Troll Barbarian
Troll Barbarian is a D&D 3.5 character class from HPG. Hit die d12; 4 + Int skill points per level.
- Type
- Base
- Hit Die
- d12
- Skill Points
- 4 + Int
Variant of a World of Warcraft RPG class. Uses the parent class advancement except where this entry changes it.
Troll Barbarian Alterations T roll barbarians do not have the rage (or greater rage) class feature. Instead, they possess the throwstorm rage (and greater throwstorm rage) class features, as shown below. You gain these features at the indicated levels. • 1st Level - Throwstorm Rage (Ex): This ability functions like rage, except that the troll barbarian does not get the +4 bonus to Stamina. Instead, he can choose to add his Strength bonus instead of his Agility bonus on attack rolls with thrown
Spell Resistance (Ex): The abomination has spell resistance equal to its total Hit Dice (including racial Hit Dice and Hit Dice from other classes). Ca nnibalize (Ex): At 2nd level, the abomination can devour fresh corpses to heal its wounds. If the abomination spends a full round cannibalizing a corpse, it regains 1 hit point per Hit Die at the end of the round. The corpse cannot be more than one day old. A typical Medium corpse has enough meat to feed the abomination for 10 rounds; after this time, the corpse is stripped of flesh. A cannibalized corpse is befouled. If the abomination cannibalizes a corpse for at least 3 rounds, raise dead is no longer effective on it, though resurrection and true resurrection function normally . Cannibalized corpses can be raised as zombies (if they still possess some flesh) or skeletons.
Rot (Ex): At 4th level, the abomination carries horrible rotting diseases. Because of its immediate nature, this ability functions as a poison instead of a disease, but creatures treat it as a disease for any special abilities they have (such as immunity to disease or a bonus on saving throws against disease), rather than a poison. Table 2-3: The Abomination Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d12 +0 4 +0 +0 +2 First - +1 1 Damage reduction 1/- , damage reduction 2/piercing or slashing, spell resistance 2nd 2d12 +1 4 +0 +0 +3 - - +1 1 Cannibalize 3rd 3d12 +1 4 +1 +1 +3 Second - +2 2 Damage reduction 2/- , damage reduction 4/ piercing or slashing 4th 4d12 +2 4 +1 +1 +4 - First +2 2 Rot 5th 5d12 +2 4 +1 +1 +4 - - +3 3 - 6th 6d12 +3 4 +2 +2 +5 Third - +3 3 Damage reduction 3/- , damage reduction 6/ piercing or slashing 7th 6d12 +3 - +2 +2 +5 - - +4 4 +1 Str, Spiked chain proficiency 8th 7d12 +3 4 +2 +2 +5 - - +4 4 Two-Weapon Fighting 9th 8d12 +4 4 +2 +2 +6 - Second +5 5 Damage reduction 4/- , damage reduction 8/ piercing or slashing 10th 9d12 +4 4 +3 +3 +6 Fourth - +5 5 Growth 11th 10d12 +5 4 +3 +3 +7 - - +6 6 - 12th 11d12 +5 4 +3 +3 +7 - - +7 6 Damage reduction 5/- , damage reduction 10/ piercing or slashing, rot (1d4) 13th 12d12 +6/+1 4 +4 +4 +8 Fifth Third +7 7 Improved Two-Weapon Fighting 14th 12d12 +6/+1 - +4 +4 +8 - - +8 7 +1 Str, Martial Weapon Proficiency 15th 13d12 +6/+1 4 +4 +4 +8 - - +9 8 Damage reduction 6/- , damage reduction 12/ piercing or slashing 16th 14d12 +7/+2 4 +4 +4 +9 - - +9 8 Rot cloud 17th 15d12 +7/+2 4 +5 +5 +9 Sixth - +10 9 - 18th 16d12 +8/+3 4 +5 +5 +10 - Fourth +10 9 Damage reduction 7/- , damage reduction 14/piercing or slashing, Greater Two-Weapon Fighting 19th 17d12 +8/+3 4 +5 +5 +10 - - +11 10 - 20th 18d12 +9/+4 4 +6 +6 +11 Seventh - +11 10 Rot (1d6) 21st 18d12 +9/+4 - +6 +6 +11 - - +12 11 +1 Str, damage reduction 8/-, damage reduction 16/piercing or slashing, hook handler 22nd 19d12 +9/+4 4 +6 +6 +11 - - +12 11 - 23rd 20d12 +10/+5 4 +6 +6 +12 - Fifth +13 12 Third arm 24th 21d12 +10/+5 4 +7 +7 +12 Eighth - +13 12 Damage reduction 9/- , damage reduction 18/ piercing or slashing 25th 22d12 +11/+6/+1 4 +7 +7 +13 - - +14 13 - 26th 23d12 +11/+6/+1 4 +7 +7 +13 - - +14 13 Improved rot cloud 27th 24d12 +12/+7/+2 4 +8 +8 +14 Ninth Sixth +15 14 Damage reduction 10/-, damage reduction 20/piercing or slashing 28th 24d12 +12/+7/+2 - +8 +8 +14 - - +15 15 +1 Str, superior multiweapon fighting 29th 25d12 +12/+7/+2 4 +8 +8 +14 - - +15 15 - The abomination delivers the disease with a successful melee weapon attack. Its initial and secondary damage is 1 point of Stamina damage. (Save DC 10 + 1/2 the abomination's HD + the abomination's Strength modifier .) The initial and secondary damage increase to 1d4 Sta and 12th level and 1d6 Sta at 20th level. Spiked
Chain Proficiency (Ex): At 7th level, the abomination gains Exotic Weapon Proficiency (spiked chain) as a bonus feat. T wo -Weapon Fighting (Ex): At 8th level, the abomination gains T wo-Weapon Fighting as a bonus feat, even if it does not meet the prerequisites. Gr owth (Ex): An abomination achieves Large size at 10th level. Its space and reach each increase to 10 feet. It takes a -1 size penalty to AC and a -1 size penalty on attack rolls. It must wield weapons of Large size or take penalties. Similarly , it must wear armor appropriately sized for it, which costs 250% more than normal (this price includes the cost for the abomination's unusual frame trait). Its lifting and carrying capacities double. The abomination 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 abomination's gear does not grow along with it. Improved T wo-Weapon Fighting (Ex): At 13th level, the abomination gains Improved T wo-Weapon Fighting as a bonus feat, even if it does not meet the prerequisites. Martial W eapon Proficiency (Ex): At 14th level, the abomination gains Martial Weapon Proficiency with the weapon of its choice as a bonus feat. Rot Cloud (Ex): At 16th level, a cloud of disease surrounds the abomination in a 5-foot radius. A living creature that begins its turn in the cloud is subject to the abomination's rot, just as if it had been struck with an attack. In addition, the creature must make another Fortitude save (DC 10 + 1/2 the abomination's HD + the abomination's Str modifier) or be nauseated for 1 round. The save DC is Strength-based. At 26th level, the radius increases to 10 feet and creatures are nauseated for 1d4 rounds. Greater T wo-Weapon Fighting (Ex): At 18th level, the abomination gains Greater T wo-Weapon Fighting as a bonus feat, even if it does not meet the prerequisites. Hook Handler (Ex): At 21st level, the abomination is skilled at wielding a spiked chain in one hand and can do so with no penalties.
