Class Skills 1

The steamwarrior's class skills (and the key ability for each) are Craft (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Knowledge (any but arcana or religion) (Int), Open Lock (Dex), Profession (Wis), Use Rope (Dex), and Use Technological Device* (Int). See Chapter 4: Skills in the Player s Handbook and Chapter Two: Heroes in the Warcraft RPG for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the steamwarrior prestige class.

Weapon and Armor Proficiency: Building on their basic familiarity with tools, steamwarriors are proficient with all simple weapons and all types of armor.

Tinker's Touch (Ex): A hero's levels in steamwarrior are counted as if they were tinker levels for the purpose of determining the technological limit of any devices she may build.

Spark of Genius (Ex): The primary functions of a steamwarrior's armor must remain protection and mobility. However, a steamwarrior may make upgrades that raise the TS of her armor by up to 5 per upgrade.

Modular Upgrade (Ex): At 2nd level, and upon achieving every other level thereafter, a steamwarrior may add a single secondary function to her armor by building the secondary function as if it were a separate device. Once the secondary function is completed, it becomes a part of the armor as if it had been added in a full upgrade.

Bonus Feat: At 3rd, 6th and 9th level, the steamwarrior may select a bonus feat that is either a technology feat or a proficiency feat related to one of her armor's functions.

Cobble Together (Ex): The creations of a steamwarrior are a tangle of technology—yet somehow, they work better than they should. Upon reaching 5th level, all devices created by the steamwarrior operate as if their Malfunction Ratings were -1 lower (to a minimum of 1); at 7th level, the MR is 2 lower (to a minimum of 1). This modifier adjusts the MR after the device is completed.

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Table 2-8: The Steamwarrior (Stm)

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

""" 1st

+0

+0

+2

+2

1 2nd

+1

+0

+3

+3

3rd

+1

+1

+3

+3

4th

+2

+1

+4

+4

5th

+2

+1

+4

+4

6tb

+3

+2

+5

+5

/ 7th

+3

+2

+5

+5

8th

+4

+2

+6

+6

?th

+4

+3

+6

+6

10th

+5

+3

+7

Tinker's touch, spark of genius Modular upgrade Bonus feat Modular upgrade Cobble together (-1 MR) Modular upgrade, bonus feat Cobble together (-2 MR) Modular upgrade Bonus feat Modular upgrade

Nightelf Warden

Warden

Description: The wardens are the most feared arm of the night elves' wrath. These mystical assassins mete out justice, capture fugitives and carry out covert executions. Trained in martial and magical arts, wardens command a fearsome and formidable range of abilities. Using a combination of cunning, stealth and tactical planning, a warden can shake even a large fighting force to its core. Hit Die: d6.

Requirements

Race: Night elf only. Alignment: Any non-chaotic. Affiliation: Alliance only. Base Attack Bonus: +5. Skills: Gather Information 8 ranks, Move Silently 6 ranks. Feats: Dodge, Mobility.

Class Skills

The warden's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Climb (Con), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the Players Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier.

Class Features Weapon and Armor Proficiency: Wardens are proficient with all simple and martial weapons, and light and medium armor.

Slicing Torrent (Sp): A warden can unleash an arsenal of blades and knives upon the unsuspecting. At 1st level, the warden can magically split a thrown knife to let loose a cascade of cutting terror upon her quarry.

The warden can target any group of creatures within a 40-foot-long cone-shaped burst. This fan of knives harms the 5 closest targets within that area (friend or foe). These magically summoned blades do much more damage than mundane knives. Each target takes 1 d4 points of damage for each of the warden's class levels (maximum of 5d4). A successful Reflex save (DC 10 + the warden's level + the warden's Dexterity bonus) means that the target takes half damage.

