
Many goblin inventions are bizarre, or have no
apparent use. A goblin often creates things just to see
what happens, then discards her creation when she
cant think of a way to make money with it. Some of the
most well-known devices in the world came from the
trash heaps of goblin inventors who didnt know they
had something anybody would want.
Goblin creations include the sphere of chaos and
divino-matic rod.
Murlocs
Murlocs hate and fear technology. They perceive
science as a form of dangerous, destructive magic that
should be destroyed whenever possible. No sane murloc
learns the tinkers art. Even if one chooses to do so, the
primitive race lacks the means to construct anything
other than the simplest of devices.
Naga
Dragonspawn
Pandaren
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TECH MODS
Quilboar
Quilboar are a primitive race, with little knowledge
of technology. When shown a scientific device, they see
it as another type of magic item. To them, there is little
distinction between the two arts and technology is
Satyrs
Satyrs despise technology. To them, science represents
all that is wrong with the humanoid races of Azeroth.
No sane satyr would ever utilize a technological device.
Tuskarr
Tuskarr are, like quilboar and murlocs, a simple people
with little in the way of technology. They barely even
know that science exists the few devices theyve seen are
incomprehensible to them. Even so, tuskarr have the potential
to be tinkers. Perhaps one day they will join the gnomes and
goblins as some of the worlds most skilled engineers but that
day is far in the future, if it ever comes at all.
T ECH -M ODS
This section includes a variety of new tech-mods that
can be added to weapons, armor and other equipment.
Tech-mods are introduced in More Magic & Mayhem.
Virtually all of the items listed in this section were
developed by goblins. Exceptions are noted in the text.
While some of these items have started to work their
way into general use, for the most part each remains
specifically associated with its faction.
In general, activating a tech-mod is a standard action,
requires a Use Technological Device check (DC 10 +
Weapon Tech-Mods
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Type
Ammunition
Ammunition
Firearm
Firearm
Shield (heavy)
Bolt Stabilizer
Description: A bolt stabilizer is a set of special
immobile fins, vaguely in the shape of a propeller, that
fasten to the front of a crossbow bolt. The stabilizer causes
the bolt to travel straighter than usual underwater. Naga
and their minions often employ devices of this sort to
ambush unwary travelers.
Powers: Ranged weapons normally take a 2 penalty
on attack rolls for every 5 feet of water they pass through.
A bolt stabilizer reduces this penalty to 1 for every 10
feet. This tech-mod can only be employed on crossbow
bolts, not arrows.
The wielder does not need to activate this tech-mod;
it is passive.
Craft (fletching) 10 ranks, Craft (technological device)
10 ranks, Craft Tech-Mod; Bonus Equivalent: +1.
Bonus Equivalent
+1
+2
+2
+2
+1
Darksilencer
Description: A darksilencer is a Dark Iron tech-mod
that surrounds the barrel of any firearm. It not only muffles
sound, but also produces a puff of charcoal-black dark iron
dust that clouds the barrel when the trigger is pulled. A
tech-mod of this sort is ideal for assassins and snipers.
Garnett tugged at his helmet, adjusting the eye-slots so he could get a better look at his opponent. The goblin
warrior was dressed in a simple breastplate, with chain gloves and iron-bound sabatons. In one hand he held a
curved scimitar, while in the other he carried a shield nearly three-fourths his own size.
Garnett smiled. This would be an easy fight. The gladiator tournament here in Gadgetzan had attracted some
of the best brawlers on Kalimdor, including some powerful-looking orcs and tauren. As a human, Garnett
always felt slightly intimidated in the presence of such feral-looking fighters. There was nothing dangerous
about a goblin.
Or was there? As he talked with his own trainer, the goblin made a strange motion under his shield. The steel
disc suddenly lit up with dancing sparks of electricity. Garnett frowned. Technology!
Well, he had the counter to that, the gladiator thought, running a hand along the edge of his massive twohanded sword. One mighty blow ought to take care of that shield. One thing he knew about tech it didnt
stand up to repeated beatings.
Garnett took his position near the center of the fighting circle. A few cheers sounded, but for the most part
the stands were empty. The real crowds wouldnt show up until the second day, when the pretenders had been
whittled out of the competition. He was going to be there, even if he had to mangle a few goblin engineers
in the process.
With the ring of a bell, the battle began. Garnett advanced, while the goblin danced away. The little creature
didnt seem slowed by his bulky armor in fact, he seemed strangely quick. Probably more technological
claptrap.
Finally, Garnett got the opening he was looking for. Charging forward, he swung his trusty sword in a mighty
arc, driving toward the goblins shield. He hit, taking a chunk out of the protective wall but he recoiled in
pain as a surge of electricity coursed up his arms.
Even as Garnett cursed, the goblin made a feint with his scimitar and plunged forward, hammering Garnett
with the shield. Sparks flew, and the human warrior grimaced in agony.
Okay, he thought, backing away to catch his breath, maybe this wont be so easy after all.
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TECH MODS
Powers: When the weapon is fired, the attached
darksilencer eliminates much of the muzzle flash and
explosive bang that normally accompanies a firearm.
This increases the DCs of all Listen and Spot checks
used to detect the wielder by +10. This applies only to
attempts to react to the shot itself (for example, if he is
sniping), not to see the user under other circumstances,
or hear him if he makes a different sort of noise.
The wielder does not need to activate this tech-mod;
it is passive.
Craft (weaponsmithing) 15 ranks, Craft (technological
device) 14 ranks, Craft Tech-Mod; Bonus Equivalent: +2.
Pressure Injector
Description: This Dark Iron invention is a series of
tubes fitted with a phlogiston tank and hand pump. The
assembly can be attached to any long-barreled gun
typically a rifle or blunderbuss, but any similar weapon
can use it. When activated, the injector compresses the
air within the guns firing chamber, producing an extra
burst of force when the owner pulls the trigger.
Powers: Activating a pressure injector requires a DC 15
Use Technological Device check. This is a free action that
doesnt provoke attacks of opportunity. While operating,
the injector adds +1 point of damage per die for every shot
fired. Thus, for example, a Medium long rifle deals 3d6+3
damage if fitted with a pressure injector.
A pressure injector operates for up to 20 shots, after
which it must be refilled with phlogiston (1 vial) and
pumped with the hand crank. This entire operation takes
a full-round action and provokes attacks of opportunity.
An injector can be primed in this way in anticipation
of combat, but only holds the pressure for 10 minutes.
Armor Tech-Mods
Armor and shields are another common target of techmods. Increasing protection from blows is one way to
survive, and tech-mods are among the best values for those
who cant afford powerful enchantments or steam armor.
Tech-mods for armor cannot apply to shields except
as noted.
Shield Sparker
Description: This tech-mod adds a series of electrical
emitters arranged about the surface of a shield. These
cause the shield to crackle and spark with blue-white
arcs of energy.
Powers: This tech-mod can apply only to heavy
shields. When the shield is used for a shield bash, it
deals an additional +1d6 points of electricity damage.
Furthermore, if an opponent attempts to sunder the
shield with a metal weapon or unarmed attack, he takes
1d6 points of electricity damage (whether the attempt
is successful or not).
If the shield is immersed in water while the techmod is active, the bearer takes 3d6 points of electricity
damage and the tech-mod shorts out for as long as it
remains in the water and until it is repaired (requiring a
DC 20 Craft (technological device) check).
Craft (armorsmithing) 12 ranks, Craft (technological
device) 12 ranks, Craft Tech-Mod; Bonus Equivalent +1.
Portable Transformer
Description: One of the difficulties involved with
steam armor is moving and storing it. The portable
transformer alleviates this difficulty by compacting the
armor into the size of a large backpack.
Powers: This item is essentially a portable vehicular
transformer (see the Alliance Players Guide, Chapter 5:
Technology) adapted for goblin use. (Of course, goblins
claim they invented the thing in the first place.) The
operator can activate the transformer without exiting
Trundling Treads
Description: Terrain can be a significant problem
during battle. Warriors on rocky or soft ground have
a tough time getting to their opponents. Steam armor
Slot
1 (any)
1 (boots)
Craft DC
40
25
Cost
5,000 gp
2,000 gp
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T ECHNOLOGICAL D EVICES
This section lists a variety of technological devices
that independent tinkers and engineers developed.
Goblins created most of these, and these goblin-made
devices tend to be unstable and dangerous after all,
the safest and most useful goblin creations worked their
way into common use, and the Alliance and Horde
claim them. Some Dark Iron dwarf and naga items also
appear below, while devices designed by other factions
are extremely rare.
In general, activating a technological device is a
standard action that provokes an attack of opportunity.
Exceptions are noted in the text.
Acid Bullet
Description: Developed by Dark Iron dwarves as a way
to aid their fellows against heavily armored opponents,
the acid bullet is a crystal-encased hollow projectile that
shatters on contact. The resulting burst of acid deals an
insignificant amount of damage, but temporarily makes
the target vulnerable.
Operation: An acid bullet takes the place of an
ordinary bullet or ball in any weapon that employs such
ammunition. The item must be crafted to a specific type
of weapon an acid bullet wont work in a pistol, for
example, while an acid ball isnt effective in a rifle. All
types are referred to as acid bullets hereafter. Acid
bullets cant be used in spread or area effect weapons,
such as a blunderbuss.
Alchemists Stirrer
Description: This device is about the size and shape of
a fountain pen, albeit a bit thicker. One end has a series
of small sampling holes, while the other bears a clear
glass bulb encased in a protective sheath of amber.
MR
Special
2
1
3
2
0
2
1
1
3
3
Cost
38 gp
540 gp
400 gp
3,420 gp
2,900 gp
63 gp
5,160 gp
1,500 gp
3,825 gp.
29,060 gp
258 gp
Weight
1/6 lb.
1/2 lb.
30 lb.
14 lb.
2 lb.
1/3 lb.
500 lb.
1 lb.
10 lb.
10/8,000 lb.
1/2 lb.
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Okay, what do we have? asked Colmir, looking disdainfully at the dark tunnel leading
downward.
Bugs, replied Thrum. The dwarven explorer twisted his beard with thick, meaty fingers. Lots of em.
Big ones.
They looked at each other for a couple of seconds. The human hunter finally raised an eyebrow. Glink?
Yeah, Glink. Ill go fetch him. Hell love this.
The dwarf moved off. Colmir waited, watching the tunnel and listening to the rustling coming from within.
Fortunately, the insects didnt seem to like the light, or they might well have already swarmed out of the
ancient tomb.
After a few minutes, Thrum returned, bringing his goblin assistant in tow. Glink was barely paying attention
to his surroundings, instead fooling with a huge weapon with six wide-open barrels. As Colmir watched, the
goblin shoved something into each of these tubes. Ready! he announced in a high-pitched voice.
Thrum pointed at the hole in the ground. Down there, he insisted. Theres a big room, filled with bugs.
Clear em out.
Will do! The goblin hurried forward, disappearing into the hole. A few seconds passed, and then there was
a kind of thump. An instant later, six explosions boomed, illuminating the tunnel in rapid-fire flares of light.
Colmir and Thrum exchanged glances. Is that it? asked the human.
Usually, there are more explosions, replied Thrum, reaching for his mace.
A moment later, the goblin emerged, covered in black soot. His weapon dangled limply in his hands. He
looked up at the other two and shook his head.
Oops, said the goblin sheepishly, as the first giant, angry beetle emerged behind him.
Artificial Tail
Description: An artificial tail isnt a true tail, but a
mechanical extension of a dragonspawns existing limb.
The sinuous device attaches to the lower backbone,
79.51.2
Divino-matic Rod
Description: A divino-matic rod is a 2-foot long
hollow iron staff with a crystalline tip held in place by
a swirl of copper wires. Four metal prongs extend from
the sides of the crystals base. When the rod is activated,
arcs of electricity jump about the prongs. The goblins of
the Tanaris Desert developed this device to help locate
underground sources of water, but one of these rods
could be used to find many sorts of useful materials.
Operation: A divino-matic rod can detect the
presence of certain substances. The owner adds a
small quantity of a given substance to a compartment
within the shaft, activates the item (with a DC 15 Use
Technological Device check), and holds it out. Each
round, the sparks that fly from the crystal point the way
towards the largest nearby quantity of the substance in
question. The rod has a range of 200 feet.
Activating the rod and changing the substance within
the rods compartment are separate standard actions
that provoke attacks of opportunity.
The substance can be any single element, rock, alloy or
simple compound, such as gold, copper, water, alcohol,
phlogiston, salt, granite or bronze. The rod cannot
detect living or organic things, such as a particular type
of plant or a dragons scale. As always, the GM is the
final arbiter on what does and does not function in a
divino-matic rod.
If the bearer searches for an alloy or compound, nearby
elements of that substance can throw off the check (and
vice versa). For example, if a warrior in plate mail is
standing next to the wielder and he searches for a source
of nearby iron, the rod may wind up pointing directly at
the warrior (since iron is a component of steel).
Fuel: A divino-matic rod uses 1 vial of liquid
phlogiston for every 2 minutes of continuous use.
Malfunction: The device overloads, dealing 3d6
points of electricity damage to the wielder, and doesnt
function again for 24 hours.
Hardness 3; 5 hp; Size Tiny; Weight 2 lb.; MR 2; TS
10; Craft DC 40; Price 2,900 gp.
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Operation: Activating a giant turtle battle sub takes
1 minute and a DC 20 Use Technological Device check.
The pilot must enter the cockpit to do this, and remain
inside while the hatch closes, seals and pressurizes. The
cockpit is large enough to contain only one Medium or
smaller creature at a time.
The battle sub has the speed, maneuverability, and
underwater capabilities of a giant turtle. Once the sub is
activated, the pilot controls the turtle as though it were a
vehicle. However, any time he fails a Use Technological
Device check, or fires the cannon, he must also make
a Use Technological Device check instead of a Ride
check to retain control of his mount. (See the WoW
RPG, Chapter 5: Skills, Ride for an explanation.) If
the check fails, he can do nothing else until he regains
control.
The cannon launches an explosive torpedo-like shell
that deals 6d6 points of damage, half of which is fire and half
of which is slashing. The range increment on this weapon
is 50 feet. The cannon can be fired only if the giant turtle is
on the surface. A giant turtle battle sub can carry up to 40
torpedoes. Reloading a torpedo is a full-round action that
does not provoke attacks of opportunity.
Fuel: A battle sub requires 2 vials of liquid phlogiston
to activate and 1 vial for every hour of constant use
thereafter. Each torpedo for the cannon weighs 5 lbs.
and costs 60 gp.
Malfunction: The sub fails to pressurize. The pilot
must wait 10 minutes before he can make another
attempt. If a malfunction occurs underwater, the sub
must surface or the pilot drowns.
Hardness 5; 40 hp; Size Large; Weight 500 lb.; MR
2; TS 18; Craft DC 38; Price 5,160 gp plus the cost of
capturing and training a giant turtle (see the Monster
Guide web bonus).
Drill Crawler
Description: A Dark Iron device, the drill crawler is
a projectile that pierces its target and then drills deeper
into his flesh.
Operation: A drill crawler looks like a normal bullet.
It can be fired from any sort of rifle capable of employing
such ammunition. There is no Use Technological
Device check required to employ a drill crawler. Simply
load the bullet like you would any other, and fire the
weapon normally. However, if the gun malfunctions,
the malfunction result listed below applies in addition
to the weapons usual malfunction effect.
When a drill crawler is fired, there are three possible
results: a miss, a normal hit and a partial impact.
If the shot was a miss, the drill crawler is lost. If the
shot was a normal hit, it deals normal damage plus
continuing damage (see below). If the shot missed, but
would have hit the targets touch AC, this is a partial
impact. A partial impact also occurs if the bullets
damage doesnt penetrate the foes damage reduction.
If a partial impact occurs, the bullet deals no damage,
but the crawler is attached to the exterior of the target.
Each round, on the wielders turn, the bullet crawls
Hongs Throat-Burner
Description: A pandaren traveler and fan of Hongs
famous brews developed this device to assist in cases
when she couldnt find the appropriate beverages. The
throat-burner attaches to the head or to a helmet. Two
canisters contain any of a variety of liquids, and thin
tubes extend from the canisters to the wearers mouth,
allowing him to drink the contents without taking time
to search through his backpack and find a potion. Handy
but its true use comes from the alchemical infusions
that rest in separate compartments in each canister.
Operation: Strapping the device to ones head
or helmet is a standard action that doesnt provoke
attacks of opportunity. Doing so requires a DC 18 Use
Technological Device check.
A throat-burner partially transforms any nonmagical
beverage consumed into a short-term variant of one
of Hongs brews, such as bravery brew or fighting ale
(described in More Magic & Mayhem). The beverages
effects last for only 1d6+1 rounds and only so long as
the bearer continues to sip from the tubes. For example,
if the user desires Hongs fighting ale, she can avoid a
sickened or shaken effect for up to 1d6+1 rounds, after
which the effect resumes. (Drinking something is a
standard action.)
Refilling the canisters takes 1 minute and a DC 18 Use
Technological Device check. Sipping from the canisters
to gain the benefits of this device depletes them of their
contents.
Fuel: A throat-burner uses alchemical reagents
costing 20 gp for each use.
Malfunction: The device seems fine, but the next
time the wearer uses it, the liquid turns to a dangerous
poison. Initial and secondary damage 1d4 Sta, Fort
DC 18. (Because characters should not know this
result, the GM might choose to roll the characters Use
Technological Device check in secret.)
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Instant Brewmaker
Description: Not surprisingly, the few pandaren
technological devices that exist often focus on the
creation of powerful alcoholic beverages. The instant
brewmaker is a perfect example. The device is like a
portable still, with a small heater, hollow glass tubes and
coils, and beakers designed to catch the dripping end
product. Best of all, the entire device can fold up into a
suitcase-sized container suitable for easy transport.
Operation: Setting up or tearing down an instant
brewmaker requires 3 rounds and a DC 15 Use
Technological Device check. The operator provokes
attacks of opportunity while doing so. Once the bearer
is ready to go, he then takes a standard action (also
provoking attacks) to add herbs and other ingredients
to this device. On his action the following round, the
brewmaker spits out the resulting liquid enough to
fill a single potion vial.
The herbs and special ingredients can be of any of a
variety of types, but must add up to at least 100 gp in
total value. The GM may rule that such herbs can be
purchased on the open market, or require the user to
make Profession (herbalist) checks (or a similar check)
to find them in the world.
A brewmaker can produce literally any sort of potion or
alchemical brew of which the user is aware. For example,
the operator can request a cure moderate wounds potion
if he so desires, so long as he has encountered this type
of potion before or knows the spell. He makes a Use
Technological Device check with a DC equal to 6 +
(6 x the spell level). The DC to create an alchemical
concoction (as described in More Magic & Mayhem) is
5 + the DC to create it with Craft (alchemy).