Third Arm (Ex): At 23d level, the abomination has a third arm. It either grew out of its body , or the abomination stitched it onto itself sometime recently . Whatever the case, though the arm is a bit stumpier than the others, it is just as strong and dexterous. Its T wo-Weapon Fighting, Improved T wo-Weapon Fighting, and Greater T wo-Weapon fighting feats become Multiweapon Fighting feats of the appropriate type (see the Monster Guide, Chapter 4: Monsters as Characters).
Superior Multiweapon Fighting (Ex): At 28th level, the abomination does not take penalties for fighting with weapons in all of its hands. Centaur are the cursed offspring of Cenarius. Centaur somewhat resemble his other children, dryads and keepers of the grove: they have the torsos, heads and arms of humans, and the bodies and legs of horses. Unlike dryads and keepers of the grove, centaur are barbaric and primitive. They delight in bloodshed and purposeless slaughter . The strongest among them, called khans, lead them, but only until other , stronger centaur take their places. Centaur are a menace in central Kalimdor, where they have lived for ages. They are ancestral enemies of the tauren; indeed, it was Thrall's rescue of Cairne Bloodhoof's tribe from centaur marauders that cemented their alliance. Many centaur still live in the Barrens and surrounding areas, staging attacks against small towns and caravans. They are evil and sadistic creatures, and enemies of the Horde. Rumors speak of one or two tribes, however, that overcome their evil natures in hopes to join forces with the Horde. They would prove valuable additions, as their speed, strength and knowledge of the wilderness are great. Mo st centaur remain within their own society, striking out with small bands of fellow centaur to harass travelers and small settlements. A few break from this system, though, and strike out on lives of adventure. Some quarrel with their peers and flee before their enemies kill them. Others feel unsatisfied or horrified at the mindless violence most centaur commit and leave to pursue their own ideas of satisfaction. Adventuring centaur are unlikely to receive kind welcomes in civilized areas, especially in Kalimdor. In the Eastern Kingdoms, centaur are rare, so a traveling centaur is more likely to draw curiosity than arrows. Other centaur see their adventuring kin as not right in the head. Centaur Racial Traits A centaur has the following traits: • +2 Strength, +2 Stamina, -2 Intellect. Centaur are strong and hardy, but primitive. • Large Quadruped: As a Large creature, a centaur's space is 10 feet (though his reach is only 5 feet). He takes a -1 size penalty to AC and a -1 size penalty on attack rolls. He must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized and shaped for him, which costs four times normal. His lifting and carrying capacities are triple those of Medium bipeds. He takes a -4 penalty on Stealth checks to hide, but gains a +4 size bonus on grapple checks and a +8 bonus on checks to avoid being tripped (+4 from size, +4 for his additional limbs). • Centaur base land speed is 30 feet. • Darkvision: Centaur can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight. • Monstrous Humanoid: Centaur are monstrous humanoids, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • A centaur employing a lance deals double damage when it charges, just as a rider on a mount does. Centaur also are considered to have the feat Mounted Combat for purposes of feat and prestige class prerequisites. • A utomatic Languages: Common and Low Common. • Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. A few centaur learn the languages of their enemies. • Creature Class: If you play a centaur, you must take levels in the centaur creature class. • F avored Class: Barbarian. A multiclass centaur's barbarian class does not count when determining whether he suffers an XP penalty (see W oW RPG, Multiclass Characters). Centaur Creature Class All of the following are features of the centaur creature class. Note that the bonuses and abilities the centaur gains at 1st level are in addition to those he gains by virtue of his racial traits. (A 1st-level centaur has +3 Strength, for example.) "Class" Skills: Jump (Str), Listen (Spt), Spot (Spt), Stealth (Agy), Survival (Spt), and Swim (Str). See W oW RPG, Chapter 5: Skills for skill descriptions. Starting Gold: A 1st-level centaur begins play with 1d4 x 10 gold pieces. Weapon and Armor Proficiency: Centaur are proficient in the use of simple weapons and with light armor.