Table 2-10:

Special

Slicing torrent i/day (40-ft cone) Blink 1/day

Lesser shadow strike (1/day) Slicing torrentS/day (50-ft.cone) Blink 2/day

Lesser shadow strike (2/day) Slicing torrent!¡day (60-ft cone) Blink 3/day

Lesser shadow strike (3/day) A vatar of vengeance a slashing or throwing weapon that she holds. She can use this ability twice per day at 6th level and three times per day at 9th level.

Avatar of Vengeance (Sp): The ultimate expression of the warden's spirit of justice and wrath is the summoning of a night elf spirit of vengeance. Summoning this spirit works exactly like the spell vengeance f, with the following exceptions. The greater spirit of vengeance has maximum hit points, and the lesser spirits of vengeance summoned immediately begin attacking whomever the warden commands them to. She does not need the spell focus for vengeance f in order to use this ability.

Warden Spell List

The warden's magic is drawn from conviction and belief in justice for the night elves. Thus, a warden's spells are much like the spells a paladin warrior or shaman receives. Treat the spells in the warden spell list as divine spells.

A warden uses her Wisdom score when determining bonus spells.

1st Level — alarm, commanddetect poison, detect snares and pits, expeditious retreat, feather fall, jump, moonglaive*, obscuring mist, pass without trace, sleep, truestrike.

2nd Level — cat's grace, delay poison, detect thoughts, fox's cunning, invisibility, owl's wisdom, resist energy, see invisibility, spider climb, zone of truth.

3rd Level — darkvision, deep slumber, discern lies, displacement, hold person, nondetection, snare.

4th Level — dimension door, freedom of movement, greater invisibility, locate creature, neutralize poison, poison.

Class Level Base Attack Bonus Fort Save Ref Save Will Save

1st

+1

+0

+2

+0

2nd

+2

+0

+3

+0

3rd

+3

+1

+3

+1

4th

+4

+1

+4

+1

5th

+5

+1

+4

+1

6 th

+6

+2

+5

+2

7th

+7

+2

+5

+2

8th

+8

+2

+6

+2

?th

+?

+3

+6

+3

10th

+10

+3

+7

+3

The warden may use this ability 3 times per day at 1st level, 5 times per day at 4th level, and 7 times per day at 7th level. She threatens a longer cone at 4th level (50 feet) and 7th level (60 feet). The focus necessary for this ability is a single throwing dagger.

Blink (Su): As a free action at 2nd level, the warden may teleport over short distances. This ability functions exactly like the dimension blinkf spell, and she uses her warden level to determine the distance she can cover. The warden can blink twice per day at 5 th level and three times per day at 8th level.

Lesser Shadow Strike (Sp): One of the deadliest abilities of the warden is her power to imbue a weapon with the wrath and justice of the night elves. Once per day at 3rd level, she can cast lesser shadow strike f upon

1 1

0

1 1

0

_

1

1

2

1

0

2

1

1

2

2

1

1

2

2

2

1

Warden Spells per Day

Class Level 1st 2nd 3rd 4th

Table 2-10:

Witch Doctor

Class Skills

Witch Doctor

Description: The witch doctor's arcane magical art is formed from the ability to twist and turn nature through a crude yet effective science called juju. Often the more cunning and savvy members of the savage troll tribes, witch doctors are uncommon among other, more civilized races that instead rely on shamanistic or priestly aid in times of need. During war, the witch doctor's juju can give a troll tribe a needed edge. Hit Die: d4.

Requirements

Race: Any troll. Alignment: Any non-good. Affiliation: Any. Skills: Craft (alchemy) 7 ranks. Feats: Brew Potion.

Spells: The ability to cast 2nd-level arcane spells.

Class Features Weapon and Ar^ mor Proficiency: The witch doctor is proficient with all simple weapons.

Spells: Every second witchdoctor level, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he formerly belonged to before he added the witch doctor prestige class. He does not gain i any of the other benefits of his former class. He sim-~ ply adds his witch doctor level to the level of whatever other arcane spellcaster class he has, and then determines spells per day and caster level accordingly.