If the Use Technological Device check succeeds, the
potion or brew works normally. If not, the liquid that
Pocket Factory
Description: A pocket factory is a briefcase-like device
containing a miniaturized, self-powered construction
facility capable of producing a small army of clockwerk
goblins (see Chapter 9: Monsters). The device uses the
same sort of technology employed in the gnomish shrink
ray, but only so long as the pocket factory is kept tightly
shut. As soon as it is opened, the miniaturization field
collapses and everything inside expands to its normal size.
Operation: Setting up the factory is easy the
owner simply opens it (a standard action that doesnt
provoke attacks of opportunity) and makes a DC 12
Use Technological Device check. Within
1
round, the suitcase has grown into a
Gargantuan structure 20 feet wide
and 25 feet high, filled
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Shomei advanced relentlessly, cleaving his way through the tide of goblins trying to stab at
him with their pitiful short swords. Each time he swung, three of the pathetic creatures seemed to
fall away, wounded and bleeding. He almost felt sorry for them they were only slaves, doing their
masters bidding.
Their leader, Kritok, stood behind them, urging them on, endlessly firing his repeating pistol at Shomeis allies.
Fortunately, as a gnomish warrior, Shomei stood no taller than the goblin slaves, making him a difficult target
in the midst of melee. His companions three humans and a night elf made fun of his small stature, but
sometimes it came in handy.
Several explosions sounded. Shomei saw, through the haze of battle, several groups of slaves fall away. The
mage was making herself useful, he thought, forcing himself in the now-open direction. Suddenly the veritable
wall of goblins opened up, and he could see Kritok clearly.
The evil goblin laughed and hurled something over Shomeis head, towards the rest of his party. He didnt wait
to see what would happen, instead charging forward. An instant later, a blast of arcane energy swept away the
remaining slaves. It was just him and Kritok now.
He swung. Kritok, still wielding his rifle, tried at the last to use it as a shield. Shomeis blade cleaved right
through the frail wooden stock, driving deep into the goblins flesh. With a final squeal the tinker toppled and
fell.
Shomei took a few deep breaths and turned back to his friends. He stopped and rubbed his eyes, wondering if
perhaps hed taken one too many blows to the head.
The mage was ten feet tall. Of the others, one was now a murloc, still dressed in priests robes, while Milanna
had become a cloud of wispy, Milanna-shaped vapor. Where the night elf hunter had stood, there was now a
giant rat.
Dont ask, muttered the mage, staring down at him while trying not to bump her head on the ceiling.
with partially completed clockwerk goblins stacked like
cordwood. With a rumbling roar, the factory kicks into
gear, infusing these constructs with power and sending
them out to battle.
Once the factory has expanded, it takes 5 rounds
before the first goblin marches out. Alternatively, any
nearby character can make a DC 20 Use Technological
Device check to pause the factory indefinitely, restarting
it with a similar check however, both checks produce
an otherwise unnecessary chance of malfunction. Once
the factory starts making
goblins, it cant be stopped
again.
A
pocket
factory
produces 1 clockwerk goblin
each round. The goblins
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Changes
Reduce person* (50% chance) or enlarge person (50%).
Blinded (50% chance) or deafened (50%).
Alter self (75% chance) or polymorph (25%) to a random creature type.
Gaseous form.
One random ability score (Str, Agy, Sta, Int, Spt, or Cha) increases (50% chance) or decreases (50%) by 1d6 points
(minimum 1).
6
Confusion.
7
Dimension door in a random direction 3d10 x 10 feet (if the result would cause the victim to land in a solid object, reduce
the distance accordingly until he is in an open square).
8
Dazed (50% chance), stunned (25%), or paralyzed (25%) for 1d6 rounds.
9
Take 4d6 points of damage (50% chance) or be healed (50%) of a like amount.
10
Any other random spell effect (as selected by the GM, specified by adventure text, chosen by random roll, or picked via
hero point see below).
* See More Magic & Mayhem.
See the Alliance Players Guide.
Sphere of Chaos
Description: This goblin is a crystalline globe. Filling
the globe are a large number of ingredients that were
originally detritus from an alchemist-tinkers workshop:
various chemical concoctions, bits of incomplete and
castoff junk with linger magical auras, random reagents
from the tinkers reagent closet, and similar items.
These items interact in strange ways especially when
the sphere breaks. Just getting near something like this
makes the average person nervous.
Operation: Activating a sphere of chaos is as
simple as smashing it into any handy solid object. The
ingredients within cause the sphere to explode in a
blast of magical debris and alchemical liquid, invoking
strange transmutations on anyone it touches. These
changes are temporary, but can be disorienting. They
can even be beneficial.
When a sphere of chaos explodes, it affects everyone
in a 20-foot radius. Victims are permitted a DC 19
Reflex save to avoid the burst. Those failing the save
roll on this chart to see what happens to them. No
further saving throws are permitted (the listed effect
occurs automatically).
All continuous effects last for 3d6 rounds unless
otherwise listed and stack with any similar effects
already in place. For example, if the victim was already
enlarged, the spheres enlarge person effect (die roll
1) causes him to grow by another size category. The
duration of the sphere of chaos effect overlaps (is not
cumulative with) any other existing effects.
If the 10 result appears, a player can spend a hero
point to select any desired spell effect of his choice,
within reason. The GM is the final arbiter of whether
or not a particular effect is allowed. As a general rule,
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no spell effect should be permitted if it is of a higher
level than a caster of his character level could normally
access. For example, a 4th-level hero could not select
a fly effect, because a mage of his character level could
not normally cast that spell. He could, however, choose
a 2nd-level spell effect.
If a second sphere of chaos is discharged while a first
is still active, anyone caught in the second field adds a
cumulative +1 to the die roll (maximum result 10).
Fuel: A sphere of chaos uses no fuel.
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DARK FACTIONS
F ILLING
THE
K NOWLEDGE G APS
Sometimes and this is one of those times I flatter myself and feel that I speak for all the good and
reasonable races. Im talking humans, orcs, dwarves, tauren the lot. (Admittedly, occasionally the reason
falls by the wayside, but I have confidence that were all good folks.)
The Alliance and Horde are really just drops in the bucket. A whole lot of other interesting people are
out there and a frightening number of them want to kill us. The violence of Azeroths races never ceases
to amaze. In order to protect ourselves from these creatures, we should better understand them. With this in
mind, I have here composed descriptions (necessarily brief) of their histories and cultures.
I should point out that while most of these races would like to rip out our spines and play them like
xylophones, exceptions exist the pandaren come to mind and an individual is sometimes a different
story than her race as a whole.
Brann Bronzebeard
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Arg, wheres mah bloody hammer! I canna find mah hammer! Darrens incessant whining filled the air, grating
on his allies nerves. The old dwarf probably shouldnt have come, but he was one of the best prospectors the
Explorers League had to offer, and has seen more battles than all the journeymen assigned to him combined.
Its in yer kilt belt, Darren Maddox turned bitterly away from the old man. At forty-six years, Maddox was
the youngest journeyman in the group. Old enough to fight but too young to have any common sense, Darren
always said. Maddox chafed at the slow progress the group was making. Uldaman was abandoned by now. And
why were they even venturing here? Didnt Brann clean out the mines long ago?
Besides, didnt the Dark Irons hold this territory? Just thinking of the sleazy, sneaky bastards turned the young
dwarfs stomach. He was too young to know much about the War of the Three Hammers.
Grumbling, Maddox moved away from the group, and stuck his pipe between his fingers. He fumbled for a
match, growling to himself, when a pair of flaming red eyes opened in front of him. Maddox felt a sharp pain
in his side, as a cruel voice spoke from the darkness.
Need a light?
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G OBLIN H ISTORY
I have to admit, the crazy little buggers are good at
what they do. No one knows what exactly it is they do.
Or even where they came from! However, during a trip
to Undermine, I lucked out and discovered their true
history. And now I pass it to you, you lucky mongrel.
Goblins have been around for a long time, but the
creatures were reclusive. Long ago, the goblins were a
native race of the Isle of Kezan, and didnt have a fraction
of their current intelligence. There, the pitiful race lived as
slaves to the jungle trolls, mining the subterranean tunnels
where the trolls didnt like going. However, soon the goblins
unearthed a mineral known as kajamite (a strange mineral
named after Mount Kajaro). The trolls valued the mineral,
using it in voodoo rituals, and forced the subterranean
goblins to continue mining the mineral. The goblins soon
came to sense at some basic level that the mineral held
enchantments unknown to the trolls. The goblins hoarded
the mineral, using it to fashion crude objects of power deep
within Undermines twisting tunnels.
However, the mineral had some unexpected side
effects, if the lores to be trusted. Not long after hoarding
the mineral, goblins grew in intelligence. Soon, goblins
developed technology, if just crude weapons and armor.
With their increased intelligence, goblin cunning rose,
and soon the race enacted a plan to free themselves from
the trolls. In little time, the goblins owned the Isle of
Kezan, and declared Undermine their capital. (Probably
cause of the kajamite down there.)
G
bli rapidly
idl expanded
d d their
h i knowledge
k
l d off technology.
h l
Goblins
Goblins created Azeroths first steam technologies. If the
history I found is accurate, their technology back then
was truly something to see, making even dwarven works
look like toddler stuff. Goblins established themselves
as master technicians, selling their goods on the open
market. However, the power within the kajamite artifacts
were finite, and soon dwindled, needing to be replaced.
Eventually, kajamite ran out altogether. Desperate, goblins
spread out into the world, attempting to find any pockets of
kajamite they might have missed. Unfortunately, over the
next few thousand years, up until roughly 500 years before
the First War, the goblins could find no further deposits
of kajamite and goblin intelligence peaked. Without
kajamite to strengthen their minds, goblins were unable to
reproduce their brilliant technology or properly maintain
it, and their works rapidly devolved into the crude juryrigged machines of today. The world began to fear the
volatile machines, and sales dropped considerably.
Goblins always had a love of money, however. With
the loss of their intelligence and slow degradation of
their technology, goblins embraced commerce. About
200 years before the First War, the beginnings of Trade
Fleets sailed out of Kezan and into the world. Goblins,
always the opportunists, chose war as the perfect
opportunity to cash in some gold, and began building
their trade empire during the First War. By the Second
War, the goblins had established themselves as the
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Finest wares in all the world, I guarantee. Elven bows from Ashenvale, dwarven flintlocks from
Ironforge, even troll South Sea trinkets! All quality! Robeez stood behind his booth, built out of the
side of his wagon, harking at the top of his tiny lungs. A group of young warriors, fresh human meat to
send to the chopping fields, perked up at the goblins calls, and wandered over.
The leader, a tall and beautiful human female, not much older than eighteen, fingered a sword lightly. Finest
quality, you say? This metal looks warped, pitted. I bet the second it hits armor, itll be a pile of junk. The
other humans laughed.
Fighting a guilty glance to the side, the merchant leaned over the table. Perhaps this blade, but let me tell you
of a new sword I just received. Purchased it off an orc returning from ZulAman. Finest troll steel. And ancient
and magical. The goblin uttered the last low, hiding back a triumphant grin at the groups sudden interest.
The leader frowned and crossed her arms. Tell me more.
Robeez was in his element now. He began a long spiel about the history of the supposed artifact. In truth, the
goblin picked it up off the body of a highway bandit he obliterated with his grenade launcher. The goblin held
back a triumphant grin as he watched.
He loved the arts of negotiation, bragging and commerce.
But more importantly, he decided as the female handed over a large pouch of coins, he loved the money.
traders of the world. Then, they became exclusive
partners with the Horde.
A Horde ambassador ventured forth and met with
a single trade prince, asking for the goblins to provide
machines and technology to the orcs, in exchange for
spoils and gold. In the beginning, the arrangement
seemed perfect. The goblin trade prince believed that
the orcs would win the war, so he found it natural to join
the winning side. Plus, the profits flooded Undermines
coffers, and the goblins expanded their slave markets.
However, other goblins disagreed and remained neutral;
thus, only this single trade prince and his subordinates
joined the Horde. In the end, the trade prince realized
his mistake and left the Horde, and the goblin race
remembers the mistake and remains neutral to this day.
The goblin race as a whole, in fact, is neutral. Its simply
more profitable to play both sides against each other.
Furthermore, Kalimdor bears untold riches and resources.
The goblins will rise again, so the trade princes believe.
And they say we dwarves have gold on our brains.
Goblin Culture
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Goblin Ranks
Despite their seemingly chaotic natures, goblins exist in a fairly strict and straightforward hierarchy. From the
highest to the lowest:
Trade Prince: The five (more or less) rulers of the goblin world, each runs his own private army (or armies),
holds lands around Azeroth, and collectively controls the Trade Coalition.
Mogul: The hands of the trade princes, moguls are entrepreneurs: men and women who run various businesses,
such as deforesting, drilling, mining, and the like, throughout the world. Mogul Razdunk of the Venture
Company is an example (see Lands of Conflict).
Baron: Each land owned by a trade prince has a baron to serve as magistrate over the land and holdings.
Slaver: Slavers are wealthy merchants who, obviously, run Kezans slave rings, or simply own several slaves
of their own for personal use. Although the trade princes condone slave rings, the slavery trade is kept quiet.
Goblins have no wish to offend potential customers who might object to this controversial but highly lucrative
line of business.
Trade Fleet Ranks: A captain runs a single ship, and some run entire Trade Fleets under a trade prince.
Admirals are assigned to run more than one Trade Fleet. Occasionally a captain runs his own private merchant
vessel, though he still pays taxes to the trade princes.
Trader and Merchant: Its hard to truly rank traders and merchants, as some may be dirt poor while others
quite wealthy, but even the lowest trader or merchant sits in comfortable middle class society. These guys sell
goods (both handmade and, more commonly, fenced) under the jurisdiction of their trade princes. Traders
wander the globe, hawking their goods, while merchants set up shops for moguls and/or barons. Most lowly
goblins aspire to become merchants or traders.
Civilian and Worker: Below the traders and merchants are the civilians and workers, often little more than
slaves. The bulk of the goblin race, the lower class works long hours for little money and even less thanks.
Most aspire to become a trader or master craftsman and earn a comfortable place in middle or upper society.
Slaves: As mentioned above, slaves are illegal but rampant in goblin society. Afforded no rights at all, slaves
are used for the harshest manual labor, or other deplorable pursuits, and have no rights at all.
Goblin Organizations
Goblins run several enterprises across Azeroth. Heres a few of the more well-known businesses.
The Alchemists Union: They deal with alchemy, cross-breeding and science in general. Their greatest
creations are the dread hobgoblins. Head Alchemist Gigglefont, runs the Union.
The Tinkers Union: At war with the gnomes and dwarves, the Tinkers Union deals with technology and
the construction of gizmos, weapons and mechanical monstrosities. Director Tekzik Riddlevox, overseer of the
Undermine Tinkers Union, runs the union.
The Trade Coalition: Run by Undermines trade princes, the Trade Coalition controls much of the commerce
throughout the world. Trade Prince Steamwheedle, the richest known goblin on Azeroth, runs the shipping
division practically on his own.
Trade Fleets: Fleets of vessels (both merchant and military), the goblin Trade Fleets run goods all over Azeroth, and are
the trade princes true power. Each fleet has its own captain, while Vice Admiral Grezzlik oversees all fleets.
The Venture Company: The most notorious goblin organization, the Venture Company deforests and plunders the world for its
natural resources. Mogul Razdunk, a quote-unquote not nice person, owns and runs the Venture Company.
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next man, but goblins
often go too far with
their pranks. Im sure
you all heard about
the goblin who gave
a present to another,
and then laughed his
pointy-eared head off
when the box blew up
and seriously injured
the recipient. While
not all pranks are
deadly, Ive learned
long ago to never accept
a goblin present.
Unity and direction
for the race may be
number one on any
other races mind,
but for a goblin, he is
number one. Unity
is good and all, but
wheres the gold? So,
each goblin, while
working for the trade
princes, also works for
himself, in the hope
that, one day, he will
become a trade prince
as well.
Goblins may love
gold first and foremost,
but technology comes
in a close second.
Goblins may have been
the definitive name in
technology long ago,
but now their machines
barely run. This doesnt stop the race from playing with
technology, however, and goblins run the market in destructive
weaponry. Just remember, you get what you pay for.
Goblins were once brilliant inventors, but no longer.
They try desperately to maintain their amazing devices,
but theyre no longer clever enough to carry out the
79.51.2
C H A P T E R S I X : H I S T O R Y A N D C U LT U R E
Goblin Knowledge
What a character knows about goblin history and culture depends on her intelligence and training, which
a Knowledge check represents. A hero who makes an appropriate Knowledge check knows the following
information about goblins at the indicated DCs.
DC 10 Knowledge (history) or Knowledge (local): Goblins are a diminutive race of merchants and tinkers
who live everywhere in Azeroth. While some goblins were once members of the Horde, all goblins now declare
permanent neutrality, in the hopes of higher profits.
DC 15 Knowledge (geography) or Knowledge (nobility & royalty): Goblins rule out of Undermine, the
capital of the Isle of Kezan. Here, probably five goblin rulers, known as trade princes, control the shipping and
mercantile power of the world.
DC 20 Knowledge (local) or Knowledge (nobility and royalty): Goblins still hold several slave rings
around Azeroth, capturing exotic races and selling them on the black market. Undermine condones this
behavior, bestowing rank and title upon wealthy slavers.
DC 25 Knowledge (arcana) or Knowledge (geography): Undermine is a subterranean fortress, much
larger than goblins normally let others know. Here, goblins build war machines, demolition devices such as
shredders, and other vile implements. They also practice alchemical augmentations, creating the occasional
mutant monstrosities that exist in Undermines labs. They have even experimented on their own race, creating
the purple-skinned hobgoblins.
DC 40 Knowledge (arcana) or Knowledge (history): Goblins were not always intelligent. Long ago,
goblins were barely intelligent and primitive, slaves to the jungle troll empire. The race discovered a nowexhausted mineral known as kajamite, which increased the goblins intelligence vastly. The goblins rebelled
and defeated the trolls, claiming Kezan as their own and inventing some of the worlds first technologies. Early
goblin technology was far superior to their current endeavors. However, the goblins have since run out of
kajamite. Now, goblins have decreased in intelligence, and their technology has likewise suffered.
N AGA H ISTORY
Ten thousand years ago, as most learned folk these days
know, a great civilization existed. The beings who created
this civilization were called kaldorei, and they looked a lot
like modern night elves (for good reason). The primary
reason that their civilization was so great was that they
had discovered the Well of Eternity: A luminous pool
pulsing with magic energy. The Well of Eternity was the
source of all arcane magic in the world, which at that
point consisted of a single landmass called Kalimdor. The
kaldorei learned to tap into the magical energies of the
well, and thus their first arcanists came to be.
Arcane magic is dangerous, however. Frequent use
leads to a desire for more and, eventually, to a desire for
the evil fel energy. Eventually a great kaldorei queen,
Azshara, came to prominence. Azshara was the most
powerful mage in the world and had a cadre of loyal
arcanists about her. Azshara and her followers called
the Highborne turned their societys interest in arcane
magic into an obsession. They cast spells with greater and
greater potency. Such abuse destabilized the Well.