Increased Speed (Ex): The centaur's base speed increases to 40 feet at 2nd level and 50 feet at 5th level. Having arrived in Azeroth through the Dark Portal only 30 years ago, ogres have made themselves a permanent feature of its wilderness. Large, strong and stupid, most races have realized that ogres are more dangerous than they appear. While they scattered to Azeroth's wild places after the Second War, recently forceful chieftains emerged among them to unite ogre families into strong clans. One such clan, the Stonemaul ogres, has rejoined the Horde, and many orcs hope that they can recruit other ogre clans as well. Other races see ogres as slow and dumb, and many of them are. However, underestimating an ogre is a good way to get killed. They possess a powerful cunning and an ability to work with each other that surprises their enemies. It is true, though, that ogres are pretty darn stupid - even those with two heads. Ogre adventurers are not as strange as they may seem at first. While most ogres have a strong sense of camaraderie with their clan members, some have a stronger desire to explore the world. Ogres may adventure to see new places or to find new - and, perhaps more worthy or worthwhile - foes to smash. Stonemaul ogres may join bands of other Horde heroes to engage in adventures that further Horde purposes. Other ogres are apathetic about their adventuresome members - if someone wants to go around Azeroth and clobber things, let her go ahead and do it. Traveling ogres receive odd looks when they enter towns, and fellow customers at bars keep their hands near their weapons, but rare is the bartender or mayor who tells an ogre she is not welcome. Ogre Racial Traits An ogre has the following traits: • +4 Strength, +2 Stamina, -2 Agility, -4 Intellect, -4 Charisma. Ogres are strong and tough, but people have a point when they call them slow and stupid. • Medium: As Medium creatures, ogres have no special bonuses or penalties due to their size. • Ogre base land speed is 30 feet. Table 2-4: The Centaur Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d8 +1 2 +0 +2 +2 First - +1 1 +1 Str, +1 Agy 2nd 1d8 +1 - +0 +2 +2 - - +1 1 +1 Str, +1 Sta, +1 Spt, increased speed 3rd 2d8 +2 2 +0 +3 +3 - - +2 2 +1 Str, +1 Agy 4th 3d8 +3 2 +1 +3 +3 Second - +2 2 +1 Str, +1 Agy 5th 3d8 +3 - +1 +3 +3 - - +3 3 +1 Str, +1 Sta, +1 Spt, increased speed 6th 4d8 +4 2 +1 +4 +4 - First +3 3 +1 Str, +1 Agy Two-headed Ogres Some ogres have two heads. Unfortunately, two ogre heads are not better than one - the heads rarely get along with each other, and two- headed ogres are just as dumb as their one-headed brethren. A two-headed ogre is not different from a one-headed ogre in terms of its game mechanics; if you play an ogre, you can choose to have one or two heads. • Darkvision: Ogres can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight. • Low-Light Vision: Ogres can see twice as far as a h uman in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Monstrous Humanoid: Ogres are monstrous h umanoids, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • Automatic Languages: Common and Low Common. • Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Ogre linguists are rare, but a few exceptionally intelligent ogres learn the languages of their new friends. • Creature Class: If you play an ogre, you must take levels in the ogre creature class. • Favored Class: Barbarian. A multiclass ogre's barbarian class does not count when determining whether she suffers an XP penalty (see WoW RPG, Multiclass Characters). Ogre Creature Class All of the following are features of the ogre creature class. Note that the bonuses and abilities an ogre gains at 1st level are in addition to those she gains by virtue of her racial traits. (A 1st-level ogre has +5 Strength, for example.) "Class" Skills: Climb (Str), Jump (Str), Listen (Spt), Spot (Spt), Survival (Spt), and Swim (Str). See WoW RPG, Chapter 5: Skills for skill descriptions. Starting Gold: A 1st-level ogre begins play with 1d4 x 10 gold pieces.
Weapon and Armor Proficiency: Ogres are proficient in the use of simple weapons and with light and medium armor.
Growth (Ex): An ogre achieves Large size at 5th level. Her space and reach each increase to 10 feet. She takes a -1 size penalty to AC and a -1 size penalty on attack rolls. She must wield weapons of Large size or take penalties. Similarly, she must wear armor appropriately sized for her, which costs double. Her lifting and carrying capacities double. The ogre 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 ogre's gear does not grow along with her. Ogre magi are smarter, spellcasting versions of ogres. Ogre magi came into existence in the Second War, when the orc warlock Gul'dan carved up an elven runestone and used its mystic powers to imbue ogre enforcers with the ability and intelligence to cast spells. The experiment was a success, with the only noticeable side effect the fact that it turned the ogres' skin blue. A small price to pay for the power they wield - indeed, blue skin is now a sign of cunning, potential and might among ogres. In many ways, ogre magi are similar to their less intelligent brethren. They belong to the same society. Because of their intellects and magic powers, ogre magi are often in leadership positions in an ogre clan. However, because they focus on developing their spellcasting potential, they are often not as strong physically as other ogres, and ogre chieftains and warlords are usually mighty barbarians or warriors instead of magi. However, such a leader usually has one or more ogre magi advising and assisting him. In the Second War, warlocks required a series of rituals and