Class Skills

The witch doctor's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int). See Chapter 4: Skills in the Player s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Table 2-11: The Witch Doctor (Wtd)

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spell

1st

+0

+2

+0

+2

Ward craft

+1

+3

+0

+3

Shaka brew

+1 level of arcane spellcasting class

3rd

+1

+3

+1

+3

Bad juju

4th

+2

+4

+1

+4

Voodoo weapon

+1 level of arcane spellcasting class

5th

+2

+4

+1

+4

Doom rattle

6th

+3

+5

+2

+5

Bambe brew

+1 level of arcane spellcasting class

7th

+3

+5

+2

+5

Heap bad juju

8th

+4

+6

+2

+6

+1 level of arcane spellcasting class

?th

+4

+6

+3

+6

Zuvembi brew

10th

+5

+7

+3

+7

Death rattle

+1 level of arcane spellcasting class

Ward Craft (Ex): At 1st level, ward spells (such as sentry ivardf) cast by the witch doctor that create totems of any sort gain a bonus to Armor Class, hardness and hit points equal to his Intelligence bonus.

Shaka Brew (Ex): The witch doctor's seething cauldron contains a hallucinogenic mixture of herbs, poisons, crushed insects and other noxious materials. At 2nd level, he may add drops of this Shaka brew to improve the efficiency of any potion or alchemical item he creates. The Shaka brew maximizes all variable, numeric effects of the witch doctor's potions or alchemical creations. Saving throws and opposed rolls are not affected, nor are potions without random variables. Drinking a potion treated with the Shaka brew leaves the imbiber with a euphoric buzz.

Using the Shaka brew as an additive increases the cost of brewing potions by 5 XP per level of the spell. Creating an alchemical item invigorated by Shaka increases the DC of creation by +5.

Bad Juju (Su): Creating curses is a specialty of the witch doctor. At 3rd level, the witch doctor can make a deadly doll of wax or tallow containing a specific person's hair, skin or blood (1 hit point worth). He can affect the target with a harmful touch attack spell or any single spell with the enchantment (compulsion) descriptor of up to 3rd level as long as the person is on the same plane. The doll disintegrates after a touch attack or once the duration of the enchantment spell has passed.

The target may make any allowable saving throws with a penalty equal to the witch doctor's level. The target is flat-footed for any Reflex saves. The witch doctor can have a number of dolls equal to his Intelligence bonus at one time.

Voodoo Weapon (Ex): At 4th level, the witch doctor chooses a simple wooden weapon (e.g., staff, club, spear or javelin) that he prefers. He can infuse the weapon with alchemical reagents and various toxins and clays. Once per day as a full-round action, he may imbue the weapon with the frost, flaming or thundering special weapon properties. This ability lasts for a number of rounds equal to his class level. Anyone other than the witch doctor who attempts to use the weapon while it is active suffers the ill effects of the weapon's special properties.

Preparing a new voodoo weapon takes 1 month and 1,000 gp worth of alchemical reagents.

Doom Rattle (Sp): Upon reaching 5th level, the witch doctor can shake and rattle the gourds and necklaces that he carries to create a frightening rhythmic effect. Any foe within a 60-foot-radius who hears the doom rattle must make a Will save (DC 10 + the witch doctor's level + the witch doctor's Intelligence

bonus) or become shaken. Using this ability is a full-round action, requires concentration, and provokes attacks of opportunity. It lasts for as long as the witch doctor can concentrate.

Bambe Brew (Ex): The Bambe brew is a secret recipe that extends the effectiveness of magical potions. Upon attaining 6th level, whenever the witch doctor uses the Brew Potion feat he can pay an additional 1/2 the normal XP cost to make two potions instead of one. Making a potion with both Shaka and Bambe brews is possible. Apply the XP cost of the Shaka brew before calculating the cost of using the Bambe brew.