Exactly when the first demonic whispers reached
Azshara and the Highborne I dont know, but I believe
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NAGA HISTORY
The Maelstrom formed above the ocean at this
location, creating lasting testament to its history. The
Maelstrom exists to this day. It is a large and violent
magical storm that rages over the ocean. The Maelstrom
whips the sea beneath it into an enormous whirlpool,
the center of which is called the Eye. Once caught in the
whirlpools currents, most creatures have no chance of
escaping. Furthermore, under the waves is an impassable
whirling wall of water surrounding the Eye.
Many night elves, including Azshara, sank to the seafloor
with their city. These Highborne survived. They were
cursed and became the naga serpentlike, water-breathing
monstrosities. Their men and women diverged in appearance,
physicality and mindset. They lived at the bottom of the
ocean, beneath the Maelstrom, for 10,000 years.
Yet they did more than survive. The imploded Well of
Eternity left behind residual energies, which twisted in
the ocean depths near the nagas city. Over ten millennia
these energiess mutated the ffallen
allen Highborne, altering
them even further
rther to suit thei
their
e r ne
new
ew environment.
The naga recast
ecast ruined Zin-A
Zin-Azshari
- zshari into a new capita
capital:
al:
Nazjatar. Ruling
ing the naga was Azshara, now mutated
into a terriblee demigod.
Naga historyy takes a breather for 10,000 years.
What they did
while they sat in
Nazjatar, aside
dee from
mutate, I dont
ont know.
k ow.
kn
They probably
ably tamed
some native creatures
to use in warfare.
Studied arcane
ne magic.
I imagine they
ey clashed
with the makrura,
rura, whose
capital Makaru
aru is in the
same neighborhood.
rhood.
The nagaa resurfaced
in the time around the
Third War. One
ne of the first
sightings of naga
aga took place
when Warchief
chief Thrall
rescued the Darkspear
arkspear trolls
from a tribe of murlocs on
a stormsweptt islee in the
South Seas. The murl
murlocs
locs
worshipped a creature they
called a sea witch.
itch. The orcs and trolls
trollls
nize her as a naga at the
didnt recognize
er, when they
time, but later,
his race, they
learned of this
ruth.
realized the truth.
uent contact
A subsequent
curred shortly
with naga occurred
after the Third War.
strider, prince
Kaelthas Sunstrider,
dubbed blood
of the newly-dubbed
tered a naga
elves, encountered
emissary, Ladyy Vashj, who
Naga Culture
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C H A P T E R S I X : H I S T O R Y A N D C U LT U R E
Naga Knowledge
What a character knows about naga history and culture depends on his intelligence and training, which
a Knowledge check represents. A hero who makes an appropriate Knowledge check knows the following
information about naga at the indicated DCs.
DC 15 Knowledge (history) or Knowledge (nature): The naga were once night elves, but they became
naga during the Sundering.
DC 15 Knowledge (arcana) or Knowledge (nature): The naga have a strong tie to arcane magic.
DC 20 Knowledge (nature): Naga men and women are markedly different. Naga men are more bestial
in appearance, and are larger, stronger and tougher. Naga women are slender, have elflike features, and are
smarter. Naga men tend to be warriors; naga women, magi.
DC 25 Knowledge (arcana) or Knowledge (nature): The naga came about because of a curse. Further
changes in their race appeared due to residual arcane energies near their capital; these energies were left
behind by the destroyed Well of Eternity. The arcane currents cause mutations in the naga people, and many
naga bear signs of these mutations, which are often beneficial. Most naga women, for instance, are born with
four functional arms.
DC 30 Knowledge (geography): The naga capital is Nazjatar, and is on the ocean floor beneath the Eye,
under the center of the Maelstrom.
DC 30 Knowledge (nobility and royalty) or Knowledge (religion): The naga revere their queen, the mighty
Azshara the same Azshara who helped summon the Burning Legion in legendary times, thus sparking the
War of the Ancients.
Q UILBOAR H ISTORY
When traveling through Durotar, I met a strange race
of pig-men living to the north of the Razorfen Downs.
At first I thought they were just a bipedal and natural
mutation of quilbeasts, but I soon noticed sentience and
intelligence within the group. Its not hard to notice their
intelligence; after I clashed with them and struck down a
good number, their leader, a wizened old shaman, called
for parley. Thus, my first encounter with quilboar began.
According to the shaman Rojmane, the quilboar
are the children of the god Agamaggan. Rojmane said
the first quilboar were born into the world naked and
vulnerable. The Eternal nurtured the fledgling race,
teaching them his ways. In a great battle, Agamaggan
was slain, and where his blood touched the ground, great
houses of briar grew for his children. I wouldnt believe a
word of this, if I hadnt seen the dens for myself.
Recently, quilboar numbers became a problem for
the Horde. Rexxar, half-ogre champion of the Horde,
promptly dealt with the overpopulation. Quilboar have
not forgiven the Horde for this transgression, and hold
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S AT Y R H I S TO R Y
bitter resentment against anyone allied with the Horde.
Heck, they dont much like anyone else either.
Quilboar Culture
S ATYR H ISTORY
In some ways, satyr history is similar to naga history
(see above). Like naga, the original satyrs were once
night elves. Both appeared as a result of the events in
the War of the Ancients, and both owe their existence
to a single, power-mad individual.
As I mentioned in the section on naga history, the
kaldorei queen who helped summon the Burning Legion to
the world was Azshara, who surrounded herself with other
Highborne who had great skill and power with arcane
magic. One of these was Lord Xavius, Azsharas key advisor
and an arcanist of no small talent. Xavius was renowned
for two things in particular: his skill at subtle political
maneuverings and his lack of eyes he replaced his eyes
with magic black crystals that bore streaks of crimson.
Xaviuss vile nature did not go unnoticed. During the
war, Malfurion Stormrage confronted and slew Xavius.
Xaviuss master, Sargeras, was unhappy with Xaviuss
failure (big surprise), and for some time Xavius writhed
in incorporeal torment. Eventually, though, Sargeras
showed a form of mercy: He returned Xavius to life, but
not as he once was. To mark the traits Sargeras valued in
him, and to brand him forever as an ally and servant of
the Legion, Sargeras transformed and disfigured Xaviuss
body. His legs were goatlike, with hooves and backwardfacing knees, and his legs wore shaggy, goatlike fur. His
79.51.2
C H A P T E R S I X : H I S T O R Y A N D C U LT U R E
Satyr Knowledge
What a character knows about satyr history and culture depends on his intelligence and training, which
a Knowledge check represents. A hero who makes an appropriate Knowledge check knows the following
information about satyrs at the indicated DCs.
DC 15 Knowledge (history) or Knowledge (local): Ten thousand years ago, night elves transformed into
the first satyrs.
DC 20 Knowledge (local): Satyrs are loosely organized into groups that dwell in ruins in northern Kalimdors
forests and in Desolace. They patrol the areas around their ruins. Almost all satyrs are combatants, and train as
rogues or as dark spellcasters called hellcallers. They count corrupted ancients as their allies.
DC 20 Knowledge (history) or Knowledge (local): Satyrs are demons. However, most satyrs are not
members of the Burning Legion. Like all demons, they are vile and sadistic creatures who delight in causing
pain, both physical and psychological.
DC 25 Knowledge (arcana): Satyrs have specialized dark spellcasters called hellcallers.
DC 25 Knowledge (history) or Knowledge (nobility and royalty): The first satyr was Lord Xavius, a
Highborne in the time of the War of the Ancients. Xavius died in service to the Burning Legion, but his
master gave him a second chance in a new body: that of a satyr. Lord Xavius and subsequent satyrs spread this
corruption among the kaldorei and other races, and thus created the satyrs.
DC 30 Knowledge (history) or Knowledge (religion): Most satyrs honor Xavius as their creator,
though they know he fell in the War of the Ancients.
I cannot say what the satyrs did after the War of the
Ancients. As I mentioned, satyrs can create more satyrs by
passing their curse to other creatures. However, the curse
has weakened over the millennia, and few new satyrs are
created today (for which we can all be thankful).
When the Third War began, the satyrs again made
their presence felt in small ways. Night elves encountered
satyrs in isolated bands and settlements throughout their
woodland home; and the satyrs opposed the night elves
at every opportunity. Its clear to me that the presence of
other demons roused the satyrs against their ancient foes.
Satyrs were a threat to travelers for long millennia;
however, starting approximately 200 years ago, the night
elf Sentinels began working hard to put a stop to their
attacks. Since the end of the Third War, satyr activity
has noticeably been on the rise. Thus, the satyr threat
to adventurers traveling through northern Kalimdor and
Desolace, Horde and Alliance alike, has increased. They
possess neither the organization nor the numbers of the
naga, the Scourge and other threats; but they will fight
alongside the other demons when the time comes again.
Satyr Culture
T USKARR H ISTORY
Northrend is the deadliest and most inhospitable place
in the world. Or so many believe. During my travels,
I found no land as cold and barren, and no wilderness
as deadly, as what this unfriendly place has to offer. As
if the frigid climate and desolate ice plains were not
enough, the presence of countless savage creatures
such as ice trolls, frost wolves and wendigo that roam
the wilderness makes it almost impossible for travelers
to journey safely across Northrend. What makes it even
worse, however, is the presence of the Frozen Throne
and the countless thousands of Scourge minions that
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Tuskarr Culture
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DARK FACTIONS
A P LACE
FOR
E VERYONE
The world is filled with all manner of people and people like to get together and organize. Secret societies,
small armies, circles of religious fanatics Azeroth has em all. A few are crazy, some are disciplined, many
are devoted, and all are interesting. I have done my best to learn about them. In the interest of furthering
understanding, Ive catalogued some details about them here.
Brann Bronzebeard
T HE A RGENT D AWN
Membership: Approximately 1,500.
Alignment: Lawful Good.
Regions of Influence: The Argent Dawn is a
worldwide organization, but their centers of power
are around the most dangerous places of the world. I
discussed the organization in a previous work on the
Alliance, but I feel some elaboration is necessary. The
most Argent Dawn members are in the Plaguelands; they
have bases at Chillwind Point on the border of Alterac
and at Lights Hope Chapel to the west of Corrins
Crossing. Ive also seen a few Argent Dawn members in
Winterspring and Mount Hyjal, observing the actions of
the Burning Legion and preparing for the next massive
battle against the demonic army. Theyre a courageous
lot; the Argent Dawn is full of self-sacrificing individuals
who fight creatures most of the Alliance wouldnt even
want to think about (and probably doesnt, sadly).
Activities: The Argent Dawn seeks to liberate
locations that have been taken over by the Scourge, the
Burning Legion, servants of the Old Gods, and other
forces that prove dangerous to the remainder of the world.
They move from place to place, although by necessity
the organization has a few stable headquarters, both
in major cities such as Darnassus and at more humble
locations, such as the semi-permanent encampment
near the tomb of Uther the Lightbringer.
The templar of the Argent Dawn are would-be heroes;
they seek to succeed where the Silver Hand failed. In an
effort to adapt and compensate for the problems of the
past, the Argent Dawn uses some unusual methods; their
most devoted members, the templar, are known to sacrifice
many of the abilities of their former professions for new ways
of manipulating the Holy Light. Their unpredictability
History
Relationships
Adventure Hooks
At the end of each faction description are a couple adventure hooks involving that faction. These hooks are
intended to spark your imagination and give you and the heroes jumping-off points for further adventure. They
are simply ideas you might use in your home campaign; in all likelihood, the events described in the adventure
hooks will never occur in the online World of Warcraft. However, since this is your chance to control Azeroth,
feel free to go even further with your adventures.
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Organization
Locations
Members
Leaders
Lord Maxwell Tyrosus (male human): Lord Maxwell
has been a member of the Argent Dawn for some time.
Hes only a little over 40 years old, so hed barely be an
adult by dwarven standards. As a human, hes starting to
show his age, though hes still a valiant fighter.
Commander Ashlam Valorfist (male human): This
young but battle-scarred veteran works with the Argent
Dawn at Chillwind Camp. As an ambassador from
Stormwind, he misses the greener lands of his home.
Still, he is determined to see the Plaguelands cleansed of
blight and the Scourge driven back. His recent focus has
been on a graveyard just outside their camps borders,
but due to recent successes from outside help, hes been
pushing the front toward Andorhal lately.
High Priestess MacDonnell (female human): High
Priestess MacDonnell attempts to remove the taint of
the Scourge upon the Plaguelands, and with the help of
an alchemist named Arbington, she meets with limited
success. She discovered that KelThuzad maintains the
Scourge with massive cauldrons placed on the farms in
the Plaguelands. These cauldrons emit diseased clouds
that contaminate the land; fortunately, MacDonnell
and Arbington believe an experimental potion can
reverse this effect, but they havent had the manpower
to try it yet.
Adventure Hooks
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T H E AT A L A I A N D H A K K A R I
T HE A TAL AI
Membership: Unknown; perhaps 200.
Alignment: Chaotic evil.
Regions of Influence: At the moment, the Atalai
and Hakkaris influence is limited to two locations:
ZulGurub and the Temple of AtalHakkar (Devoted
to Hakkar or In Honor of Hakkar) in the Swamp of
Sorrows. However, if they have their way, the whole of
Azeroth could be in danger.
Activities: The Atalai and Hakkari serve the evil god
Hakkar the Soulflayer, whom they recently summoned
to Azeroth.
The Atalai (which means Devoted Ones in Zandali)
and Hakkari are two groups of evil troll priests who seek
to reincarnate their master, the god Hakkar. Recently,
the trolls summoned their god to Azeroth; he dwells in
ZulGurub, where his power builds. Many trolls follow
him; the Atalai are his most favored servants. Their
members are primarily jungle trolls, as these were the
ones who originally revered Hakkar a millennium ago.
History
AND
H AKKARI
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Relationships
Organization
Locations
Members
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T H E AT A L A I A N D H A K K A R I
Leaders
Jammalan the Prophet (male jungle troll): Jammalan
is a mysterious individual who is mostly responsible
for the cults recent success in summoning Hakkar. By
all accounts, Jammalan is a power-mad zealot, prone
to devouring or (if hes feeling pleasantly full) exiling
trolls who disagree with him. Jammalan has recently
received a series of visions in which Hakkar states that,
when he enters Azeroth, he will grant immortality to
all Atalai. (I note that he made no such promise to the
Hakkari, who serve him hoping that hell grant them
some reward despite his lack of a promise.) All members
of the Atalai believe this prophecy (or at least pretend
to), which makes them all the more ferocious. However,
I note that Hakkar is here now, and the Atalai are not
immortal. The trolls think hes busy with other concerns
like draining other troll gods of their power and
hasnt got around to granting immortality yet. If you ask
Adventure Hooks
T HE C ENARION C IRCLE
Membership: 371.
Alignment: Chaotic good.
Regions of Influence: Darnassus, Felwood,
Moonglade, Silithus (Cenarion Hold and Valors Rest),
Thunder Bluff.
Activities: Protecting and restoring nature.
The Cenarion Circle is the organization to which all
druids belong. It is dedicated to the protection of nature
and the restoration of the damage already done to it.
Its members believe that the only way to achieve this
goal is by keeping the balance within the world, so the
Cenarion Circle rarely gets involved in any conflict
unless it directly threatens nature. Thus, the Cenarion
Circle is an impartial faction that is not interested in or
preoccupied with political affairs.
Operatives working for this group can belong to any
faction, and both members of the Alliance and the
Horde are involved with the Cenarion Circle. While
the men and women of the Cenarion Circle seek to
remain as far away as possible from the politics of the
different races and factions, the tensions and conflicts
engendered by them sometimes affect nature and
thus the Cenarion Circle directly. When such events
arise, the Cenarion Circle takes drastic measures to
protect the wilderness and restore the natural order,
even if it means siding against a faction.
History
Relationships
79.51.2
Organization
Locations
Members
Leaders
Archdruid Fandral Staghelm (male night elf): One
of the most respected members of the Cenarion Circle is
its leader, Fandral Staghelm. Although dedicated to the
Cenarion Circle, Archdruid Staghelm is haunted by the
death of his son Valstann, who perished during the War of
the Shifting Sands. This loss left Fandral inconsolable and
to this day he remains obsessed with his sons death.
Before he was voted the new leader of the Cenarion
Circle, Fandral had told Malfurion that he wanted to
create a second World Tree and thereby restore the
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CENARION CIRCLE
T HE C ULT
Adventure Hooks
OF THE
Membership: 10,000.
Alignment: Lawful evil.
Regions of Influence: The Cult of the Damned is
based in the Plaguelands of Lordaeron, centered in foul
Scholomance.
Activities: Spreading plague and training new
necromancers.
Wise men tell us to know thy enemy. The Scourge is
the enemy of all that lives, and their mortal, living (but
D AMNED
History
79.51.2
Relationships
Organization
Locations
Members
Leaders
KelThuzad (male human lich): As the leader of
the Scourge in the Eastern Kingdoms, and as the one
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Adventure Hooks
T HE D ARK H ORDE
Membership: 5,000.
Alignment: Chaotic evil.
Regions of Influence: These renegade orcs and their
allies operate out of Blackrock Spire in the Burning
Steppes, but a force of Blackrock orcs recently secured
Stonewatch Keep in the Redridge Mountains.
Activities: The Blackrock and Dragonmaw orcs, and
their various allies, keep fighting losing battles in a war
nobody told them was over.
Near the end of the Third War, when everything
seemed as black as an ogres armpit, Thrall stepped up
and united with the humans and night elves to save
the world. Everyones heard stories of how the humans
and night elves needed a lot of persuading to go along
with this. Lots of orcs thought it was a mad idea, too.
Some became renegades, or never followed Thrall in
the first place. Theyve also gathered a number of allies,
including a sizeable number of forest trolls and ogres.
These renegades, collectively called the Dark Horde,
still think theyre fighting the Second War. They consort
with demons, attack humans on sight, and hate Thrall
with every inch of their dark hearts. Blackrock and
Dragonmaw orcs skulk around Blackrock Spire, calling
themselves the real Horde and spitting on anyone who
dares claim otherwise. The Smolderthorn and Firetree
forest trolls, as well as the Spirestone and Firegut ogres,
plus some goblins, also form the Dark Horde. No doubt
Thrall would have had the renegades eliminated by
now, except that some great big black dragon has taken
the orcs under his wing, so to speak.
The Dark Horde fights the old battles against its
old enemies, and to hell with the new ways. Theyre
orcs (and trolls and ogres), damn it, and that means
slaughter, pillage and loot. Anyone who says different
must be one of Thralls defanged followers and deserves
to die. I plan on steering clear of Blackrock Spire.
History
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Relationships
Organization
Locations
Members
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Leaders
Rend Blackhand (male orc): Rend and his twin
brother, Maim, were sons of Blackhand the Destroyer,
chieftain of the Blackrock clan and former warchief.
Orgrim Doomhammer slew Blackhand after uncovering
his allegiance to the Shadow Council; The Black Tooth
Grin clan splintered off from the Blackrock clan before
the Horde came to Azeroth. They were one of Warchief
Blackhands biggest supporters. After Blackhands death,
Rend and Maim Blackhand decided to gain control
over their own faction within the Horde without
directly opposing Doomhammers ascension to power.