an altar of storms, created from a sliced piece of elven runestone, to turn normal ogres into ogre magi. Alliance forces destroyed many altars of storms in the Second War and its aftermath; the high elves in particular had a strong desire to eliminate the tainted magic. Few altars still exist, but ogre magi still appear in the most unlikely locales. Some speculate that ogre magi can breed to produce their own kind, while others think that some ogre magi - or darker forces - have developed a way to create more of them. Whatever the case, though ogre magi don't appear in the numbers they did in the Second War, they are still a part of Azeroth. Because of their intelligence, and the fact that they often desire to search for arcane knowledge to enhance their spellcasting abilities, ogre magi are more likely to adventure than other ogres. Their Table 2-5: The Ogre Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d8 +1 2 +0 +2 +2 First - +1 1 +1 Str 2nd 1d8 +1 - +0 +2 +2 - - +2 1 +1 Str, +1 Sta 3rd 2d8 +2 2 +0 +3 +3 - - +3 2 +1 Str 4th 3d8 +3 2 +1 +3 +3 Second - +3 2 +1 Str 5th 3d8 +3 - +1 +3 +3 - - +4 3 +1 Str, +1 Sta, growth 6th 4d8 +4 2 +1 +4 +4 - First +5 3 +1 Str spells, combined with their physical might, make them self-sufficient. They are uncommon, and meet with stares or violence in civilized towns, but they possess the smarts necessary to talk their way out of many volatile situations. Ogre magi allied with the Stonemaul clan are welcome in any Horde settlement, but the Alliance views all ogres as savages and enemies. Ogre Mage Racial Traits An ogre mage has the following traits: • +2 Strength, +2 Intellect, -2 Agility. Ogre magi are much smarter than lesser ogres and just as strong. They are also just as clumsy. • Medium: As Medium creatures, ogre magi have no special bonuses or penalties due to their size. • Ogre mage base land speed is 30 feet. • Darkvision: Ogre magi can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight. • Low-Light Vision: Ogre magi can see twice as far a s a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Monstrous Humanoid: Ogre magi are monstrous h umanoids, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • +2 racial bonus on Knowledge (arcana) and Spellcraft checks. • Automatic Languages: Common and Low Common. • Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Ogre magi enjoy learning other languages. • Creature Class: If you play an ogre mage, you must take levels in the ogre mage creature class. • Favored Class: Choose one spellcasting class, such as shaman or warlock. That class is the ogre mage's favored class. For example, if you chose warlock, the ogre mage's warlock class does not count when determining whether he suffers an XP penalty (see WoW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters). Ogre Mage Creature Class All of the following are features of the ogre mage creature class. Note that the bonuses and abilities the ogre mage gains at 1st level are in addition to those he gains by virtue of his racial traits. (A 1st-level ogre mage has +3 Strength, for example.) "Class" Skills: Climb (Str), Jump (Str), Knowledge (arcana), Listen (Spt), Spellcraft (Int), Spot (Spt), Survival (Spt), Swim (Str), and Use Magic Device (Cha). See WoW RPG, Chapter 5: Skills for skill descriptions. Starting Gold: A 1st-level ogre mage begins play with 2d4 x 10 gold pieces.
Weapon and Armor Proficiency: Ogre magi are proficient in the use of simple weapons and with light and medium armor. Spellcaster: An ogre mage casts spells as a member of a specific healer or arcanist path. The ogre mage casts spells as a member of that class equal to his ogre mage Hit Dice. These levels stack with actual class levels to determine his spellcasting ability. For example, if the ogre mage selects warlock, and he is a 7th-level ogre mage/3rd-level warlock, he casts spells as a 7th-level warlock (since he has 4 ogre mage Hit Dice and 3 warlock levels). He is otherwise a 3rd- level warlock (for the purposes of class features like arcana and bonus feats).
Spells: Ogre magi have certain spells that are inherent to their natures: spells that Gul'dan considered important for his purposes. Therefore, no matter what the ogre mage's spellcasting class, he adds the following spells to his spell list at the indicated levels: bloodlust (3rd), eye of Kilrogg (4th), and rune trap (3rd; see Chapter 4: Magic and Faith). Two-headed Ogre Magi Like normal ogres, some ogre magi have two heads. Their heads usually get along with each other. A two-headed ogre mage is not different from a one-headed ogre mage in terms of its game mechanics; if you play an ogre mage, you can choose to have one or two heads. Table 2-6: The Ogre Mage Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d8 +1 2 +0 +2 +2 First - +1 1 +1 Str, +1 Sta, spellcaster, spells 2nd 1d8 +1 - +0 +2 +2 - - +2 1 +1 Str, +1 Spt 3rd 2d8 +2 2 +0 +3 +3 - - +3 2 +1 Str, +1 Sta 4th 3d8 +3 2 +1 +3 +3 Second - +3 3 +1 Str, +1 Sta 5th 3d8 +3 - +1 +3 +3 - - +4 3 +1 Str, +1 Spt, growth 6th 4d8 +4 2 +1 +4 +4 - First +5 4 +1 Str, +1 Sta 7th 4d8 +4 - +1 +4 +4 - - +5 4 +2 Str Table 2-7: Random Starting Ages for Creature Classes Race Adulthood Addition Centaur 8 years +1d4 Ogre 16 years +1d4 Ogre mage 16 years +1d6 Table 2-8: Aging Effects for Creature Classes Race Middle Age* Old† Venerable‡ Maximum Age Centaur 20 years 30 years 43 years +2d6 years Ogre 38 years 65 years 80 years +2d20 years Ogre mage 38 years 65 years 120 years +3d20 years * At middle age, -1 to Str, Agy and Sta; +1 to Int, Spt and Cha. † At old age, - 2 to Str, Agy and Sta; +1 to Int, Spt and Cha. ‡ At venerable age, -3 to Str, Agy and Sta; +1 to Int, Spt and Cha.