Drinking Bambe brew potions leaves the imbiber with a faint crawling sensation over her skin.

Heap Bad Juju (Su): At 7th level, the witch doctor learns to heap bad juju upon his foes. This ability functions exactly like the bad juju ability, but harmful touch or enchantment (compulsion) spells of any level can affect the doll. The proper components are still required to make the doll.

Zuvembi Brew (Ex): At 9th level, the witch doctor can add drops of this brew to any potion. The brew creates a powerful suggestive state in the imbiber that he can trigger and control.

For ld4 days after drinking a Zuvembi brew potion, the imbiber can be dominated by the witch doctor as if under the effects of the dominate monster spell, with the following differences. The witch doctor may trigger this domination as a free action as long as he is within a line of sight of the target. If successful, the domination lasts a number of days equal to the witch doctor's level. The witch doctor can dominate a number of beings equal to his Intelligence bonus at the same time.

A potion treated with the Zuvembi brew costs 100 times its normal cost in ingredients (XP costs are normal). Drinking a Zuvembi brew potion leaves the imbiber feeling as if she were walking about in a dream.

Death Rattle (Sp): At 10th level, the juju of the witch doctor becomes potent enough to kill.

The arcane focus required to use this ability is a death gourd, which must be cured and carved by the witch doctor himself using bizarre and disgusting components worth 2,500 gp (the focus is not consumed when this ability is used, but the gourd is fragile and merits special care). Once per day, the witch doctor can rattle his death gourd, targeting a number of living creatures equal to 1 + his Intelligence bonus in a 20-foot radius. The closest creatures are affected first. Each listener must make a Fortitude save (DC 10 + half the witch doctor's level + his Intelligence bonus). Creatures with fewer than 3 Hit Dice die immediately on a failed save; success means they suffer 6dl0 points of damage. Creatures with 39 Hit Dice take 6dl0 points of damage on a failed save, and half damage if successful. Creatures with 10 Hit Dice or more suffer 6dl0 points of damage on a failed save, and no damage if successful. Creatures who are deaf are immune to this effect.

Witch Doctor Spell List

Much like a wizard, the witch doctor relies on his ability to bend nature to his will. Juju secrets can only go so far, though.

The witch doctor gains access to these spells in addition to the arcane spells he may normally cast. 1st Level — cure light wounds, inflict light wounds, lesser confusion, roar*, sentry wardf, stasis trap*, lesser trueshot auraf, war drums f.

2nd Level — cure moderate wounds, heroism, inflict moderate wounds, troll fleshf.

3rd Level — blood lust*, confusion, cure serious wounds, delay poison, healing ward*, inflict serious wounds, serpent ward*, trueshot auraf.

4th Level — cure critical wounds, inflict critical wounds, modify memory, neutralize poison, poison.

5th Level — greater heroism, greater trueshot auraf, heal, mass troll fleshf.

Ram began to fall. Excellem.

Zaj'Tal paused long enough to STReTch, allowing The moisTURe to tRickle keTween his scales. Just because he could suRvive ouTside The ocean did wt mean ThaT he liked to do so. He savoned The sensaTion pOR a woment bepoRe cominuing on, his snakelike Tad WKirhing along The gwund as he slnhened up The hill.

As Zaj'TaL neaned The cnesT op The hill, he slowed and chnched his massive midem. He lowened his torso to The gRound, inched poRwaRd, and peeRed oveR The edge.

Yes. TheRe was The Alliance encampmem. The pmes weRe noThing buT paim ORange embeRS, even now being exTinguished by The Rain. The pines aRound The small cIustcr op Terns shook wnh The dRops and shed waTeR. NoThing STiRRed. YeT TheRe musT be a semRy — suRely Zaj'Tal was noT lucky enough to come upon a sleeping lookouT.

TheRe he was.