Thus, they left the Blackrock clan and took over the
Black Tooth Grin clan. After the Second War, Rend
and Maim set up a base in Blackrock Spire, serving as
dual chieftains over the Black Tooth Grin clan and the
weakened Blackrock clan.
Eventually, Dark Iron dwarves from Blackrock Depths
(thats the part underneath Blackrock Mountain; the
Spire is above ground) swarmed up and tried to destroy
the Dark Horde. The Dark Horde fought back, and
Maim was killed in savage battle. His sacrifice, plus
Rends alliance with the black dragonflight, allowed
them to drive back the Dark Irons and maintain their
hold on Blackrock Spire.
I havent seen him myself, but I hear that Rend is
bigger than your average orc. Eight feet tall if hes an
inch, Rend looks even bigger thanks to his overlarge,
blood-red suit of armor studded with spikes as long as
my hand. Though feral by nature, Rend has learned
caution and tactics over the years, maybe thanks to
Adventure Hooks
T HE D ARKMOON F AIRE
Membership: 97.
Alignment: True neutral.
Regions of Influence: The Darkmoon Faire travels
the world gathering mysterious delights and delightful
mysteries. It spends most of its time in parts unknown,
as its members say, but every month or so it stops south
of Thunder Bluff in Mulgore, or near Goldshire in
Azeroths Elwynn Forest. Where it is when its not in
either of those places is beyond me.
Activities: The Darkmoon Faire boasts a host of
entertainments for the connoisseur of the questionable.
On the surface, it appears to be a business, and it makes
money by inviting people in to participate in a variety
of games, ogle strange beasts, and see interesting sights
and individuals, including the strongest woman in the
world. You can also have your fortune read.
The Darkmoon Faire is a traveling carnival. When
its not vanished into mysterious parts of the world, it
sets up its colorful booths and banners in Mulgore or
Elwynn (so members of both the Alliance and the Horde
can partake of its wonders). The Faire offers a variety of
History
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Relationships
Organization
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Locations
Members
Leaders
Silas Darkmoon (male gnome): Much mystery
surrounds Silas Darkmoon. He is responsible for
creating the Faire and keeping it running, but Im
unsure as to his real motivations. He boasts that
his Faire contains wonders from around the world
and beyond, and includes exotic and powerful
relics among its other wonders. Perhaps Silas is
looking for something in particular? Perhaps this
is his way of distributing powerful magic items to
adventurers worthy of them, who can battle the
Legion and Scourge effectively? Perhaps he is simply
a businessman who sells whatever he can. In any
case, Silas is always found with the Faire, wearing
dark adventurers clothing and a wide-brimmed hat.
Professor Thaddeus Paleo (male human):
Professor Paleo may be even more mysterious than
Silas Darkmoon. He is in charge of collecting
Darkmoon cards from adventurers who stumble
upon them. Paleo claims that the Darkmoon Faire
scattered decks of special cards throughout the world
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Adventure Hooks
T HE D EFIAS B ROTHERHOOD
Membership: 18,000.
Alignment: Lawful evil.
Regions of Influence: Agents of the Defias
Brotherhood are active throughout the kingdom of
Stormwind, terrorizing small hamlets and townships
in the Elwynn Forest, bullying farms in Westfall
and Duskwood, and infiltrating the noble houses
of Stormwind. The Brotherhoods central base of
operations, however, is found in the Deadmines of
Westfall and the outlying town of Moonbrook. Beyond
Westfall and Elwynn, its influence is diminished. They
are allied with gnolls, kobolds, and a few goblins in
Booty Bay, but orcs and trolls consider them to be just
another annoying human faction and are as likely to
attack them as any human (which limits their influence
in Lakeshire and Stranglethorn Vale).
Activities: The Defias Brotherhood performs highway
robberies and constructs harvest golems to terrorize
farmsteads while engaging in labyrinthine plots to
undermine Stormwinds leadership.
The Defias Brotherhood, while founded with benign
intentions, degenerated into a well-organized pack of
bandits and thugs. For the kingdom of Stormwind, the
Defias Brotherhood poses an immediate threat; it is an
implacable enemy whose hatred of the city knows no
limits.
History
79.51.2
Relationships
Organization
79.51.2
Locations
Members
Leaders
Edwin VanCleef (male human): Arguably the greatest
architect in human history, VanCleef is, unfortunately,
also one of the most bitter and ruthless. He founded the
Defias Brotherhood as an instrument of revenge. His
face is now wasted and hollow; he is no longer the noble
figure he once was, but is obviously corrupt.
Bazil Thredd (male human): The chief captain of
the Defias Brotherhood, Bazil Thredds background is
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T HE D RAGONFLIGHTS
Azeroth is home to five dragonflights, characterized and separated by their colors: black, blue, bronze, green, and red.
I discuss each of them in turn, below, except the blue dragonflight, which I discussed at length in Lands of Mystery.
T HE B LACK D RAGONFLIGHT
Membership: Unknown.
Alignment: Chaotic Evil.
Regions of Influence: Onyxias dragonspawn
followers control the southwestern portion of the
Dustwallow Marsh, but the majority of black dragons
do not appear to control much territory. Nefarian, one
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THE DR AGONFLIGHTS
Activities: The black dragonflight focuses on expanding
its power at the cost of all else. They often do this by
masquerading as nobles of other races, then using magic to
manipulate members of that race to gain political power.
Black dragons are powerful, terrible and egocentric.
Their race once ruled Azeroth along with the other
dragonflights, and in their pride, they seek to regain
their lost influence with no consideration of their
ancient responsibilities. Currently, most of the black
dragonflight fights a number of different foes, including
our friends in the Alliance and the Horde, as well as a
good number of others most notably Ragnaros, the
fire elemental lord. Neither of them likes the other,
but both lack the numbers for a full assault. If that ever
changes, its hard to say who would be the victor.
History
Relationships
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Organization
Locations
Members
Leaders
Deathwing, formerly Neltharion the Earth-Warder,
also known as Lord Daval Prestor (male black Dragon
Aspect): In the earliest days of Azeroth, Neltharion was
Adventure Hooks
T HE B RONZE D RAGONFLIGHT
Membership: Unknown.
Alignment: Lawful Neutral.
Regions of Influence: The bronze dragonflight is
rarely seen outside Tanaris, the location of the Caverns
of Time, where the bronze Dragon Aspect, Nozdormu
the Timeless, resides. Recently, however, bronze dragons
have been seen flying over Silithus.
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THE DR AGONFLIGHTS
other
a r e a s
where they meet or live,
they arent telling.
Members
privileged
to have a chance to sit down
and talk to, is investigating distortions in time created
by the Scourge; seems like everyone has a bone to pick
with the undead I just hope the bronze flight sees
that and decides to give us a hand.
History
Relationships
Organization
Locations
Leaders
Nozdormu the Timeless (male bronze Dragon
Aspect): Nozdormu is the legendary Dragon Aspect of
the bronze dragonflight. Empowered by the titans, he is
charged with ensuring the security of time. Nozdormu
has not been seen since the battle of Grim Batol, where
he worked with three other Dragon Aspects to drive off
Deathwing.
Anachronos (male bronze dragon): Anachronos is
an ancient son of Nozdormu, and he was one of the four
mighty dragons who created the Scarab Wall. He recently
assisted a group of adventuers in creating the Scepter of
the Shifting Sands to open the gates to AhnQiraj. The
Cenarion Circle hopes to work with Anachronos and
the other bronze dragons against CThun in AhnQiraj,
but they fear that Archdruid Staghelms actions in the
past may make doing so impossible.
Adventure Hooks
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T HE G REEN D RAGONFLIGHT
Membership: Unknown.
Alignment: Neutral Good.
Regions of Influence: The home of the green
dragonflight has ever been the Emerald Dream. Ive
never been there, but from what the druids tell me, its
like Azeroth if the civilized races had never touched
the world like a blueprint of what the world must
have been like at creation. If that looks anything like
the Hinterlands, I suppose I can see the appeal. At any
rate, the green dragonflight (much like the bronze)
has ever been distant from mortals, but recently were
seeing more of them and not for the best of reasons.
It seems something called the Nightmare has overtaken
a part of the Emerald Dream; sounds like more Old
God corruption to me. Whatever it is, the Nightmare
can apparently overtake even the strongest of creatures
including the green dragons. Four corrupted green
dragons have emerged from the Emerald Dream in
various locations around the world, such as in Feralas
and at Seradane. We can only hope that Ysera and the
rest of the green flight will soon discover the source of
the Nightmares corruption and put an end to it.
Activities: The dreaming dragonflight has ever been
the strongest force for the protection of nature, but the
recent appearance of the Nightmare transforms some
green dragons into terrible monsters.
Since the Emerald Dream seems to represent
natures purest form (as I understand it), green dragons
traditionally have spent almost all their time there.
They get along with druids and similar folk pretty well,
but the rest of us rarely have contact with them. The
green dragonflight is one of the three flights responsible
for the creation of the first World Tree, Nordrassil. Im
still rather curious what they think about the new and
improved one of which Staghelm is so proud.
History
Relationships
Organization
Locations
Members
Leaders
Ysera the Dreamer (female green Dragon Aspect):
Ysera is the green Dragon Aspect, charged with the
protection of the Emerald Dream. The druids also told me
shes the mother of Cenarius, but since hes not a dragon,
I can only assume that isnt meant literally. My friends in
the Cenarion Circle report that she has been silent since
the appearance of the Nightmare, and theres some concern
that she is in danger they seem to be hesitant to say it,
but some worry she too might be corrupted.
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Eranikus (male green dragon): Eranikus, consort
to Ysera, is among the greatest of the green dragons,
and it was Ysera who originally gave him the task of
guarding the Temple of AtalHakkar in the Swamp of
Sorrows. However, Eranikus went insane not long after
he entered the temple, and since then the trolls in the
temple have dispatched a group to ZulGurub, where
Adventure Hook
T HE R ED D RAGONFLIGHT
Membership: Unknown.
Alignment: Lawful good.
Regions of Influence: Some of the red dragonflight
resides at Grim Batol, but red dragons have been sighted
in several other locales, such as Mount Hyjal. The
location of the majority of the flight is unknown. Grim
Batol is sealed off, so I hope they send us a memo or
something.
Activities: Red dragons are the guardians of all life,
and they are among the mightiest and noblest of dragons.
That doesnt mean theyre all nice and fluffy, however.
The activities of the red dragonflight are mostly secret,
but I have a strong feeling some of them are watching us
all very closely. Some are at Mount Hyjal and work with
the other flights against the Burning Legions remnants,
but thats about all I know.
History
Relationships
Organization
I havent a
clue what the
structure of the red
dragonflight is like these
days. After the chaos of the
Second War, the red dragons
stopped discussing little details
like that. Like the other dragonflights, the Dragon
Aspect and her consorts are considered the highestranking members last anyone heard, Korialstrasz was
Alexstraszas only known surviving consort.
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Locations
Members
Leaders
Adventure Hooks
T HE E ARTHEN R ING
Membership: 230.
Alignment: Chaotic neutral.
Regions of Influence: Durotar, Mulgore and
Orgrimmar.
Activities: The Earthen Ring is the shaman
organization of Azeroth. Its main goal is to maintain
the balance between the world and the elementals that
dwell upon it. Talking to and dealing with the spirits of
the elements, members of the Earthen Ring try to keep
the spirits pacified as well as prevent them from raising
havoc on Azeroth. Relatively little of the Earthen
Rings time is spent on hunting down rogue elementals
and cultists. However, elemental activity is on the
rise on Azeroth, so the Earthen Ring is getting busier.
Some believe that the role of the organization in the
preservation of the world has become essential.
History
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Relationships
Organization
Locations
Members
Leaders
Muln Earthfury (male tauren): Muln Earthfury, a
powerful tauren shaman dedicated to keep the elemental
forces in check and thus ensure the safety of all the lands
Azeroth and the people who live upon them, leads the
Earthen Ring. Like many members of the group, Muln
frequently roams the land in search of elementals to pacify
and cultists to defeat. His current location is unknown, but as
dedicated to the groups cause as he is, Muln is undoubtedly
carrying out duties important to the Earthen Ring.
Jeneu Sancrea (male jungle troll): Most people
in Zoramgar Outpost have no idea that one of their
own, Jeneu Sancrea, is a member of the Earthen Ring.
Jeneu holds no high rank in the Earthen Ring, but he
is a particularly active member. As a consequence, he
has gained a reputation for involving himself in many
different issues, including investigating elemental
activity and recruiting heroes to venture into various
locations associated with the Twilights Hammer.
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T HE E XPLORERS L EAGUE
(also known as the Explorers Guild)
Membership: 3,750 and rising.
Alignment: Neutral good.
Regions of Influence: Worldwide, though more often
in the east (Azeroth, Khaz Modan and Lordaeron) than
on Kalimdor.
Activities: Exploring every corner of the world.
Searching for titan artifacts. Amassing one of the
worlds largest libraries of information on Azeroths
history, people, and cultures.
So, what are we all about? Simple enough, we are a
bunch of dwarves who just want to Know. Thats with a
capital K, guys. Were just too damn curious for our own
good. However, curiosity isnt the only thing that drives
the guild. First and foremost, we want to know about
ourselves. Where did we come from? When exactly did
the titans create us? What are the earthen, and why did
we evolve from them? We believe that, by discovering
as much knowledge of the world as possible, well find
the scraps and pieces thatll tell us what we are.
History
Relationships
Organization
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Locations
Members
Leaders
King Magni Bronzebeard (male Bronzebeard dwarf):
If you dont know my brother, then you dont belong in
the guild, or even our race. Our king is a wonderful,
if stiff, lad, and I wouldnt have him any other way.
Especially since he can still whoop my butt in combat.
He isnt our king for nothing, you know. Like me, Magni
was one of the dwarves who helped found the Explorers
League. However, also like me, Magni has nothing to
do with running the organization from day to day. No,
our leader is High Explorer Magellas, and he hands out
assignments to us as needed. In the meantime, Magni
focuses on the heavy responsibilities of the throne, and
I get to explore all sorts of far-off lands.
High Explorer Munnin Magellas (male Bronzebeard
dwarf): Hes the main reason why the guild exists,
for it was his vision and drive that led to founding of
the Explorers League. Muninn Magellas has had an
insatiable curiosity for history and arcana since he was a
small boy. Now, as the patron of the Explorers League,
his childhood wish has come true. Magellas is responsible
for mapping out the world and cataloguing its various
species, relics, and treasures for the generations to come.
Employing a small army of prospectors, Magellas has
sent his agents all over the world to gain knowledge and
insight for his people. Magellas is committed to steering
the Explorers League and gaining valuable insight on
the mistakes of the past.
Brann Bronzebeard (male Bronzebeard dwarf): Ah,
what can I say about the great explorer? Strong as ten
ogres, more handsome than any stinking elf, smarter
than any gnome. Oh and did I mention hes handsome?
Thats me, one of the many founders of the Explorers
League, and King Magnis brother. Im an old veteran,
been fighting since before the First War, and I got a nice
collection of orc skulls in my study. It was a hobby, until
the guys turned decent.
Ive always been way too curious for my britches; my
old nannies used to get peeved because Id disappear for
days on end with my brothers, making new discoveries
every time. No wonder how I turned out when I got some
gray in my whiskers, eh? Even though Im one of the
oldest members of the guild, youll probably never meet
me, though; Im never home. Heck, would you rather sit
at home when you could be mucking through the wilds
of ZulAman or dodging undead in Northrend?
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T HE F ARSTRIDERS
Membership: Unknown, presumably less than 300.
Alignment: Neutral good.
Regions of Influence: Lordaeron, primarily in
QuelThalas and the Plaguelands.
Activities: Pursue Silvermoons agendas, hunt and kill
enemies of the sindorei, reclaim southern QuelThalas,
protect Eversong Forest from trolls.
When QuelThalas fell, a small group of elves remained
in its forests, the last defenders of a devastated kingdom.
These elite rangers are known as the Farstriders, the surgical
strike squad of Silvermoon. While the Farstriders have
changed with time to become blood elves, their motivation
remains the same: To protect the interests of the sindorei
(the blood elves new name for themselves) and reclaim
QuelThalas in the name of Kaelthas Sunstrider.
History
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THE FARSTRIDERS
Relationships
Organization
79.51.2
Locations
Members
Leaders
Ranger-General Halduron Brightwing (male blood
elf): Before the Third War, Sylvannas Windrunner
was the ranger-general, the highest authority among
the Farstriders. With her death, a void was left, leaving
the rangers without a leader. Soon, Halduron, a great
ranger, was raised to ranger-general, and rules the
rangers to this day.
Adventure Hooks
T HE S CARLET C RUSADE
Membership: 12,000.
Alignment: Lawful evil.
Regions of Influence: The Scarlet Crusade is most
active in the Western and Eastern Plaguelands. Their main
citadel sits in Tyrs Hand in the Eastern Plaguelands.
Activities: The Scarlet Crusade claims to care only
about life. They consider undead a hideous abomination
that corrupts humanity; a plague they must eradicate from
Azeroth. They slaughter all undead they encounter, along
with people who look like undead, people they suspect
are in league with undead, people standing in front of the
undead, and people who might have said the word undead
once or twice. The Crusade has what you might call a take
no prisoners or rather, leave no survivors policy.
Id buy a wooden pistol off a goblin before Id believe
that the Crusade is an ally of the Light. The Scarlet
Crusade doesnt differentiate between the Lich Kings
mindless masses and the admittedly creepy but freewilled Forsaken, though. Not everyone agrees with this
doctrine, but arguing with a Scarlet Crusader likely gets
you labeled an undead sympathizer, and the next thing
you know theres a sword through your chest.
History
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Relationships
Rel
The S
Scarlet Crusade considers itself an ally of
all righ
right-thinking,
ht-thi
rational mortals of the world. Few
mortals wou
would agree with this, it seems, given the
official positions
posit
of the Alliance and the Horde. The
Horde prote
protects its own, and that means it opposes the
Scarlet Crusade
Cru
on behalf of its Forsaken members.
The Crusade doesnt seem too torn up over the lack of
support from the orcs and trolls, though.
No one ca
can tell the Crusade they have no allies, of
course. Chu
Church officials who attempt to explain their
position to C
Crusaders become undead sympathizers and
then targets.
targets Likewise with Alliance representatives.
Why doesnt the Alliance just destroy the Crusaders?
The Allianc
Alliance already has so many enemies and the
Crusade is well-established. The Crusade keeps a
portion of the
t Lich Kings forces occupied. Maybe
someday in tthe future the Alliance or the Church will
try to disband
disban the Scarlet Crusade, but for now they
have more im
important things on their minds.
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Organization
Locations
Members
Leaders
High General Abbendis (female human): Of all the
leaders of the Crusade, Abbendis is perhaps the most
fervent. She hates undead with a fanatical loathing, and
thinks nothing of sacrificing her troops in an effort to
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T HE S YNDICATE
Membership: 3,000.