Growth (Ex): An ogre mage achieves Large size at 5th level. His space and reach each increase to 10 feet. He takes a -1 size penalty to AC and a -1 size penalty on attack rolls. He must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized for him, which costs double. His lifting and carrying capacities double. The ogre mage 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. Table 2-9: Random Height and Weight for Creature Classes Race Base Height Height Modifier Base Weight Weight Modifier Abomination 7'0" +2d8 300 lb. x(3d10) lb. Centaur, female 6'5" +2d8 250 lb. x(2d8) lb. Centaur, male 6'8" +2d8 280 lb. x(2d8) lb. Ogre*, female 6'2" +2d6 220 lb. x(3d10) lb. Ogre*, male 6'5" +2d6 250 lb. x(3d10) lb. * These values apply to ogre magi as well. Use the following table to generate random heights and weights for 1st-level characters of these races. Remember that abominations, ogres and ogre magi grow larger and heavier as they gain levels. No te that the ogre mage's gear does not grow along with him. Vital Statistics Abominations do not age, so they never take aging penalties or die of old age. Centaur and ogres, however, are not so lucky; use the following tables to determine their starting ages and their penalties for aging. FEATS The following section presents many new feats for use in your W oW RPG game. These feats are particularly appropriate for members of the Horde (or for its races), but any character who meets the prerequisites can take them - even Alliance characters. Warriors may take feats with "Warrior" next to them as bonus feats. Totemic Feats T otemic feats represent a new feat category. A totemic feat is identified by the [T otemic] descriptor after its name. Healers may take totemic feats as bonus feats. Table 2-10: Feats General Feats Prerequisites Benefit Banisher of Light Penitent of Shadow, caster level 3rd +2 caster level for spells against priests and paladins of the Holy Light Bl ood Ritualist Knowledge (religion) 3 ranks, troll Sacrifice an animal and re-roll a die roll in the next 24 hours Ca nnibalize Forsaken or troll Heal 1 hp per level/round while eating corpses Extra Hexes Hex chant class feature Perform two additional hex chants/day Extra Sting Sting class feature Sting one more time/day Follower of the Ancestors Spt 15, Follower of the Totem, Vision Quest (see below), 1/day, +4 bonus to one ability for 1d6 rounds +1 or c or tauren or character level 8+ /Spt modifier Great Build Str 15, Sta 17, improved tauren charge Function as one size category larger Hex Mastery Hex chant class feature Hex chant save DCs increase by +2; provides a +2 bonus to overcome spell resistance Lightslayer Penitent of Shadow, Backstab +2d6 +2 to hit, +4 damage when backstabbing priests or paladins of the Holy Light Mental Stamina Mind Over Matter (see below), must be undead Use Cha instead of Sta for everything Mind Over Matter Must be undead Cha bonus provides bonus hit points Penitent of Shadow Forsaken +4 on saves against spells cast by priests and paladins of the Holy Light and against holy light spells R eawakened Taste Brew Potion, you must be an undead creature Potions are 20% cheaper Shamanistic Inspiration Spt 15, Follower of the Totem, orc or tauren Augury 1/day or character level 8+ Snake Dancer Perform (dance) 5 ranks, Tumble 5 ranks, troll +1 on Tumble checks, accelerated tumbling at -5 instead of -10 Speaker of the Earth Mother Spt 17, either Speaker of the Seed or Speaker of the For 1d4 rounds +1/Spirit bonus: +8 on Strength-based Sky (see below), and either Speaker of the Fang or checks; +4 against bull rush, trips, and overruns; damage Sp eaker of the Hoof (see below) reduction 5/adamantine Speaker of the Fang Spt 11 +4 on grapple checks for 1d6 rounds +1 round/Spirit bonus Speaker of the Hoof Spt 11 +10 feet to speed for 1d6 rounds +1 round/Spirit bonus Speaker of the Seed Spt 13, either Speaker of the Fang or Speaker 50% chance to ignore critical hits and backstabs for 1d4 of the Hoof (see above) rounds +1 round/Spirit bonus Speaker of the Sky Spt 13, either Speaker of the Fang or Speaker Gain resistance to energy 10 for 1d4 rounds +1 round/ of the Hoof (see above) Spirit bonus Tame Vermin Handle Animal 10 ranks, tame animal class feature Tame vermin as well as animals Twin Weapon Mastery Agy 15, proficiency with selected weapon, Two-Weapon Count off-hand weapon as light Fi ghting, Weapon Focus with selected weapon Undead Soul Must be undead Raise dead and r eincarnate work normally V ision Quest Must have successfully completed a vision quest +2 on Concentration checks, +1 on saves against enchantment spells Item Creation Feats Prerequisites Benefit Craft Totem Caster level 3rd Craft permanent totems Ritual of Summoning Caster level 3rd, ability to cast divine spells Summon buildings quickly onto blighted land Metamagic Feats Prerequisites Benefit Fetish Spell Ability to cast three totem spells Turn a spell into a totem spell A totemic feat applies to the caster's totem spells (totem spells are described in More Magic & Mayhem), regardless of level. For example, a feat that increases totem hardness would apply that bonus to an earthbind totem as well as a magma totem. Note that the spells healing ward, serpent ward and stasis trap (in the W oW RPG book) are totem spells. Unless specifically noted otherwise, totem feats stack with metamagic feats. For example, a totem spell that normally lasts 1 round per level can be made to last 3 rounds per level by combining the Enduring T otems and Extend Spell feats. T otemic feats do not apply to permanent totems created by the Craft T otem feat (see below), even if those totems contain totem spells. Totemic Feats Double Totem At least 3 other totemic feats, ability to cast at least Two totem spell effects in one totem on e totem spell Enduring Totems Extend Spell, ability to cast at least one totem spell Totem spells last twice as long Evasive Totems Ability to cast at least one totem spell Totem gains +2 AC, can make Reflex saves, and have evasion Penetrating Totems Ability to cast at least one totem spell Totem's save DC increases by +1; provides a +2 bonus to overcome spell resistance Sk ittering Totems Totem Throwing (see below), ability to cast at least one totem spell Totem can move 10 feet/round Solid Totems Ability to cast at least one totem spell Totem has extra hardness and double hit points Totem Expansion Ability to cast at least one totem spell Totem's range increases by 10 feet Totem Throwing At least one other totemic feat, ability to cast Throw a totem when cast; range increment 5 feet at least one totem spell Totem Protection Caster level 3rd, at