Cloaked, buT obviously a KaldoRei. The naga could noT make out The elpfs peaTURes ThROugh The Rain and daRk, buT he could imagine Them well enough. The pace a delicaTe indigo, wnh smooTh pearuRes and elegam, poimed eaRS. Handsome. The sort op pace ThaT naga women pound auRacme. Zaj'Tal would enjoy dispiguRing ThaT beamipul pace.

The semRy swod aqainsr a TRee, huddled in The Rain. The pool KaldoRei had gRown weak. This one could wt even pace The elemems wnhouT shiveRing and dRawing his daRk cloak abouT himselp.

Zaj'Tal would pRove ThaT The naga had gRown STRong.

He hpred his lepT hand and its pingeRS danced m a complex paTTeRn. WoRds op magic pouRed pRom his momh.

NoThing happened. Zaj'Tal was momemaRily Taken aback — The semRy had ResiSTed his spell. PeRhaps The KaldoRei had wt pallen as paR as he tJ?oughT.

"ALLamnan!" The semRy made a poweRpul gesTURe and hnighT Ugh plashed, illuminaTing Zaj'Tal's hunkeRing poRm. The KaldoRei ThRew back his hood and STaRed aT The inTRudeR.

Zaj'ral was surprised to see rhar it was a pemale. He suppressed The momenrary sensaTion op pear he pelt upon seeing ThaT pemimne pace, so akin to Those op his own cmel misrresses. He was naga. He would noT pace This rhrear crouched on The ground like some grass snake. Reamng himselp up, he hissed or The woman.

"Naga," she said wirh a smile, The words carrying across The disrance despire her Quiet wne. "You are par prom your home."

"Assss are you, wench. Gelhn'Dallah!"Norhing visible happened, buT The camp was shrouded in an aura op silence. Now he could besT This silly woman wirhour alernng her allies.

She laughed, cominuing porward. Zaj'ral again peIt a surge op pear, which angered him more Than anyrhing else. He prowled.

"Snake, you made a misrake coming to my camp. I do nor allow animals m on my warch. Keemissan!" She plung out a hand, and Three whirling yellow srars plashed porrh and slammed inw Zaj'ral, slicing deep inro his plesh bepore vanishing. A simple spell, buT it smng.

"Thankyou, woman," was his gurrural, hissing reply. "I wasss nchy There. GaLL'mak!" He ThrusT his rridem porward and a massive wave, Ten peer high, blasred porward. It slammed inw The senrry and cominued on, smashing apart several Trees bepore sinking inw The ground.

There was silence, save por The palling rain. A Trad op broken braches and gouged earrh marked The wave's parh. There was no sign op The Kaldorei.

Za)fTal grinned. He slnhered porward to where The woman's body had pallen. Indeed, There she lay, broken and bloody on The ground. The naga was pleased to see Thar she stiII breaihed.

"I.she began, bm Then coughed up a gom op blood.

"Do you know," rumbled Zaj'Tal, "I ThoughT you were a man. When I pmsssT sssaw you. I ThoughT I would enjoy rearing your pace prom your ssskull." She made no reply. Her eyes were closed, and rainwarer ran in nvulers down her pace. "Now," he said, reaching porward, "I Think I ssshall enjoy it par more."

CHAPTER THREE: FOUNTAINS OF MANA

From healers to witch doctors, wizards to necromancers, spellcasters stand as some of the most powerful and influential figures in the world of Warcraft. The tools of their power and influence — spells — access and shape the energies of nature, other planes of existence, death, spirits, ancestors, ideals and more. With their hands, minds and souls, spellcasters both arcane and divine can change the course of history... for better or worse.

This chapter constitutes the most comprehensive collection of spells in the Warcraft RPG, emulating nearly all the special abilities and powers of the units and heroes in the computer games and offering some fresh material. It first covers the rune families and runes cast by the runemaster core class (see Chapter One, "Rune Magic," and Chapter Two, "New Core Class"). Then it presents a large selection of new spells that increases the options available to all Warcraft spellcasting classes.

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