Alignment: Chaotic neutral.
Regions of Influence: The Syndicate wields strong
influence through the Alterac Mountains and the
Arathi Highlands.
Activities: These corrupt, dethroned nobles seek to
take advantage of the Alliances troubles and retake
their land.
The Syndicate is band of displaced nobles, betrayed
on all sides, who seek only to reclaim the lands that are
rightfully theirs. Thats what theyll tell you if you ask
them. The truth is the Syndicate is a band of thugs who
betrayed the Alliance and got what they deserved. Now
they prey on the survivors of the Third War and make
like theyre nobility on the ruins of the old kingdoms.
History
Relationships
Organization
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T H E S Y N D I C AT E
When Aliden Perenolde came up with the idea to
take advantage of the Alliances crippled state and
attack neighboring lands, the Syndicate came under his
rule, grudgingly. Each noble has a household and family
that serve him or her, including whatever rogues or
bandits theyve picked up along the way. These nobles
in turn answer to Lord Perenolde, but little organization
seems to exist beyond that, although Lord Falconcrest
has taken command in the Arathi Highlands. The
Syndicate suffers from pride and jealousy, each noble
wishing to be in Perenoldes position. Infighting, usually
over newly acquired holdings, is a frequent problem.
The folks lower in the household, of course, do the
dirty work. The nobles did the stealing and the fighting
when they were exiles, but they consider themselves
too good for that now, desiring to merely train their
underlings and plan grand conquests over ravaged
Lordaeron. Yet dont mistake, these nobles are fierce in
battle and pick up weapons if pushed.
Locations
Members
Leaders
Lord Aliden Perenolde (male human): Aliden
Perenolde was told from an early age that he would succeed
his father as Lord of Alterac City. He was just beginning
to make a name for himself in court when the Alliance
sacked the city for his fathers misdeeds. His status as heir
apparent was forgotten in the leaderless Syndicate. Yet,
the young Lord Perenolde dreamed of reclaiming his
ancestral lands. Years later, he got his chance.
Perenolde had since grown into a man as charismatic
and ambitious as his father. With Lordaeron crippled in
the aftermath of the Third War, he knew this was the
time to strike. He convinced (or browbeat) the other
nobles that this was the time for the Syndicate to attack
openly and reclaim what was rightfully theirs.
Though the Syndicate regained much of its lands
and more, Perenolde will not be satisfied until he takes
Alterac City from the ogres. Lord Perenolde knows he is
a target for the nobles who chafe under his rule (including
his children) and protects himself accordingly.
Aliden is in his 40s; though his body is strong, his grey
hair shows his age. His clothing and armor often feature
the Perenolde crest.
Lord Falconcrest (male human): Though noble
born, Falconcrest was but a boy when his family was
deposed. Thus, he is more familiar with the ways of a
bandit than a courtier. Falconcrest does not trust Aliden
Perenolde (expecting him to be as duplicitous as his
father), yet respects him for his deviousness. The plan to
take Lordaeron lands worked better than he expected,
and Falconcrest jumped at the opportunity to lead the
Syndicate faction in the Arathi Highlands.
Far from Perenoldes control, Falconcrest slowly
grooms the rogues under him to work against Perenolde
and the northern Syndicate, although he knows he must
move slowly and methodically to make sure his forces are
strong enough before he strikes. Falconcrest is younger
than Perenolde, in his thirties, and is prepared to bide
his time until he is ready. Falconcrest often dresses as a
bandit, but his noble bearing betrays his origins.
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T HE T HORIUM B ROTHERHOOD
Membership: 100.
Alignment: Neutral evil.
Regions of Influence: The Thorium Brotherhood is
based at Thorium Point in the Searing Gorge and has
trading posts in Everlook and Gadgetzan.
Activities: Thorium Brotherhood craftsmen turn raw
material into rare and powerful enchanted items for a
substantial fee.
Some humans think all dwarves are greedy; they
dont recognize the difference between a deep, spiritual
connection with the earth and petty gold-fever.
This isnt to say dwarves are never greedy. The Dark
Iron clans lust for power tore the mountains asunder
(figuratively and literally). Yet, the line of Dark Iron
bred a group of dwarves so covetous that even the power
of an elemental lord couldnt contain it. You may know
them as the Thorium Brotherhood, purveyors of highquality weapons, armor and enchantments.
History
Relationships
Organization
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Locations
Leaders
Lokhtos Darkbargainer (male Dark Iron dwarf):
Lokhtos was the overseer of the Thorium Brotherhood
during the War of the Three Hammers and the Dark
Irons enslavement in Blackrock Depths. When the rest
of the guild escaped, the aging Lokhtos chose to stay
behind, believing he would only slow his compatriots.
Despite his abdication, Lokhtos remains a respected
member of the Brotherhood, though he keeps his
allegiance to himself to avoid reprisal from Ragnaros
and his elemental minions. When not at work in the
forges, Lokhtos is often at the Grim Guzzler; from a
darkened corner he quietly conducts business on the
guilds behalf. A piece of advice: Lokhtoss opinion of
you has a definite effect on how the rest of the guild
views you.
Members
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Adventure Hooks
T HE T WILIGHT S H AMMER
Membership: Unknown. Estimates range from several
score to a several thousand.
Alignment: Chaotic evil.
Regions of Influence: Known Twilights Hammer
cult centers include, Silithus, Blackfathom Deeps (in
Ashenvale), the Masters Glaive (in Darkshore), and
Blackrock Depths.
Activities: The Twilights Hammer searches for signs
of the Old Gods and a means to destroy the world and
return the Old Gods to power.
The Twilights Hammer is a relatively new cult, but
worships beings far older than any other. Its fanatical
members believe that in the near future the Old Gods will
break free of their imprisonment and return the world to the
way it was before the titans arrival. What this means for the
cultists is a matter of debate within the faction, but this does
not deter them from trying to bring about this apocalypse.
History
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Relationships
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Organization
Locations
Members
Leaders
Vyral the Vile (male human): To his followers Vyral
the Vile is nightmare incarnate, an immortal servitor of
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T HE Z ANDALAR T RIBE
Membership: 27,000.
Alignment: True neutral.
Regions of Influence: The Zandalar troll tribe is
based on the isle of Zandalar in the South Seas, but
recently emissaries have traveled to southern Azeroth
around Stranglethorn Vale.
Activities: The Zandalari serve as an overall priest
caste for Azeroths trolls and spend much of their time
researching ancient knowledge and magic; they also
oppose Hakkar.
Zandalar is an island in the South Seas to the southwest
of Westfall on Azeroth. On this island live trolls
thousands upon thousands of trolls. It is understandably
a difficult place to visit for a lone dwarf (or anyone else
who isnt a troll). The Zandalar tribe is the progenitor
tribe from which all other troll tribes sprang.
History
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Relationships
Organization
Locations
Members
Leaders
King Rastakhan (male jungle troll): King Rastakhan
is a repository of troll lore. He is strong, wise, insightful,
cunning and visionary. He is a big part of the reason that
Zandalars influence is again felt in the world, as he is
instrumental in organizing the 6-year troll conferences
and in sending representatives to work against Hakkar.
Most other trolls respect him as a powerful and wise
leader. Numerous loyal priests and witch doctors assist
Rastakhan, and he shows his wisdom in which advice
he heeds and which he ignores. Rastakhan is a patient
but decisive ruler.
See Lands of Mystery for Rastakhans statistics and
battle tactics.
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DARK FACTIONS
Possessions
In addition to the possessions listed in these
characters descriptions, all these characters are
assumed to carry standard campaigning and/
or adventuring gear: ammunition, backpacks,
bedrolls, equipment for their mounts, flint and
steel, pouches, rope, rations, waterskins, perhaps a
smattering of coins, and the like.
See More Magic & Mayhem for all magic items
(Chapter 4: So Shiny!) and alchemical draughts
(Chapter 2: Enchantments, Runes and Brews)
unless otherwise noted.
far from it. They willingly risk their lives each day.
If an Argent Dawn force is attacked while guarding a
specific person or location, the members form a defensive
circle around the target and attempt to repulse their
enemies with ranged attacks. If any attackers make it
to melee range, paladins and templar move to eliminate
the target, then return to their positions in the circle
if possible. If the Argent Dawn has multiple locations
to defend, it prioritizes and potentially abandons one
location completely, depending on the situation; if there
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C H A P T E R E I G H T: D A R K W A R R I O R S
are living people to defend in both locations, the Argent
Dawn sends just enough people to the less important
locations to evacuate anyone who may need help.
Before entering combat, Argent Dawn units prepare with
as many beneficial spells as possible. Priests cast spell resistance,
holy word shield, and bears endurance on everyone they can to
increase their chances of survival. Paladins and Argent Dawn
templar enhance their weapons with holy sword if they can
cast it; and if not, they focus on other spells to increase their
damage-dealing abilities, such as bulls strength.
Once in combat, each spellcaster powerful enough
to incapacitate a target with hooks of binding or another
spell uses it to thin the enemy groups numbers. After
that point, the group focuses its firepower on enemy
spell casters (if applicable), moving from what appears
to be the strongest target to the weakest. One priest
maintains a healing rain if the group fights undead. When
fighting intelligent enemies, Argent Dawn groups focus
on enemy leadership first, expending their powerful
abilities (holy strikes and high-level spells) to destroy
that target swiftly, then retreat if necessary.
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20; Base Atk +10; Grp +12; Atk +18 melee (2d4+7/1520, moon
sword); Full Atk +18/+13 melee (2d4+7/1520, moon sword); SA
hunters mark +4, revenge 3/day, silent seething 3/day, spells; SQ lowlight vision, fearless, nature sense, strider, trackless step, turn animals,
uncanny dodge, wild healing, woodland stride, night elf traits; AL CG; SV
Fort +9, Ref +9, Will +11; Str 15, Agy 16, Sta 12, Int 10, Spt 16, Cha 9.
Languages Spoken: Common and Darnassian.
Skills: Gather Information +9, Heal +10, Knowledge
(local) +12, Spot +10, Stealth +9, Survival +22.
Feats: Brew PotionB, Careful Strike, Concussive
ShotB, Counterattack, Dodge, Skill Focus (Gather
Information), TrackB, Weapon Focus (moon sword).
Druid Spells (3/2; save DC 13 + spell level): The
Cenarion vindicators high Spirit score allows her to
prepare 9 spells per level; she can prepare many of the
spells on the druid spell list.
Domain: Animal (speak with animals 1/day).
Possessions: +4 keen moon sword, leafmail, +2 heavy
wooden shield of arrow deflection, drakeclaw ring, minor
blackstone ring, two potions of cure serious wounds.
* See Chapter 3: Prestige Classes.
See Chapter 2: Class Options.
See the Alliance Players Guide.
79.51.2
C H A P T E R E I G H T: D A R K W A R R I O R S
Skills: Concentration +7, Craft (alchemy) +11,
Knowledge (arcana) +11, Knowledge (religion) +11,
Knowledge (the planes) +11, Spellcraft +13.
Feats: Empower Spell, Iron Will, Magic Energy
Control, Mirror SpellB, Scribe ScrollB.
Necromancer Spells (5/5/4/3; save DC + spell level):
The Damned necromancers high Intellect score and
ranks in Spellcraft allow him to prepare 9 spells per level;
he can prepare many of the spells on the necromancer
spell list. He favors the following spells:
1stlesser shadow bolt*; 2ndsummon undead II;
3rdsummon undead III, usurp flesh.
Possessions: Dagger, bracers of armor +2, ring of
protection +1, robe of bones, wand of corruption.
* See More Magic and Mayhem.
See the Horde Players Guide.
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About half the Faire workers have official combat
training. These are soldiers (the NPC class), warriors,
or, more rarely, barbarians, hunters or scouts. Scouts are
particularly valuable as they are adept at blazing trails,
avoiding dangerous wilderness areas, and tracking down
mules and small children who wander away.
If attacked while traveling, the caravan pulls into as
close a formation as it can. The Faire workers move out
to combat the threat. The noncombatants, including
children and most of the booth proprietors, hide in the
wagons. Those members who may prove useful in a fight
such as Silas Darkmoon, Professor Thaddeus Paleo,
Kerri Hicks (the Strongest Woman Alive), and Sayge
the fortune-teller take up positions to defend the
noncombatants and the stores of gold and magic hidden
in the wagons. Some of them may move to the frontlines
to assist the Faire workers if the situation warrants.
The Darkmoon Faire has never suffered attack while it has
been set up and entertaining patrons, but if it were, it would
use similar tactics. Children and booth owners would hide
wherever was convenient while the Faire workers grabbed
whatever weapons were on hand to combat the threat. They
would also petition their customers to help and, as the
Faire draws many adventurers, they could provide valuable
support indeed.
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Dragon Forces
Dragonspawn Forces
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C H A P T E R E I G H T: D A R K W A R R I O R S
wyrmkin infantry. As the dragonspawn occupy enemy
forces, a dragon invariably bathes the writhing melee
with its breath weapon. Dragonspawn are immune to
the breath weapons of their hosts, so these attacks leave
devastating gaps in enemy defenses. With this tactic, the
dragonspawn systematically wade through the remnants
of now charred or slowly dissolving enemy formations.
In close combat, the tactics of a force of dragonspawn
vary from host to host. Black dragonspawn are brutal and
relentless, often able to rage and sunder the enemys defenses
with their brute strength and vicious claws and teeth
augmented by draconic magic or magical equipment.
Red and green dragonspawn rely on strategy, planning and
sheer strength. Their ability to intimidate the enemy through
size and numbers serves them well; few can withstand the
sight of a tactically sound dragonspawn charge.
Bronze and blue dragonspawn are the most likely to use
offensive magic in combat. They rely on spellcasters and
magi like other armies might rely on archers. With waves of
arcane bolts and fire falling from the sky, an opposing force
often finds itself the victim of arcane assault long before it
will ever engage a dragonspawn in close combat. When
a dragonspawn finally moves in for the kill it is armed
with alchemical flasks, weapons, and magically enhanced
armaments, and heavy armor covers it from head to toe.
Dragonspawn rely on castes to regiment their armies.
Wyrmkin serve as solid ground troops. These warriors
train long and hard, and serve as buffers
between a dragon and his enemies.
Scalebanes
serve
as
unit
Black Wyrmkin S
Soldier, 1stLevel War
Warrior/3rd-Level
Wyrmkin
Wyrm
Male Black Wyrmkin: CR 4; Large
monstrous humanoid (fire); HD
monstr
1d10+3d8+12, hp 34; Init +1; Spd:
1d10+
20 ft. (banded mail; base 30 ft.); AC
19, touch 10, flat-footed 18; Base Atk
+3; Grp +12; Atk/Full Atk +8 melee
(3d6+8/1920, greatsword) or +4 ranged
(3d6+8/19
(2d6+5/x3, composite longbow); Space/
(2d6+5/
Reach 10 ft./10 ft.; SQ darkvision
60 ft., heritage immunities (black),
black dragonspawn traits; AL LE; SV
blac
Fort +8, Ref +2, Will +2; Str 20,
Agy 13, Sta 16, Int 10, Spt 8,
Cha 9.
Language
Spoken:
Draconic.
Dra
Skills:
Sk
Intimidate
+0,,
+
+0
Knowledge
(arcana)
+6,
Profession
(military
commander) +0, Spot +5.
comm
Feats:
Cleave, Great CleaveB,
Feat
a s: C
Power
P
Po
wer Attack
Attack.
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call upon the aid of Ironforge or, when desperate,
mercenaries.
Dwarven Prospector,
5th-Level Dungeoneer*
Female Ironforge Dwarf: CR 5; Medium humanoid
(Ironforge dwarf); HD 5d8+10, hp 36; Init +0; Spd 20 ft.; AC 18, touch
10, flat-footed 18; Base Atk +3; Grp +5; Atk/Full Atk +6 melee (1d10+3/
x3, dwarven battle hammer) or +4 ranged (3d6/x3, long rifle); SQ
darkvision 60 ft., dungeon sense*, subterranean sight*, trackless step,
trap sense +1, uncanny dodge, wild healing, Ironforge dwarf traits; AL
NG; SV Fort +6, Ref +4, Will +3; Str 15, Agy 10, Sta 15, Int 10, Spt 14,
Cha 10.
Languages Spoken: Dwarven and Common.
Skills: Heal +10, Knowledge (dungeoneering) +10,
Search +8, Spot +10, Survival +12, Use Technological
Device +4.
Feats: Blind-FightB, Dodge, Point Blank Shot, Quick
Draw, TrackB.
Possessions: +1 dwarven battle hammer, masterwork
long rifle, two masterwork flintlock pistols, +1 breastplate,
masterwork heavy steel shield, black whiskey, cloak of
resistance +1, lesser healing draught, pocket survivalist,
two light scopes, wizard silencer.
* See Chapter 2: Class Options.
See More Magic & Mayhem, Chapter 5: Things
That Go Boom in the Night.
Farstrider Forces
Goblin Forces
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Murloc Forces
Naga Forces
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Pandaren Forces
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C H A P T E R E I G H T: D A R K W A R R I O R S
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Quilboar Forces
Satyr Forces
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C H A P T E R E I G H T: D A R K W A R R I O R S
Few satyrs become warriors or barbarians, so they
dont possess the tough, front line soldiers that other
forces do. In their strongholds they rely on corrupted
ancient protectors to serve in this capacity; but when
they strike out at others, they are weak in this area. Many
satyrs become rogues, and this disparity is one reason
they prefer ambushes and guerilla tactics hopefully,
satyr rogues can incapacitate enemy warriors soon after
combat is joined, thereby leaving them free to strike at
vulnerable spellcasters and war machine crews.
Satyr rogues who distinguish themselves or show
a certain penchant for painful traps and ambushes
are called satyr tricksters. Satyr ranged support usually
comes from magic. A few satyrs become necromancers
or warlocks; some become dark spellcasters called
soulstealers or hellcallers (see the satyr hellcaller
racial iconic class in Chapter 2). Satyr rogues are fairly
common. Some rogues take a few levels in warlock
in order to add some curses to their repertoire; these
individuals are called shadowdancers. Warlocks,
necromancers, hellcallers, and rogues work well
together; the rogues dart in to disembowel their enemies
while the spellcasters summon reinforcements, enhance
their allies, hamper their enemies, and call up blasts of
entropic flame.
Satyr Trickster,
6th-Level Satyr Contender*
Male Satyr: CR 6; Medium humanoid (satyr); HD 6d6, hp 23; Init +8;
Spd 30 ft.; AC 19, touch 14, flat-footed 15; Base Atk +6; Grp +8; Atk +10
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C H A P T E R E I G H T: D A R K W A R R I O R S
surprise their opponents, get what they want quickly,
and leave without being followed. They know they cant
win a battle of attrition, and avoid extended combat.