least one totemic feat and at least Combine abjuration or illusion with totem to protect it on e metamagic feat, ability to cast at least one totem spell Table 2-10: Feats (cont'd) Banisher of Light [General] You have honed your spellcasting techniques to combat agents of the Holy Light. Prerequisites: Penitent of Shadow (see below), caster level 3rd. Benefit: You cast spells that target priests or paladins of the Holy Light at +2 caster level. Only spells with a target of one or more creatures gain this bonus; for instance, area spells which include priests or paladins of the Holy Light in their area of effect do not gain the benefit of this feat. If a spell targets more than one creature, the caster level increase only applies if all selected targets are priests or paladins of the Holy Light. Blood Ritualist [General] You have learned the art of sacrificing animals to appease hungry spirits. Prerequisites: Knowledge (religion) 3 ranks, troll. Benefit: Once per day, you may sacrifice an animal in a ritual that requires 10 uninterrupted minutes and a DC 15 Knowledge (religion) check. If you succeed, you may re-roll any one die (or dice) roll in the next 24 hours. You declare use of this ability after you have rolled the die (or dice) but before you learn the consequences of your roll. You must reroll all the dice involved in the roll. Cannibalize [General] Forsaken are undead, and thus are unable to heal without magical aid. Studying ghouls and abominations, some Forsaken mimic their ability to devour flesh to restore their own. Historically, trolls are cannibals, and have learned to consume flesh to accelerate their own healing. Prerequisite: Forsaken or troll. Benefit: You can devour fresh corpses to heal your wounds. If you spend a full round cannibalizing a corpse, you regain 1 hit point per your character level at the end of the round. The corpse cannot be more than one day old. A typical Medium corpse has enough meat to feed you for 10 rounds; after this time, the corpse is stripped of flesh. Cannibalizing the corpse of a good or intelligent creature is an evil act. Special: A ca nnibalized corpse is If you cannibalize a corpse for at least 3 rounds, raise dead is no longer effective on it, though resurrection and true resurrection function normally. Cannibalized corpses can be raised as zombies (if they still possess some flesh) or skeletons. The healing from this feat stacks with the fast healing ability. Craft Totem [Item Creation] You can create permanent totems. Prerequisite: Caster level 3rd. Be nefit: You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1/25 of this base price in experience points and use up raw materials costing 1/2 of this base price. When you craft a totem, you make any choices that you would normally make when casting the spell. Any totem that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the experience points when creating the totem. A totem is a small wooden object, usually painted with fearsome voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem's magic activates, just as if you had cast the spell. The magical effect stops when the spell's duration expires. The totem can be used only once. Double Totem [Totemic] You can combine two totems into one. Prerequisite: At least 3 other totemic feats, ability to cast at least one totem spell. Benefit: You can cast two totem spells into a single totem. The result is a single totem that provides the abilities and effects of both spells. The resulting totem has the physical statistics of the higher-level totem, with no additional hit points, hardness, or other abilities. Creating the double totem takes as much time as casting the spell with the longest casting time. You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots. If the double totem is destroyed, both effects end. This feat cannot be combined with T otemic Protection (see below). Enduring Totems [Totemic] Y our totems last longer. Prerequisite: Extend Spell, ability to cast at least one totem spell. Benefit: T otems you create last double the listed duration. Evasive Totems [Totemic] Your totems can twist, jump and dodge in place. Prerequisite: Ability to cast at least one totem spell. Benefit: T otems you create have a +2 dodge bonus to AC and are permitted to make Reflex saving throws at your base Reflex bonus. Furthermore, if the totem succeeds at a Reflex save against a spell or spell-like effect that permits such a save, it takes no damage, as if it possesses the evasion ability. Normal: T otems have a base AC of 7. As immobile objects, they cannot make Reflex saves. Special: This feat can be selected multiple times. Each time, the dodge bonus to totem AC increases by +2, and the totem receives a +2 bonus on Reflex saves. If you take this feat twice, totems you create have improved evasion, which means that they take no damage from an attack that allows a Reflex saving throw for half damage if they make their Reflex saves, and only half damage if they fail. Extra Hexes [General] You can perform extra hex chants per day. Prerequisite: Hex chant class feature. Benefit: You can perform an additional two hex chants per day. Normal: Hexers can perform one hex chant per day per hex er level. Special: You can take this feat multiple times. Each time, you gain an additional two hex chants per day . Extra Sting [General] You are especially adept at using your supernatural stings. Prerequisite: Sting class feature. Benefit: You can use your sting class feature one extra time per day. Special: You can take this feat more than once. Its effects stack . Fetish Spell [Metamagic] You can use totems to increase the power of your spells. Prerequisite: Ability to cast three totem spells. Benefit: A fetish spell becomes a totem spell (as described in More Magic & Mayhem). You plant the totem in the ground and the effect radiates from the totem. You can use this feat only with a spell that has a duration longer than 1 round and that has a radius area, such as detect scrying, silence, vampiric aura or war drums. Y our totem feats affect the fetish spell just as they do other totems. A fetish spell uses up a spell slot the same level as the spell's actual level. Follower of the Ancestors [General] You have pursued advanced training in the shamanistic traditions of the tauren and can tap into the spiritual strength of your ancestors. Prerequisites: Spt 15, Follower of the T otem, Vision Quest (see below), orc or tauren or character level 8+. Benefit: Once per day, as a free action that does not provoke an attack of opportunity, you may gain a +4 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your Spirit modifier (minimum 1 round). You may still activate your Follower of the T otem feat once per day, although the bonuses do not stack. Great Build You know how to use your great size to your best advantage. Prerequisite: Str 15, Sta 17, improved tauren charge class feature (tauren gain this class feature at their 3rd racial level). Benefit: You gain the powerful build ability. This means your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty . However , your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of abilities and spells that change the subject's size category; however , they do not stack with the effects of the improved tauren charge class feature. You have joined the ranks of the lightslayer (see Chapter 3: Prestige Classes, Prerequisites: Penitent of Shadow (see below), backstab +2d6, membership in the lightslayers. Benefit: You gain a +2 bonus on melee attack rolls and a +4 bonus on melee damage rolls when making a backstab against a priest or paladin of the Holy Light. Mental Stamina [General] Y our force of will allows you to overcome your physical restrictions. Prerequisites: Mind Over Matter (see below), you must be an undead creature. Benefit: You use your Charisma for everything that normally uses Stamina. For example, you use your Charisma bonus to determine how long you rage (if you are a barbarian) and add your Charisma bonus to your base Fortitude saving throw. Anything that affects Stamina instead affects your Charisma (such as an amulet of health or a poison that deals Stamina damage). Mind Over Matter [General] Y our force of will toughens your body. Prerequisite: You must be an undead creature. Benefit: Add your Charisma bonus to each of your current Hit Dice and to all future Hit Dice. In effect, you use your Charisma instead of your (non-existent) Stamina to determine bonus hit points. Hex Mastery [General] Y our hexes are particularly difficult to resist. Prerequisite: Hex chant class feature. Benefit: When you perform a hex chant, your chant's saving throw DC is increased by +2, and you gain a +2 bonus on checks made to penetrate the opponent's spell resistance with the hex. Penetrating Totems [Totemic] Y our totems are exceptionally effective at overcoming an opponent's defenses. Prerequisite: Ability to cast at least one totem spell. Benefit: The save DC to resist the effects of your totems is +1 point higher. Furthermore, when you attempt to penetrate an opponent's spell resistance with one of your totems, you receive a +2 bonus. These benefits stack with similar bonuses, such as the Spell Penetration feat. Penitent of Shadow [General] You are a faithful servant of the Cult of Forgotten Shadow. Prerequisites: Forsaken. Benefit: You gain a +4 bonus on saving throws made against spells cast by priests or paladins of the Holy Light and on all holy light spells (described in More Magic & Mayhem). Special: You must join the Cult of the Forgotten Shadow, agree to uphold its tenets, and tithe 25 gp to the church before taking this feat. The GM may choose to substitute a different task or tithe in lieu of the 25 gp. Reawakened Taste [General] Over the years you have developed a sense of taste. Prerequisites: Brew P otion, you must be an undead creature. Benefit: Due to your undead nature, your sense of taste seems particularly sensitive and allows you to distinguish tiny variations among herbs. Y our keen sense allows you to brew potions more efficiently with no waste of ingredients. The base cost for you to brew a potion is (spell level + caster level + 40 gp). Normal: The base cost to brew a potion is (spell level + caster level + 50 gp). Ritual of Summoning [Item Creation] In battle, undead rarely engage in physical construction. Their acolytes simply summon structures via a process known as the ritual of summoning. Prerequisites: Caster level 3rd, ability to cast divine spells. Be nefits: To perform the ritual of summoning, you must choose a blighted location (such as an area affected by the withering blight spell) large enough to contain the building, or create the area yourself through demolition/deforesting. To start the ritual, you must spend 1d4 full-round actions chanting. If you are disturbed during this period, you must make a Concentration check as if you were casting a 5th-level spell. After this time, you make a DC 20 Knowledge (arcana) check. If successful, a summoning gate (a large glowing circle with four massive bone spurs arching over it) appears with its nearest edge up to 10 feet away from you. You then place the m oney for the building (1/3 its market price) near the circle. The coins vanish in green flame, and the building begins to rise. On average, it takes 1 minute per 1,000 gold pieces for the summoning to complete. You may use this feat to unsummon a summoned building. Doing so takes a full round action and you must be within 10 feet of the building. The building disappears, and a summoning gate returns 1/3 the original investment in gold pieces (it reappears in a flash of green flame). If another character summoned the building, you must make a caster level check (DC 11 + the caster level of the character who summoned it) to unsummon the building. If you fail, you cannot try again for 24 hours. Special: The summoning gate has an AC of 4, hardness of 10, and 100 hit points. If destroyed, the money is wasted and the building is not summoned. Shamanistic Inspiration [General] Y our connection to the spirits allows you to have an inkling of what the future holds. Prerequisite: Spt 11. Benefit: Once per day, as a free action, you may channel the spirit of a predator and gain a +4 sacred bonus on grapple checks. This bonus lasts for 1d6 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability. Speaker of the Hoof [General] Through meditation and training, you have learned to speak with the spirits of grazing animals. Prerequisites: Spt 11. Benefit: Once per day, as a free action, you may channel the spirit of a grazing animal and gain a +10- foot enhancement bonus to all of your movement modes. This bonus lasts for 1d6 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability. Speaker of the Seed [General] Through meditation and advanced training, you have learned to speak with the spirits of plants. Prerequisites: Spt 13, either Speaker of the Fang or Speaker of the Hoof (see above). Benefit: Once per day, as a free action, you may channel the spirit of a tree and gain some of a plant's resistances. When an enemy scores a critical hit or backstab on you, you have a 50% chance of negating the critical hit or backstab damage; the enemy rolls normal damage instead. You