Given that the Syndicates primary targets are
travelers and small villages, most raids go according
to plan. If a target turns out to be more powerful than
expected if, for example, the travelers are in fact
adventurers the gang retreats. Often it returns at
a more advantageous time with reinforcements, but
sometimes it doesnt return at all. Some of the nobles
would rather let spoils go than be forced to share them
with another household.
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Tuskarr Forces
the trapped foe while the others fight off the opposing
forces to protect their fellows.
Sometimes, a squad includes a couple of specialists. The
most common specialist is the net thrower, a dexterous
fisherman with some experience in warfare whose mastery
with the net causes great trouble to opposing troops.
Sometimes, a squad also includes 1 or 2 javelin throwers.
These warriors carry up to a dozen javelins and provide useful
cover fire to the members of the squad. Also, when such an
individual is available, a squad includes a shaman who can
cast spells to hamper the opposition or heal the troops.
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Members of lower echelons of the Twilight Hammer
(which is most of them) are predominately of the
nonmagical classes, mostly barbarians, rogues and warriors.
Other nonmagical classes are known, but less common.
As one ascends through the ranks of the organization
spellcasters become more common. The twilight overlords,
are almost exclusively spellcasters. Most of the spellcasters
are arcanists, specifically elementalists (a variant class that
appears in Chapter 2: Class Options).
This hierarchal pyramid is also indicative of how Twilights
Hammer cults approach defense. The first cultists the heroes
encounter are likely to be low-level initiates. Only if that fails
to deter them do the heroes face higher-ranking members,
increasing in rank and power as they plunge into the depths
of the temple. To catch sight of the inner circle, the heroes
must breach the inner sanctum. The twilight lord deigns to
fight only if the sect as a whole is threatened (in other words,
to preserve his own life or goals). By that point, of course,
the heroes are depleted from fighting the cultists, in theory
making them easy prey for the twilight lord (which makes
him look even more impressive to his followers).
Should a Twilights Hammer sect be incited to attack
another group, their offensive tactics differ little from their
defense. Low-level members act as scouts, while the main
force attacks in waves of incrementally increasing power,
until they subdue their foe, and the twilight lord or one
of his representatives can swoop in and claim victory.
The Twilights Hammer rarely uses such overt measures,
however, preferring instead to scare off those who stand in
its way. Accompanying each act of sabotage, kidnapping,
or assassination is always an unambiguous and gruesome
sign that the Twilights Hammer is responsible.
Zandalar Forces
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DARK FACTIONS
A D ARK B ESTIARY
Independent races and factions make use of many creatures. Some are intelligent, and are allies or slaves of one
of these factions; others are beasts of war or mounts. Some are both. They all accompany troops to war.
Feats marked with an asterisk (*) appear in the Monster Guide.
See the Monster Guide for more information about monsters and their abilities.
A RACHNATHID
Crystal Arachnathid
5 ft./5 ft.
Poison (DC 13)
Darkvision 60 ft., tremorsense
60 ft., resistance to cold 5
Fort +5, Ref +4, Will +1
Str 12, Agy 12, Sta 14, Int 3,
Spt 10, Cha 2
Stealth +11
Weapon Focus (claw), Weapon
Focus (sting)
Cold desert and mountains
Northrend
Solitary or colony (14 plus 1
4 earth-borers plus 1 overlord)
1
None
Always neutral
46 HD (Medium)
Arachnathid Earth-Borer
Overlord Arachnathid
Stealth +12
Stealth +14 (+10 hiding)
Weapon Focus (claw), Weapon Focus (sting) Weapon Focus (claw), Weapon Focus (sting)
Cold desert and mountains
Northrend
Solitary or colony (14 plus 14 crystal
arachnathid plus 1 overlord)
2
None
Always neutral
57 HD (Medium)
A large, crawling scorpion-like creature scrambles forward, carapace gleaming white and wicked tail raised for a strike.
Description
Arachnathid present one of the greatest unexpected
dangers for unwary travelers in Northrend, particularly
in the Icecrown area. These crawling insectoid horrors
possess a pair of powerful claws that rend and tear as well
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A R A C H N AT H I D
Arachnathid are often found in groups, though
they tend toward solitary attacks, except when in the
presence of one of their mysterious overlords.
They make their lairs underneath rocks, inside caves,
or within shallow burrows. Arachnathid are territorial in
nature and generally dont pursue opponents beyond the
area they consider to be theirs. Smart travelers and native
creatures generally give arachnathid a wide berth.
They have no language, as such, though they do seem
to communicate with a series of chitters and clacks
intelligible only to other arachnathid. Some scholars
theorize that they are related to the scorpids, a species
found in warm climates.
Combat
Arachnathid are not subtle combatants. They usually
attack anything that moves within their territorial area.
They use their powerful claws to rend their opponents
flesh while their tails deliver a poisonous sting that
incapacitates or kills their enemies.
Poison (Ex): Sting, Fortitude DC 13; 1 Sta/1 Sta.
The save DC is Stamina-based.
Skills: Arachnathid gain a +4 racial bonus to Climb,
Spot and Stealth Skills.
Arachnathid Earth-Borer
Arachnathid earth-borers remain beneath the surface
of ice, snow, or earth until ready to strike. Experts on
these creatures believe that as an arachnathid ages, it
develops the desire to burrow and becomes an earthborer.
Combat
Arachnathid earth-borers employ a similar attack
to normal arachnathid, though they usually announce
their presence with their venomous barbs. They possess
the claw and sting attacks common to all arachnathid,
and they can also fling barbs from their tails. An earthborer usually launches a barb or two to weaken its
enemies before closing.
Poison (Ex): Sting or barb, Fortitude DC 14; 1d3
Sta/1d3 Sta. The save DC is Stamina-based.
Venomous Barb (Ex): An arachnathid earth-borer
flings venomous barbs with flicks of its tail. These barbs
have a range increment of 10 feet and a maximum
range of 100 feet. They carry the same poison as the
arachnathids stinger.
Overlord Arachnathid
Overlord arachnathid appear more heavily armored
and much larger than other arachnathid. Some speculate
that these are very old creatures (by arachnathid terms)
who have developed their size, intelligence, and abilities
over time. Others claim that overlords are created
by eating special food in their larval stages and that
they are the born protectors and commanders of their
arachnathid colonies.
Combat
Overlord arachnathid influence their fellow
arachnathid.
Aura of Command (Su): An overlord arachnathid
constantly emits an aura that functions as a permanent
war drums spell. A creature can dispel the aura (caster level
equals the arachnathids Hit Dice), but the arachnathid
can restore it as a free action on its next turn.
Poison (Ex): Sting, Fortitude DC 15; 1d4 Sta/1d4
Sta. The save DC is Stamina-based.
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C LOCKWERK G OBLIN
Small Construct (Mechanical)
Hit Dice:
4d10+10 (32 hp)
Initiative:
1
Speed:
20 ft. (4 squares)
Armor Class:
14 (1 Agy, +1 size, +4 natural), touch 10,
flat-footed 14
Base Attack/Grapple: +3/+0
Attack:
Spear +5 melee (1d6+1/x3)
Full Attack:
Spear +5 melee (1d6+1/x3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Detonate (10 ft., DC 12, 2d6)
Special Qualities:
Darkvision 60 ft., hardness 5, malfunction,
construct traits
Saves:
Fort +1, Ref +0, Will +1
Abilities:
Str 13, Agy 9, Sta , Int , Spt 10, Cha
1
Skills:
Feats:
Environment:
Any land or underground
Area:
The Isle of Kezan, Undermine
Organization:
Solitary, pair or suicide squad (37)
Challenge Rating:
1
Treasure:
None
Alignment:
Always neutral
Advancement:
412 HD (Small)
Level Adjustment:
Construction
A tinker can build a clockwerk goblin with the
technological device creation rules (see WoW RPG,
Chapter 11: Technological Devices, Creating
Technological Devices).
Operation: Starting an inert clockwerk goblin (which
involves winding the key and pulling a few levers) takes
1 round and requires a DC 20 Use Technological Device
check. The construct moves forward and attacks any
Description
Clockwerk goblins are poorly-made soldiers that
explode after a set period of time. They are some of the
first creations an intermediate goblin tinker makes when
he experiments with self-ambulatory devices. They are
useful as an exercise, but not so much as real soldiers
the designs original specifications seem in error,
for after a short period of time, the goblin shuts down.
Rather than redrafting the blueprints, some enterprising
goblin in the past made just a few adjustments, so that
rather than shut down the clockwerk goblin explodes,
making it sort of a mobile bomb.
Combat
Clockwerk goblins go where they are programmed to
go. What this usually means is that the tinker sets up an
inert clockwerk goblin (or row of them), and, when the
time is right, activates it (see below). The clockwerk
goblin bumbles along in a generally forward direction.
After a period of time (which the tinker sets when he
activates the goblin), the mechanism detonates.
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hostile creatures other than its activator. A character
can program slightly more sophisticated tactics into
the goblin, which takes 10 minutes and a DC 25 Use
Technological Device check.
When a character activates a clockwerk goblin, he sets
the device to detonate after a certain length of time, which
can be anywhere from 1 to 10 rounds. Doing so increases
the DC of the Use Technological Device check to activate
C OUATL
Large Magical Beast (Air)
Hit Dice:
9d10+27 (76 hp)
Initiative:
+5
Speed:
20 ft. (4 squares), fly 90 ft. (good), swim
40 ft.
Armor Class:
21 (1 size, +5 Agy, +7 natural), touch 14,
flat-footed 16
Base Attack/Grapple: +9/+15
Attack:
Bite +13 melee (1d6+3 plus poison) or
venom spray +13 ranged touch (poison plus
special)
Full Attack:
Bite +13 melee (1d6+3 plus poison) or
venom spray +13 ranged touch (poison plus
special)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Dispel magic, poison (DC 19), venom spray
Special Qualities:
Darkvision 60 ft., scent
Saves:
Fort +9, Ref +11, Will +5
Abilities:
Str 15, Agy 21, Sta 17, Int 2, Spt 14, Cha 6
Skills:
Listen +10, Spot +10, Stealth +17 (+13
hiding), Swim +10
Feats:
Ability Focus* (poison), Hover*, Skilled
(Listen and Spot), Weapon Finesse
Environment:
Temperate coasts
Area:
Any
Organization:
Solitary or band (12 plus 1 3rd-level
naga)
Treasure:
None
Alignment:
Always neutral
Challenge Rating:
6
Advancement:
1013 HD (Large); 1418 HD (Huge)
Level Adjustment:
Description
Distantly related to wind serpents (see the Monster
Guide web extras), couatl are rare creatures of great
strength. Couatl are distinguished from their smaller
cousins by their immense size (nearly twice the length of
a normal wind serpent) and the brilliant display of bright
yellow and green plumage across their heads and backs
in two long rows. Their shorter, feathered tails serve to
Combat
Couatl attack with blinding speed, spitting acid before
descending for the kill. They counter obvious magical
threats with their dispel magic ability.
Dispel Magic (Sp): A couatl can use dispel magic at
will as a 10th-level caster.
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Nonmagical Couatl
Not all couatl are magical beasts. Like wind serpents, couatl vary in more than simply size and color. Some
couatl are purely nonmagical in nature, yet still large and highly venomous. These couatl lose their dispel magic
ability and are animals, not magical beasts. Their CR is 5.
Poison (Ex): Contact or injury (bite or spray); Fort
DC 19 negates; initial 2d6 Sta, secondary 2d6 Sta. The
save DC is Stamina-based.
Venom Spray (Ex): As a standard action that
provokes an attack of opportunity, a couatl may spit
venom at a target. This is a ranged touch attack with a
D RAGON , C HROMATIC
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Chromatic Whelp
Medium Dragon (Air, Cold, Earth, Fire)
9d12+27 (85 hp)
+4
40 ft. (8 squares), fly 150 ft. (poor), swim 60 ft.
18 (+8 natural), touch 10, flat-footed 18
+9/+12
Bite +12 melee (1d8+3)
Bite +12 melee (1d8+3) and 2 claws +10 melee
(1d6+2) and 2 wings +10 melee (1d4+2)
5 ft./5 ft.
Breath weapon 4d6 (DC 17), crush, spell-like abilities
Chromatic Drake
Huge Dragon (Air, Cold, Earth, Fire)
24d12+192 (348 hp)
+4
40 ft. (8 squares), fly 150 ft. (poor), swim 60 ft.
31 (2 size, +23 natural), touch 8, flat-footed 31
+24/+43
Bite +33 melee (2d8+11/1920/x2)
Bite +33 melee (2d8+11/1920) and 2 claws +31 melee
(2d6+5) and 2 wings +31melee (1d8+5)
15 ft./10 ft. (15 ft. with bite)
Breath weapon 12d6 (DC 30), crush 2d8+16 (DC 30), frightful
presence 180 ft. (DC 27), spell-like abilities
Blindsense 60 ft., darkvision 120 ft., low-light vision, Blindsense 60 ft., darkvision 120 ft., low-light vision,
boundless mind, damage reduction 5/magic,
boundless mind, damage reduction 10/magic, immunity
immunity to paralysis and sleep, resistance to acid 5, to paralysis and sleep, resistance to acid 25, fire 25, and cold
fire 5, and cold 5, subtype combination
25, spell resistance 25, subtype combination
Fort +10, Ref +6, Will +9
Str 17, Agy 10, Sta 16, Int 14, Spt 16, Cha 14
Appraise +7, Concentration +9, Craft (alchemy) +3,
Decipher Script +8, Gather Information +8, Heal
+9, Intimidate +14, Jump +9, Knowledge (arcana)
+14, Listen +9, Search +8, Spellcraft +16, Spot +13,
Swim +13
Blind-Fight, Improved Initiative,
Multiattack, Skilled (Listen and Spot)
Environment:
Temperate and warm land
Organization:
Solitary or clutch (25)
Challenge Rating:
6
Treasure:
Double standard
Alignment:
Usually evil (any)
Advancement:
1023 HD (Large); or by character class
Level Adjustment:
+6
* These feats appear in Lands of Mystery.
Mottled purple scales cover this dragon. The look in its eyes is frightening. The word insane seems sufficient to describe
the dragons features. Though it would likely stand as tall as a human man if fully stretched out, the dragon is curled slightly
forward, as if perpetually wincing in pain.
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Description
These unnatural creatures are the product of decades
of research on the part of the black dragonflight. While
Deathwing aimed to create chromatic dragons years
ago (this desire constituted much of his motivation for
attacking Grim Batol), he was never able to capture
enough eggs to succeed. His son, Nefarian, has recently
succeeded to an extent, creating dozens of these
chromatic dragon whelps young dragons with the
properties of all five dragonflights. Raised in captivity,
they know only servitude; although highly intelligent,
none of these whelps has the power or cunning to break
Nefarians grasp on their minds.
Chromatic whelps speak Draconic, and some speak
Common as well.
Combat
Chromatic dragon whelps
ps are fearless in combat,
not having learned the value of their own lives.
They rotate through their breath weapons in hopes
of finding a weakness in
n
their
enemies, using their claws to
o
attack in between breaths.
Breath Weapon (Su): C
Chromatic
hromatic
dragons possess the breath weapons of each
of the five flights. The dragon
ragon may choose
which breath weapon to use
se when it breathes,
breathees,
but it still must wait 1d4 rounds
unds before using any
other breath weapon. The DC for all saves is 17. It
chooses one of the following:
g:
Black Breath: 30-ft. cone, 4d10 fire.
Blue Breath: 30-ft. cone, 4d6 cold; secondary
effect mana burn (as a 4th-level
evel caster)
caster).
).
Bronze Breath: 30-ft. cone,, 4d6 fire;
secondary effect accelerated aging.
e, 4d6
Green Breath: 20-ft. cone,
acid; secondary effect sleep (as 4th- level caster).
Red Breath: 30-ft. line, 4d10 fire; secondary effect
scorch and renew land.
n the Monster Guide (and,
See the dragon entries in
ds of Mystery) for more
for blue dragons, in Lands
information.
/dayprotection
from evil
Spell-Like Abilities: 3/dayprotection
evil,,
purify food and drink, tongues;; 2/dayspeak with animals;
1/daydetect thoughts (DC 14).
Subtype Combination: Chromatic dragons have
ubtypes, which effectively
both the cold and fire subtypes,
cancel each other out. A chromatic dragon does not
lity to either cold or fire.
have immunity or vulnerability
Combat
Chromatic drakes fight with the same general tactics
as chromatic dragon whelps, using different breath
weapons until they find one that is most effective.
Additionally, some are trained to use magic to augment
their attacks and defenses, but they focus on melee after
a few spells.
Chromatic Drake
This purplish dragon stretches
ches out its wings and neck,
clearly preparing to hunt. There
here is something unna
unnatural
atu
t ral
about the patterns of its scales
es and the expression on its
face; the creature seems somehow
mehow underdeveloped.
Description
Chromatic drakes are a rare breed only a few
exist because Nefarians research
arch has not yet been going
on long enough for it to have
ve produced any chromatic
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Breath Weapon (Su): The DC for all saves is 30.
Black Breath: 50-ft. cone, 12d10 fire.
Blue Breath: 50-ft. cone, 14d6 cold; secondary effect
mana burn (as a 12th-level caster).
Bronze Breath: 60-ft. cone, 12d6 fire; secondary effect
accelerated aging.
Green Breath: 40-ft. cone, 12d6 acid; secondary effect
sleep (as 12th-level caster).
D RAGON T URTLE
Huge Animal (Aquatic)
Hit Dice:
Initiative:
Speed:
Armor Class:
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H OBGOBLIN
Medium Humanoid (hobgoblin)
Hit Dice:
5d8+10 (32 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+5
Attack:
Slam +6 melee (1d6+2)
Full Attack:
Slam +6 melee (1d6+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Blitz, seething sweat, tackle, transmogrify
Special Qualities:
Low-light vision
Saves:
Fort +6, Ref +1, Will +0
Abilities:
Str 15, Agy 10, Sta 14, Int 6, Spt 8, Cha 6
Skills:
Jump +10
Feats:
Power Attack, Weapon Focus (slam)
Environment:
Any land
Area:
Undermine
Organization:
Pair (1 plus 1 goblin), or patrol (36 plus 1
goblin)
Challenge Rating:
3
Treasure:
Half standard
Alignment:
Often neutral
Advancement:
By character class
Level Adjustment:
+1
This creature resembles a goblin, but is much taller
about 7 feet and bulkier. Its skin is purple, and its
confused look betrays a dimwitted nature.
Description
Combat
Hobgoblins are bred to obey their goblin masters, and
they do so. They are brutal and stupid; a hobgoblins
preferred tactic is to charge, howling ferociously, and
pound away.
Blitz (Ex): A hobgoblin can enter a blitz, moving
and attacking at incredible speeds. Entering a blitz is a
free action that the hobgoblin can perform only on its
turn. The effects of a blitz are identical to those of the
bloodlust spell, save that the hobgoblin does not gain a
bonus to Strength.
A blitz lasts for 1d4 minutes +1 minute per point
of the hobgoblins Stamina bonus. After a blitz, a
hobgoblin passes out, falling unconscious to the floor.