must be aware of the attack to use this ability. This resistance lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability. Speaker of the Sky [General] Through meditation and advanced training, you have learned to speak with the spirits of natural objects, such as rocks, water and the sky. Prerequisites: Spt 13, either Speaker of the Fang or Speaker of the Hoof (see above). Benefit: Once per day, as a free action, you may channel the spirit of natural objects and gain resistance to the elements. You gain resistance 10 against acid, cold, electricity or fire. You select the type of energy resistance upon activating this ability. The resistance lasts for 1d4 rounds, +1 round per your Spirit modifier (minimum 1 round). This is a supernatural ability. Tame Vermin [General] You have a rapport with giant insects, arachnids and other vermin, allowing you to take them as companions. Prerequisites: Handle Animal 10 ranks, tame animal class feature. Prerequisites: Spt 15, Follower of the T otem, orc or tauren or character level 8+. Benefit: You can use augury as a spell-like ability once per day. Skittering Totems [Totemic] Y our totems have the ability to move. Prerequisite: T otem Throwing (see below), ability to cast at least one totem spell. Benefit: Y our totems can move 10 feet per round. They act on your turn, before you do. You command the totem which direction to move if you can see it, otherwise it does not move. Normal: T otems cannot move. Snake Dancer [General] You know the ritualized snake dance of your tribe. Prerequisites: Perform (dance) 5 ranks, Tumble 5 ranks, troll. Benefit: Y our skill at the fast, flexible, sinuous moves of the snake dance grants you speed and sure footing in combat. You gain a +1 bonus on Tumble checks. You can try to tumble past or through enemies at full speed by accepting a -5 penalty on your Tumble check. Normal: Accelerated tumbling imposes a -10 penalty on the T umble check. Solid Totems [Totemic] Y our totems are exceptionally resistant to damage. Prerequisite: Ability to cast at least one totem spell. Be nefit: T otems you create have 1 additional point of hardness for every two caster levels and double their normal hit points. Thus, for example, a totem created by a 13th-level shaman would have hardness 11 and 52 hit points. Normal: T otems normally have hardness 5 and 2 hit points per caster level. Speaker of the Earth Mother [General] Through meditation and expert training, you have learned to speak with the Earth Mother. Prerequisites: Spt 17, either Speaker of the Seed or Speaker of the Sky (see below), and either Speaker of the Fang of Speaker of the Hoof (see below). Benefit: Once per day as a free action, you may channel the spirit of the Earth Mother . You gain a +8 sacred bonus on Strength checks and Strength-based ability checks; a +4 stability bonus to resist bull rush, overrun and trip attempts; and you gain damage reduction 5/adamantine. This transformation lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability . Speaker of the Fang [General] Through meditation and training, you have learned to speak with the spirits of predatory animals. Benefit: You can tame vermin just as you can tame animals. You take a -4 penalty on your Handle Animal check to do so. Totem Expansion [Totemic] You are adept at creating larger and more effective totems. Prerequisite: Ability to cast at least one totem spell. Benefit: T otems you create increase their range by +10 feet. Totem Throwing [Totemic] You can create totems a short distance away from yourself. Prerequisite: At least one other totemic feat, ability to cast at least one totem spell. Benefit: When you cast a totem spell, you can throw the totem a short distance away. To do this, you target a specific grid intersection as though throwing a splash weapon (see World of Warcraft RPG, Chapter 12: Combat, "Throw Splash Weapon"). If the attack misses, the attack deviates like other splash weapons, but not more than 1 square. Thrown totems have a range increment of 5 feet. Normal: T otems may only be created at a grid intersection at one of the corners of your square. Totemic Protection [Totemic] You can protect your totems with a defensive spell applied at the time of casting. Prerequisite: Caster level 3rd, at least one totemic feat and at least one metamagic feat, ability to cast at least one totem spell. Benefit: When you cast a totem spell, you can simultaneously cast an abjuration or illusion spell on the totem. The defensive spell must be of a level equal to or less than the totem spell. Casting the spell takes as much time as casting the spell with the longest casting time. The defensive spell must function on objects, such as invisibility. When cast in this way, the defensive spell affects only the totem, even if it would normally affect multiple items or creatures, or an area. You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots. Twin Weapon Mastery [General, Warrior] Choose one type of one-handed weapon, such as battle axe, with which you have already taken the Weapon Focus feat. You have learned how to use that weapon in each hand with ease. Prerequisites: Agy 15, proficiency with selected weapon, T wo-Weapon Fighting, Weapon Focus with selected weapon. Benefit: When wielding your selected weapon in each hand, you may treat the off-hand weapon as a light weapon for the purposes of fighting with two weapons. Normal: You suffer a -4 penalty on attack rolls when wielding a one-handed weapon in each hand if you have the T wo-Weapon Fighting feat. Special: You may take this feat multiple times. Each time, it applies to a new type of weapon. Undead Soul [General] Your body is undead… and so is your soul, corrupted and changed to such a degree that it belongs to your new body now, rather than your old one. Prerequisite: You must be an undead creature. Benefit: Raise dead and reincarnate work normally on you. If you are 1st level and subject to raise dead or a similar effect, you lose a point of Charisma instead of Stamina. Resurrection, true resurrection and similar effects restore you to your undead life rather than to the being you were before you became undead. Vision Quest [General] You embarked on a vision quest and came to terms with your inner nature. You possess a core of strength now, a quiet understanding of your spirit and its place in the spirit world. Prerequisite: You must have successfully completed a vision quest (see Chapter 4: Magic and Faith, "Faiths of the Horde," Spirit Guidance, Vision Quests). Benefit: You gain a +2 bonus on Concentration checks and a +1 sacred bonus on saves against enchantment spells.