The hobgoblin remains unconscious for 1d4 x 10
minutes. He also loses a number of months (1d6) off his
already short lifespan.
Seething Sweat (Ex): When a hobgoblin uses one
of his alchemically-created abilities, he secretes a sticky
acid that builds up on his skin. After a hobgoblin uses
blitz or transmogrify, his skin becomes coated with this
acid. A creature touching the hobgoblin, or that he
touches (including slam attacks), takes 1d6 points of
acid damage. In a grapple, the acid deals 1d6 points of
damage per round.
In addition, after 3 rounds of combat, if the hobgoblin
has used both blitz and transmogrify, a great deal of sweat
79.51.2
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has built up on him. As a full-round action that does not
provoke attacks of opportunity, the hobgoblin can shake
himself like a dog, spraying acid. Creatures within 5 feet
take 4d6 points of acid damage (DC 14 Reflex save for
half). After he shakes, the hobgoblin cannot shake again
for 3 rounds (though his body remains covered with the
seething sweat). The save DC is Stamina-based.
In addition to these effects, hobgoblin sweat is
flammable. If a sweating hobgoblin takes fire damage or
comes into contact with a flame, he bursts alight. He
takes 1d6 points of fire damage per round. A creature
touching the hobgoblin, or that he touches (including
slam attacks), takes 1d6 points of fire damage (in addition
to the acid damage). In a grapple, the fire deals 1d6 points
of damage per round. (The most insane hobgoblins set
themselves on fire before entering combat.)
Hobgoblin sweat dries within 1d4 rounds after combat
or exertion.
Tackle (Ex): A hobgoblin sometimes charges and
leaps on a foe, pounding with his fists (and breathing
terrible breath in his foes face). If a hobgoblin charges,
he can make a grapple attempt (instead of attacking
normally) without provoking an attack of opportunity.
M AKRURA P RAWN
Large Animal (Aquatic)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Area:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
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This creature looks like a giant lobster, though its legs are
proportionately longer and its head is raised, like a snake
preparing to strike. Its face does not convey the same look of
readiness, however, rather displaying a weary resignation.
Its clacking claws belie this expression.
Description
Makrura prawns are large, lobsterlike creatures
that tear prey apart with their claws. They are a type
of makrura, and other makrura place great value in
makrura prawns. Makrura prawns train as animals of
war. Makrura prawns also act, in makrura settlements,
as guard dogs do for humans.
In their natural habitats, makrura prawns are
unremarkable. They spend their days moving slowly
across the ocean floor or rocky beaches, scavenging
for food. Despite their large claws, makrura prawns
are scavengers rather than hunters, as they dont have
the speed to bring down anything faster than a garden
slug. The seafloor is a good spot for scavenging, though,
since most everything that dies in the water sinks to the
bottom. Some of it washes up on beaches, so makrura
prawns frequent those areas as well.
Most makrura prawns live in saltwater, but freshwater
varieties exist. Both taste excellent.
Combat
In their natural habitat, makrura prawns are not
aggressive. They are large enough to intimidate rival
scavengers, and use their claws primarily for tearing dead
food into smaller chunks. However, when a makrura
prawn encounters rivals for a piece of food, it advances
menacingly (well, as menacingly as these creatures can)
and strikes with its claws to drive the intruder away.
Often, the intruder is another makrura prawn. Makrura
prawns also fight in defense if they cannot escape.
Other makrura train makrura prawns to be more
aggressive. Under a skilled handler, a makrura prawn
confronts enemies. They serve better as guard beasts
than as attack creatures, however, as do other makrura.
A typical makrura tactic is to remain away from an
enemy, allowing their tidecallers and other spellcasters
to pummel them with spells and draw them into melee;
then the makrura warriors and prawns attack. Makrura
prawns are also a favored summoned creature of makrura
spellcasters.
Constrict (Ex): A makrura prawn deals automatic
claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a makrura
prawn must hit with a claw attack.
M UR GUL
Saves:
Abilities:
Skills:
Murgul
Medium Monstrous Humanoid (Aquatic)
1d8+1 (5 hp)
+2
30 ft. (6 squares), swim 40 ft.
19 (+2 Agy, +1 natural, +4 chain shirt, +2 heavy wooden
shield), touch 12, flat-footed 17
+0/+3
Longsword +4 melee (1d8+3/1920)
Longsword +4 melee (1d8+3/1920)
5 ft./5 ft.
Feats:
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Any aquatic
Any
Solitary, pair, squad (25), or patrol (38 plus 1 necromancer)
1
Normal
+2
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
Use racial levels
* This feat appears in the Horde Players Guide.
Environment:
Area:
Organization:
Challenge Rating:
Treasure:
Murgul Necromancer
Medium Monstrous Humanoid (Aquatic)
9d6+18 (52 hp)
+5
30 ft. (6 squares), swim 30 ft.
14 (+1 Agy, +1 natural, +2 bracers of armor), touch 11
flat-footed 13
+4/+4
Club +4 melee (1d6)
Club +4 melee (1d6)
5 ft./5 ft.
Death touch 2/day (9d6), spells
Darkvision 60 ft., amphibious, animate dead 4/day, death
Fort +5, Ref +6, Will +6
Str 10, Agy 13, Sta 14, Int 17 (15), Spt 10, Cha 10
, Concentration +14, Knowledge (arcana) +15,
Spellcraft +17, Swim +20
Craft Wondrous ItemB, Dodge, Improved InitiativeB, Lightning
Reflexes, Scribe ScrollB, Spell Focus (necromancy), Still Spell
Any aquatic
Any
Solitary or patrol (1 plus 38 murgul)
9
Normal, plus bracers of armor +2 and headband of Intellect
Usually chaotic evil
By character class
Use racial levels
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This humanoid has a thick, warty skin, webbed extremities
ending in claws, and bulbous eyes that have a feral gleam. A
row of needle-sharp teeth pokes from its frog-like mouth. A
few long spines jut from its back.
Description
Murgul are vicious, murloc-like aquatic humanoids.
Scholars speculate as to their origins. Some say that
these creatures were once murlocs, but the Burning
Legions powers cursed and twisted them. While murgul
resemble murlocs to a degree, they are far more vicious
and bloodthirsty and dangerous.
Murgul delight in capturing both humans and
murlocs (and anyone else), torturing and then eating
their victims. They infest the sea, clambering aboard
vessels and slaying everyone onboard.
Murgul form small groups, often but not always
related. Such gangs steal from one another, and murgul
raid nests of rivals for eggs to eat. Murgul organize in a
spontaneous way, primarily to raid murlocs or humans.
If these raids go poorly, the murgul may turn on one
another. Murgul wander, and many do not even have
a fixed territory; lairs are temporary affairs, used to hold
prisoners or for mating. They keep only equipment they
can either use or carry easily, though a temporary lair
may have treasures from past victims.
Like that of murlocs, murgul skin color varies greatly,
from pale green to purple to turquoise to red. Their
skin is warty and knobbed, not as smooth as a murlocs.
A murguls body usually bears spots and speckles of a
contrasting color.
Only a few races earn the murguls respect as foes; the
naga are one of these.
The murgul presented here uses the elite ability score
array (see the Monster Guide, Chapter 3: Improving
Monsters) and has 1 level in the murgul racial class (see
below).
Combat
Murgul press any advantage. Their race includes
healers and arcanists, and these characters use spells
to slow and debilitate their enemies, allowing the
murloc warriors to close. They swarm over
their enemies, tearing them to pieces and
feeding on the battlefield. They
are cunning, and lure powerful
enemies into water where
they have a greater
Murgul Necromancer
Murgul necromancers are specialized. Unlike most
necromancers, necromancers rarely deal with undead.
Instead, they use their magics power over life forces to
debilitate and slay their opponents.
The murgul necromancer presented above uses
the elite ability score array (see the Monster Guide,
Chapter 3: Improving Monsters) and is a 9th-level
necromancer.
Necromancer Spells (5/6/6/5/3/2; DC 13 + spell
level): The murguls high Intellect score and ranks
in Spellcraft allow him to prepare 12 spells per level.
Murgul necromancers favor spells like baleful polymorph,
banshees curse*, cripple, and enervation.
* This spell appears in the Horde Players Guide.
Murgul as Characters
Though they are not as intelligent as other races, murgul
regularly train in the arts of both war and spellcasting.
They fight with jagged swords and shields cobbled
together from barnacle-covered driftwood. Murgul
healers usually become
priests (revering
the powers of
the depths, or
perhaps
Azshara),
while
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Fort Save
+2
+2
+3
Ref Save
+0
+0
+1
Will Save
+0
+0
+1
Special
+1 Agy, bonus feat, increased swim speed
+1 Str, +1 Agy, +1 natural armor
+1 natural armor, bonus feat, increased swim speed
Murgul Levels
Murgul can take up to three levels in murgul at any
time. A murgul who takes racial levels becomes even
more vicious and twisted.
Hit Die: d8.
Skill Points at 1st Character Level: (2 + Int modifier)
x 4.
Skill Points at Higher Levels: 2 + Int modifier.
Class Skills: Climb (Str), Listen (Spt), Spot (Spt),
Stealth (Agy), Survival (Sta), and Swim (Str). See
Chapter 5: Skills in WoW RPG for skill descriptions.
Starting Gold: A 1st-level murgul with a level in
murgul begins play with 3d4 x 10 gold pieces.
Weapon and Armor Proficiency: Murgul with levels
in murgul are proficient with all simple and martial
weapons, with light armor, and with shields (but not
tower shields).
Bonus Feat: At 1st and 3rd level, the murgul gains a
bonus feat representing its vicious nature. Choose one
of the following feats (the murgul must meet all the
usual prerequisites): Bloodletter, Cannibalize*, Furious
Charge, Improved Critical, Lion Assault, Power
Attack, Punishing Blow, and Reckless Attack.
* See the Horde Players Guide. (Clearly, the
murgul does not need to be a Forsaken or troll to take
this feat.)
See the Alliance Players Guide.
Increased Swim Speed (Ex): A 1st-level murguls
swim speed increases to 40 feet. A 3rd-level murguls
swim speed increases to 50 feet.
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N ERUBIAN
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Nerubian Worker
Large Aberration
4d8+8 (26 hp)
+7
40 ft. (8 squares), climb 20 ft.
14 (1 size, +3 Agy, +2 natural), touch 12, flat-footed 11
+3/+9
Spear +4 melee (2d6+3) or bite +4 melee (1d8+2
and poison) or javelin +5 ranged (1d8+2)
Spear +4 melee (2d6+3) and 2 claws 1 melee (1d4+1);
or bite +4 melee (1d8+2 and poison) and 2 claws 1
melee (1d4+1); or javelin +5 ranged (1d8+2)
10 ft./5 ft.
Poison (DC 16), web (DC 16)
Darkvision 60 ft., frozen mind, resistance to cold 5
Fort +3, Ref +4, Will +4
Str 15, Agy 17, Sta 14, Int 12, Spt 10, Cha 10
Climb +13, Craft or Knowledge (any one) +4, Jump +5,
Listen +3, Spot +3, Stealth +9 (+5 hiding)
+13
Nerubian Spiderlord
Huge Aberration
14d8+56 (119 hp)
+11
40 ft. (8 squares), climb 20 ft.
21 (2 size, +7 Agy, +6 natural), touch 15, flat-footed 14
+10/+23
Bite +13 melee (2d6+5 plus poison)
Bite +13 melee (2d6+5 plus poison) and 2 claws +11 melee (1d8+2)
15 ft./10 ft. (15 ft. with claw)
Poison (DC 21), spell-like abilities
Darkvision 60 ft., frozen mind, resistance to cold 5, web
Fort +8, Ref +11, Will +13
Str 20, Agy 25, Sta 18, Int 20, Spt 14, Cha 18
Bluff +14, Climb +23, Diplomacy +10, Jump +15, Knowledge
(engineering; local) +14, Knowledge (history; nobility and royalty)
Listen +16, Sense Motive +12, Spellcraft +12, Spot +20, Stealth +21
(+13 hiding)
Feats:
Ability Focus* (poison), Improved Initiative
Combat Expertise, Improved Disarm, Improved Initiative, Iron Will, Multiattack
Environment:
Cold and temperate forest, hills, plains, and underground Cold forest, hills, plains, and underground
Area:
Northrend
Northrend
Organization:
Solitary, pair, squad (24), town (618 plus 50% young Solitary or council (25)
plus 1 warrior or webspinner per 5 adults), or city (20200
plus 50% young plus 1 warrior and 1 webspinner per 10
adults, plus 1 seer per 20 adults, plus 1 nerubian spiderlord
per 50 adults, plus 1 queen per 150 adults)
Challenge Rating:
4
14
Treasure:
Standard
Standard
Alignment:
Usually lawful evil
Often lawful evil
Advancement:
510 HD (Large); 1116 HD (Huge); or by character class 1532 HD (Huge); or by character class
Level Adjustment:
+4
+6
* This feat appears in Lands of Mystery.
The large creature has the lower body of a giant spider
with a humanoid torso. Its arms and head are spiderlike. Its
six spider legs are long and thin, allowing it to top 10 feet
when it rears up. It wields a simple, though wicked-looking
spear.
Description
Nerubians are cruel, intelligent spider-people. They
lurk in the cold shadows of Northrend, waiting with
claws and spells to ambush intruders.
Nerubians, along with their castes and their environs,
are detailed more thoroughly in Lands of Mystery. (The
statistics for this worker originally appeared in Lands of
Mystery, with a slightly different level adjustment. The
level adjustment given here is correct.)
Combat
Nerubian workers avoid combat. When pressed into
service or when faced with destruction, however, they
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and one creature of Medium or smaller size.
Some nerubians can instead create sheets of webbing;
all nerubians can move across nerubian webbing at their
climb speed.
Frozen Mind (Ex): Nerubians are immune to mindaffecting and fear effects and to telepathy.
Skills: Nerubians have a +4 racial bonus on Spot
checks and on Stealth checks made to hide. A nerubian
also has a +8 racial bonus on Climb checks and can
always choose to take 10 on a Climb check, even if
rushed or threatened.
Nerubian Spiderlord
This enormous, insectile creature resembles a gigantic,
fantastically colored beetle. The scarab-like carapace
unfolds like dual wings, and the creatures front limbs
are scythelike and bony.
Nerubian spiderlords cold, ruthless, deadly and
intelligent beetle creatures are perhaps the most powerful
nerubians. Spiderlords once formed the majority of AzjolNerubs leadership; they were the keepers of law. They
exhibit more callous intelligence than their underlings; a
nerubian spiderlord is willing to sacrifice almost anything
to further one of his complicated schemes.
A nerubian spiderlord possesses the same poisonous bite
of other nerubians, but due to his scarab
body he cannot spin webs. Nerubian
spiderlords come in many vivid, jeweled
shades, everything from emerald green to
sapphire blue to ruby red. Some scholars
attempt to draw a correlation between
a spiderlords coloring and his
approximate power level, but so far
have reached no consensus.
Nerubian spiderlords grow 1820 feet
tall and weigh 8,000 to 12,000 pounds.
Their carapaces provide excellent natural
armor, but their vestigial wings are not strong
enough to allow flight. Only nerubian
queens give birth
to
spiderlords;
one out of every
20 eggs she lays
on average grows
into a spiderlord (the
rest emerge as regular
nerubians).
Nerubian spiderlords
speak
Common
and
Nerubian.
Combat
A nerubian spiderlord tries
diplomacy first, after which
he switches to his spell-like
abilities. Melee combat is a
spiderlords last resort. They
do not use web attacks like
common nerubians.
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P ANDAREN
Medium Humanoid (Pandaren)
Hit Dice:
1d8+2 (6 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
17 (+2 Agy, +1 natural, +4 chain shirt),
touch 12, flat-footed 15
Base Attack/Grapple: +0/+2
Attack:
Bastard sword +2 melee (1d10+2/1920)
Full Attack:
Bastard sword +2 melee (1d10+2/1920)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Special Qualities:
Low-light vision, pandaren traits
Saves:
Fort +4, Ref +4, Will +2
Abilities:
Str 15, Agy 14, Sta 14, Int 10, Spt 10, Cha
10
Skills:
Climb +2, Jump +2, Listen +4, Spot +4
Feats:
Combat ExpertiseB, DodgeB, Exotic Weapon
Proficiency (bastard sword)
Environment:
Any land
Area:
Pandaria
Organization:
Solitary
Challenge Rating:
1
Treasure:
Standard
Alignment:
Often neutral good
Advancement:
By character class
Level Adjustment:
Use racial levels
Combat
The peaceful and friendly pandaren prefer diplomacy
to combat, but when battle calls, they are fierce and
deadly. Pandaren are graceful and intelligent fighters.
Their philosophers and tacticians have written treatises
on military protocol and strategy, and their wardancers
espouse certain philosophies to which pandaren cling.
Pandaren begin combat defensively (using Dodge and
Combat Expertise) to test their opponents prowess, then
Description
Hailing from the ancient and mysterious
empire of Pandaria, the mighty pandaren
are agile warriors, wizened scholars, masters
of earth magic, and peerless brewers. Little
is known of their culture or society, though
much is rumored. Historians believe that
the Pandaren empire is just as old as the
kaldorei civilization. They contend that
pandaren and kaldorei traded both goods
and ideas in the years before the War of the
Ancients.
However, as the kaldorei grew
more and more obsessed with arcane
magic, the peaceful pandaren
withdrew and closed their borders.
For ten millennia, the world had
forgotten pandaren. Shortly after
the Third War, though, a few
reappeared perhaps roused from
their isolation by the Burning
Legion, whose catastrophic coming
shook the world.
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adjust their tactics accordingly. They flee or surrender if
they are outmatched.
The pandaren presented uses the elite ability score
array (see the Monster Guide, Chapter 3: Improving
Monsters) and has 1 level in the pandaren racial class
(See Chapter 1: New Races).
Pandaren as Characters
Few pandaren leave Pandaria, but those who do invariably
leave their mark on the outer world. Some adventure to see
S NAP D RAGON
Medium Magical Beast (Aquatic)
Hit Dice:
9d10+27 (76 hp)
Initiative:
+4
Speed:
30 ft. (6 squares), swim 40 ft.
Armor Class:
17 (+4 Agy, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +9/+12
Attack:
Bite +12 melee (1d6+4) or spit +14 ranged
(1d8+3 acid plus poison)
Full Attack:
Bite +12 melee (1d6+4) or spit +14 ranged
(1d8+3 acid plus poison)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Poison (DC 17), spit
Special Qualities:
Darkvision 60 ft., low-light vision, amphibious
Saves:
Fort +9, Ref +10, Will +5
Abilities:
Str 16, Agy 18, Sta 16, Int 4, Spt 15, Cha 6
Skills:
Listen +8, Spot +8, Stealth +6*, Swim +13
Feats:
Improved Natural Attack* (spit), Skilled
(Listen and Spot), Skilled (Stealth and
Swim), Weapon Focus (spit)
Environment:
Warm and temperate aquatic
Area:
The South Seas
Organization:
Solitary, pair, or family (35 plus
noncombatant young
ung equal to the adults)
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
911 HD (Medium);
ium);
1218 HD (Large))
Level Adjustment:
rise and spit acid until the prey falls. The snap dragon then
ambles over and feasts on the partially liquefied meal.
Many snap dragons exist in the South Seas, where they
are a danger. All avoid them except the naga, who train the
beasts for war. Snap dragons spend much of their time on
land, where their acidic spit is effective, but use the water to
surprise prey and to move quickly through their territory.
Combat
Snap dragons attack from ambush. They use watery
environments to conceal their presence, and to move to
where they can attack prey from the most advantageous
places. They spit at their prey repeatedly and retreat
from attackers, only to circle around and try again. They
bite only if cornered or if underwater.
Poison (Ex): Contact (spit), Fortitude DC 17; 1d4 Str and 1d2
Sta/1d4 Str and 1d2 Sta. The save DC is Stamina-based.
Spit (Ex): A snap dragon spits powerful jets of acidic
poison. This is a normal ranged attack with a range
increment of 20 feet and a maximum range of 5 range
increments (100 feet).
Amphibious (Ex): Snap dragons function equally
well on land and in the water.
Skills: *Snap dragons have a +8 bonus on Stealth
checks when in the water.
Description
Predators able to spit painful acid, snap dragons
appear as trained beasts in many nagaa armies. In the wild,
snap dragons dwell along tropical coasts,
ts, entering the water
to lay in wait for prey. When they sensee it coming near, they
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C H A P T E R N I N E : C R E AT U R E S
S PIDERLING S WARM
Tiny Aberration (Swarm)
Hit Dice:
10d8 (45 hp)
Initiative:
+4
Speed:
30 ft. (6 squares), climb 10 ft.
Armor Class:
17 (+4 Agy, +2 size, +1 natural), touch 16,
flat-footed 13
Base Attack/Grapple: +7/
Attack:
Swarm (6d6 plus poison)
Full Attack:
Swarm (6d6 plus poison)
Space/Reach:
10 ft./0 ft.
Special Attacks:
Distraction, poison
Special Qualities:
Darkvision 60 ft., half damage from
slashing and piercing, swarm traits
Saves:
Fort +3, Ref +7, Will +6
Abilities:
Str 6, Agy 19, Sta 10, Int 6, Spt 8, Cha 8
Skills:
Climb +12, Stealth +17 (+25 hiding)
Feats:
Ability Focus* (distraction), Ability Focus*
(poison), Improved Initiative, Improved
Natural Attack (swarm)
Environment:
Cold and temperate forest, hills, plains, and
underground
Area:
Northrend
Organization:
Solitary, pair, or mass (37)
Challenge Rating:
5
Treasure:
None
Alignment:
Usually lawful evil
Advancement:
None
Level Adjustment:
Adult
Ad
lt nerubians
bi
carry th
their
i young aroundd th
their
i llairs.
i
Up to around a dozen spiderlings cling to the adults
body. Nerubians leave the spiderlings in their lair when
they move to confront enemies, but foes who clash
with nerubians in their tunnels may find themselves
confronting a spiderling swarm.
Nerubians are spiderlings for about 3 years. Over this
time, they grow from the Tiny spiderlings presented
here, gradually attaining Small size. At this point, they
are adult nerubians with a single Hit Die, as presented
in Chapter 2: Class Options.
Like young creatures of other races, spiderlings have
a limited command and understanding of their native
language, Nerubian.
Combat
Spiderling swarms are almost always attached to
adults; the only other way an adventurer can reasonably
expect to run into a spiderling swarm is in a nerubian
incubation chamber.
Spiderlings follow the commands of other nerubians,
particularly the adult to which they are attached. Once
the nerubians have destroyed or routed all opponents,
the spiderlings feed.
Distraction (Ex): Any living creature that begins its
turn with a spiderling swarm in its space must succeed
on a DC 17 Fortitude save or be nauseated for 1 round.
The save DC is Stamina-based.
Poison (Ex): Injury, Fortitude DC 17, 1d6 Str/1d6
Str. The save DC is Stamina-based.
Description
Spiderlings
are
young and voracious
nerubians. While not
nearly as intelligent
as adult nerubians,
spiderlings are still
dangerous; in fact,
when they gather in
swarms (which they
often do), they are
more dangerous than
nerubian workers.
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TUSKARR
T UBE W YRM
Large Magical Beast (Aquatic)
Hit Dice:
10d10+70 (125 hp)
Initiative:
+3
Speed:
40 ft. (8 squares), swim 120 ft.
Armor Class:
27 (1 size, +3 Agy, +15 natural), touch
12, flat-footed 24
Base Attack/Grapple: +10/+20
Attack:
Bite +15 melee (2d8+9 plus poison)
Full Attack:
Bite +15 melee (2d8+9 plus poison)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Constrict 2d8+9, improved grab, poison (DC
17), spit acid
Special Qualities:
Darkvision 60 ft., low-light vision
Saves:
Fort +16, Ref +10, Will +5
Abilities:
Str 23, Agy 17, Sta 25, Int 5, Spt 14, Cha 3
Skills:
Listen +11, Spot +10, Swim +14
Feats:
Great Fortitude, Point Blank Shot, Power
Attack, Skilled (Listen and Spot)
Environment:
Any aquatic
Area:
The Eye
Organization:
Solitary, pair, or colony (712)
Challenge Rating:
11
Treasure:
Standard
Alignment:
Always neutral evil
Advancement:
1115 HD (Large); 1625 HD (Huge);
2633 HD (Gargantuan)
Level Adjustment:
Description
Tube wyrm are serpentlike creatures that live on
the ocean floor. Occasionally, naga capture and train
tube wyrm to serve them as defenders (particularly in
Nazjatar), though this strategy is not widespread. Naga
refer to these tamed tube wyrm as tidal guardians.
Tube wyrm thrive in heated, sulfur-rich, acidic waters.
Heated gas emerges from thermal vents in some areas,
and tube wyrm consume this gas and convert it into
nutrients. One such area is the Pillar Deep, in the Eye.
On first sighting this area, an undersea explorer sees
enormous pillars rising from the ocean floor. Closer
inspection, however, reveals that these pillars are tube
wyrm, grown to enormous size in these rich waters.
Combat
Tube wyrm protect the tubes in which they live and
the surrounding area. Some varieties spit acid and/or
grapple foes; the tube wyrm presented here is one such
creature.
Constrict (Ex): A tube wyrm deals 2d8+9 points of
damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a tube wyrm
must hit with its bite attack. If it wins the grapple check,
it establishes a hold and can constrict.
Poison (Ex): Bite, Fortitude DC 17; 1d6 Str/1 Str
drain. The save DC is Stamina-based.
Spit Acid (Ex): Some tube wyrm can spit poisonous
acid as a standard action. This is a normal ranged attack
(+12 bonus) with a range increment of 20 feet and a
maximum range of 100 feet. A successful hit deals 2d6
points of acid damage plus poison, as above.
T USKARR
Medium Humanoid (Tuskarr)
Hit Dice:
1d8+3 (7 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
18 (+1 Agy, +2 natural, +3 studded leather,
+2 heavy wooden shield), touch 11, flatfooted 17
Base Attack/Grapple: +0/+2
Attack:
Shortspear +2 melee (1d6+2/x3) or
shortspear +1 ranged (1d6+2/x3) or net
+1 ranged touch (special)
Full Attack:
Shortspear +2 melee (1d6+2/x3) or
shortspear +1 ranged (1d6+2/x3) or net
+1 ranged touch (special)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Special Qualities:
Resistance to cold 3, tuskarr traits
Saves:
Abilities:
Skills:
Feats:
Environment:
Area:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
79.51.2
C H A P T E R N I N E : C R E AT U R E S
This squat, muscular humanoid has a face that resembles
that of a walrus, blunt and almost hairless, with two long
tusks that extend down. Red and blue designs adorn his
tusks, and he wears a thick oilskin jacket.
Description
Tuskarr are sturdy humanoids adapted to the cold.
They live in Northrend, where their society revolves
around fishing and whaling. They are a friendly people,
but wage constant battle against the Drakkari ice trolls
and nerubians. So far, the tuskarr avoid the Scourge, but
they know that eventually they will be forced to fight
or flee.
Tuskarr are excellent fisherman and whalers, and their
economy is based upon these skills. They dwell along
Northrends coasts. They do not spend time and effort
organizing their communities; instead, villages arise
out of a need to coordinate efforts at fishing, animal
husbandry, and defense rather than of out of politics.
The center of their civilization is Kaskala, a cluster of
villages in the Borean Tundra.
Tuskarr shaman influence the weather, cure the sick,
and help with the gathering of food. Being skilled at
fishing or whaling is considered evidence of good
morals in tuskarr society, whereas poor fishing is seen as
evidence of some moral deficiency. The tuskarr picture
the afterlife as a place with safe waters, plentiful catches,
and no enemies.
The family is the tuskarrs primary social structure.
The action of one family member is the responsibility
of the entire group. Marriage occurs for a tuskarr man
when he can support a wife, and for a tuskarr woman as
soon as she reaches puberty.
Combat
Tuskarr are peaceable, but show little mercy to ice trolls,
nerubians or anyone else they consider their enemies. They
enter warfare much as they do their fishing and whaling
efforts; they prefer to cast nets upon their enemy and then
fight the trapped target with spears.
The tuskarr presented above uses the elite ability score
array (see the Monster Guide, Chapter 3: Improving
Monsters) and has 1 level in the tuskarr racial class (see
Chapter 1: New Races).
Tuskarr as Characters
Tuskarr make good heroes. While few tuskarr leave their
villages and families, a few are driven to explore the world
or to take more direct action against the Scourge, whose
depredations the tuskarr see but do not combat. Tuskarr
are good-hearted folk who are devoted to their friends. A
tuskarr makes friends easily, but it takes a long time for him
to consider a group of friends the equivalent of his family.
When he does, though, they have his loyalty for life.
Tuskarr tend to be soldiers and experts, but the few
who go adventuring often take levels in barbarian, scout
or shaman.
See Chapter 1: New Races for tuskarr racial traits.
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DARK FACTIONS
G OLDKNUCKLE
Goldknuckle is a World of Warcraft RPG adventure
designed for four 12th-level heroes of any faction. Any
classes may participate, but at least one tinker is a good
idea. Boxed text is meant to be read aloud or paraphrased
to the players.
The action takes place in the Hinterlands and involves
goblins, elementals and constructs.
Adventure Background
Adventure Synopsis
Encounter 1:
Fire Elemental Assault (EL 13)
Up, down, up, down the hills seem steep and
unending. Even the pass is nothing but climbing,
descending and more climbing. As you pass amid the
craggy peaks, you top another rise and come upon a
scene of destruction. Ahead, the trees have all been
cut down and swept away. Smoke rises from the
brown, burnt landscape. A forest fire? Not with those
severed stumps something did this on purpose.
Even as you mull that over, you see bright lights
approaching through the smoke. Too bright for
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79.51.2
Encounter 2: Fleeing
Fleeto (EL 12)
The dust has barely settled on the burnt-out fire
elementals when you hear another sound, coming
from the black smoke ahead. Help! someone yells.
Help me! Somebody! Its after me! The voice is
squeaky and gasping for breath.
A moment later, a harried goblin bursts out of the
smoke, running like his pants were on fire. Hes
dressed in ragged clothing and strange boots, with a
large pistol strapped to his chest. His eyes light when
he sees you. Please help me! he squeals, making
no attempt to go for his weapon and continuing
to run. Its Goldknuckle! He found out I left, and
sent IT after me!
Depending on the circumstances, this encounter can
take place immediately after the conclusion of the fire
elemental battle, or several rounds later. (Probably no
more than 5 rounds after the battle, though.) If the
players speak quickly, they can take 1 round of actions
between the time they hear the first Help! and the
moment the goblin appears this is an acceptable
interruption of the boxed text.
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GOLDKNUCKLE
79.51.2
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GOLDKNUCKLE
Goldknuckles
Secret Lair
Encounters
79.51.2
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GOLDKNUCKLE
the players are reasonably quick about it (in the GMs
opinion), he is still getting into the helmet when they
arrive. If they hesitate for a noticeable amount of time,
hes hooked up when they arrive. If they take their sweet
time about it, he might be a couple of rounds into the
procedure and if they turn back and leave, he finishes
his commands without interruption.
Creatures: Twelve clockwerk goblins are already
here when the heroes arrive. One additional goblin
exits the factory every round, until the factory is
destroyed. Because Goldknuckle has been keeping
the factory running by himself, it hasnt started its
breakdown counter yet, but does so beginning on round
2 of this encounter. See Chapter 9: Monsters for more
information on clockwerk goblins.
Advanced Clockwerk Goblins (12): CR 2; Small construct
(mechanical); HD 8d10+10, hp 50; Init 1; Spd 20 ft.; AC 14, touch 10,
flat-footed 14; Base Atk +6; Grp +3; Atk/Full Atk +8 melee (1d6+1/x3,
spear); SA detonate (10 ft., DC 14, 4d6); SQ darkvision 60 ft., hardness
5, malfunction, construct traits; AL N; SV Fort +4, Ref +2, Will +4; Str 13,
Agy 9, Sta , Int , Spt 10, Cha 1.
Tactics: The clockwerk goblins charge the nearest
opponent and engage in mindless melee. The existing
goblins explode after 3 rounds. All newly created goblins
explode 2 rounds after they appear.
front of the door); 4d6 points of bludgeoning damage each round; Search
DC 29; Disable Device DC 35.
Treasure: If the crusher is destroyed and the heroes
take 10 minutes to dig out the rubble, they can find
the shredded remains of half a dozen dead goblins
underneath the wreckage. These were Goldknuckles
other assistants, whom he killed after Fleetos betrayal
(he was too paranoid to trust anybody else after that).
Among the smashed debris, the heroes find a Small
+2 light mace, a hyper-radiant flame deflector (see the
Alliance Players Guide, Chapter 5: Technology) with
5 points of damage, and three salvageable grenades.
79.51.2
Concluding the
Adventure
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T HE L OST I DOL
The Lost Idol is a World of Warcraft RPG adventure
designed for four 2nd or 3rd-level heroes. Any races
and affiliations are welcome in this adventure, although
murloc and naga heroes may find it difficult to get help.
A spellcaster would be helpful Boxed text is meant to be
read aloud or paraphrased to the players.
The action takes place in a small coastal village on
Azeroths western shore and involves a small community
of angry murlocs.
Adventure Background
Adventure Synopsis
79.51.2
Questions, Anyone?
The heroes may attempt to capture and interrogate
a murloc, but the murloc refuses to talk. A DC 15
Intimidate check (DC 10 if the interrogator is a naga)
makes the murloc talk. The murloc raiders speak
Nerglish only, and may be unable to communicate.
When pressed, the murloc informs the heroes that
the humans stole something from them, and the
murlocs want it back. This information may ruin
the adventures surprise, however.
please, destroy the foul sea monsters, and bring
peace to our decimated village.
A young voice calls to the old man, and Alman
simply smiles. Forgive my manners. This is my
grandson, Salin. He gestures to a small, towheaded child. Come on, come in. I must reward
you for saving our house!
The old man offers the adventurers dinner, and offers
any information he has. Alman knows of the murlocs
cave, but isnt sure how many murlocs live there. For
years, the humans and the murlocs lived in relative
peace, so long as the humans avoided the murloc
community. The attacks started precisely 4 days ago,
and neither the man nor the child understands why. A
DC 20 Sense Motive check indicates the man is hiding
something, and the child is unusually nervous.
After dinner, the man insists that the heroes stay for
the night, claiming that the murlocs attack only while
the sun is down, and only once a night. He suggests a
guard, just in case, however. No further attacks occur.
Alman asks the heroes to head out to the cave in the
morning.
To the Cave
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Dungeon Features
79.51.2
Underwater Combat
Land-based creatures can have considerable
difficulty when fighting in water. Water affects a
creatures Armor Class, attack rolls, damage and
movement. In some cases a creatures opponents may
get a bonus on attacks. The effects are summarized
in the accompanying table. They apply whenever
a character is swimming, walking in chest-deep
water, or walking along the bottom.
Ranged Attacks Underwater: Thrown weapons are
ineffective underwater, even when launched from land.
Attacks with other ranged weapons take a 2 penalty on
attack rolls for every 5 feet of water they pass through,
in addition to the normal penalties for range.
Attacks from Land: Characters swimming, floating,
or treading water on the surface, or wading in water at
least chest deep, have improved cover (+8 bonus to AC,
+4 bonus on Reflex saves) from opponents on land.
Land-bound opponents who have freedom of movement
effects ignore this cover when making melee attacks
against targets in the water. A completely submerged
creature has total cover against opponents on land
unless those opponents have freedom of movement
effects. Magical effects are unaffected except for those
that require attack rolls (which are treated like any
other effects) and fire effects.
Fire: Nonmagical fire (including alchemists fire) does
not burn underwater. Spells or spell-like effects with
the fire descriptor are ineffective underwater unless the
caster makes a Spellcraft check (DC 20 + spell level). If
the check succeeds, the spell creates a bubble of steam
instead of its usual fiery effect, but otherwise the spell
works as described. A supernatural fire effect is ineffective
underwater unless its description states otherwise. The
Approaching the
Dungeon: The Cavern
Mouth (EL 3)
Firm footing
2/half
2/half
half
No
None of the above
2/half
2/half
normal
Yes
* A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a 2 penalty, but deals
damage normally when grappling.
A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round
action.
Creatures have firm footing when walking along the bottom, braced against a ships hull, or the like. A creature can only walk
along the bottom if it wears or carries enough gear to weigh itself down at least 16 pounds for Medium creatures, twice that
for each size category larger than Medium, and half that for each size category smaller than Medium.
** Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An
off-balance creature loses its Agility bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
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Encounters
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Submerged Adventures
The rest of the adventure is entirely underwater, and under-equipped heroes may find the next areas difficult. If
you feel generous, raise the EL of each underwater encounter by +1 for ill-equipped heroes, if they persevere.
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79.51.2
Concluding the
Adventure
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79.51.2
Naga and satyrs stir in dark places. Goblins invent crazy devices. The Atalai summon a bloodthirsty god. Azeroth is home
to more than just the Alliance and Horde.
This book includes all the information you need to play a character unaffiliated with the Alliance and Horde, from a
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Contains eight new races, including naga, pandaren and satyrs.
Contains nine prestige classes, including the brewmaster, death knight,
and naga anomaly.
Includes variant classes, racial iconic classes, and creature classes, allowing you
to play just the sort of character you want.
Brims with new feats, spells, magic items, technological devices, and other abilities
and items to decimate your opponents.
Contains information on the fifteen factions
unaffiliated with the Alliance or Horde,
including their leaders and strategies,
narrated by famed dwarven
explorer Brann Bronzebeard.
Includes two adventures
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ISBN: 978-1-58846-446-0
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9 781588 464460
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79.51.251.128