Wildhammer Barbarian

World of Warcraft: Alliance Player's Guide (APG)Updated WoW RPG (3.5)

Wildhammer Barbarian is a D&D 3.5 character class from APG. 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.

Wildhammer Barbarian Alterations Wildhammer barbarians have different weapon and armor proficiencies than normal barbarians. They do not possess the trap sense class feature. They possess several additional class features, as shown below. They gain these features at the indicated levels. • 1st Level -Weapon and Armor Proficiency: W ildhammer barbarians are not proficient with ranged weapons. Ranged weapons are for wussies! Wildhammer barbarians are not proficient with armor. Armor is for wussies

Eat T ree (Ex): An ancient protector can eat trees (and parts of trees) in order to heal itself. In an area where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient protector's Hit Dice. In areas where an ancient does not have access to several trees, this ability is less useful, at the GM's discretion.

T ake Root (Ex): An ancient protector's natural state is rooted to the ground. The ancient protector can take root wherever it wishes, as long as the ground can hold its roots. T aking root is a full-round action that does not provoke attacks of opportunity. An ancient protector must take root in order to rest, which it must do for 8 hours each day. While rooted, the ancient protector cannot move voluntarily. It gains a +8 bonus on checks to avoid being bull rushed, tripped, or otherwise moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage rolls. Pulling up its roots, so the ancient protector can move again, is a full-round action that provokes attacks of opportunity. • Ancient protectors have a +10 racial bonus on Stealth checks to hide in forested areas (where the trees are similar in appearance to them). This bonus increases to +20 if the ancient is stationary. • Unusual Frame: Due to an ancient protector's only vaguely humanoid physical form, a suit of armor Table 2-2: The Ancient Protector Skill Level HD BAB Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d8 +0 2 +2 +0 +0 First - +1 1 +1 Str, +1 Sta, +1 Spt, damage reduction 1/slashing 2nd 2d8 +1 2 +3 +1 +1 - - +2 1 +1 Str, +1 Sta 3rd 2d8 +1 - +3 +1 +1 - - +3 2 +1 Str, +1 Sta, +1 Spt, damage reduction 2/slashing 4th 3d8 +2 2 +3 +1 +1 Second - +3 2 +1 Str, +1 Sta 5th 4d8 +3 2 +4 +1 +1 - First +4 2 +1 Str, +1 Sta 6th 4d8 +3 - +4 +1 +1 - - +4 3 +1 Str, +1 Sta, +1 Spt, damage reduction 3/slashing, growth (Large size) 7th 5d8 +3 2 +4 +2 +2 - - +5 3 +1 Str, +1 Sta 8th 6d8 +4 2 +5 +2 +2 Third - +5 4 +1 Str, +1 Sta, rock throwing 9th 6d8 +4 - +5 +2 +2 - - +6 4 +1 Str, +1 Sta, +1 Spt, damage reduction 3/magic and slashing, tree slam 10th 7d8 +5 2 +5 +2 +2 - - +7 5 +1 Str, +1 Sta, trample 11th 8d8 +6/+1 2 +6 +3 +3 - Second +7 5 +1 Sta 12th 8d8 +6/+1 - +6 +3 +3 - - +8 5 +1 Str, +1 Sta, +1 Spt, damage reduction 4/magic and slashing 13th 9d8 +6/+1 2 +6 +3 +3 Fourth - +8 6 +1 Str, +1 Sta 14th 10d8 +7/+2 2 +7 +3 +3 - - +9 6 +1 Str, +1 Sta 15th 10d8 +7/+2 - +7 +3 +3 - - +9 7 +1 Str, +1 Sta, +1 Spt, damage reduction 5/magic and slashing, growth (Huge size) 16th 11d8 +7/+2 2 +7 +4 +4 - - +10 7 +1 Str, +1 Sta 17th 12d8 +8/+3 2 +8 +4 +4 Fifth Third +10 8 +1 Str must be custom made and costs 150% its normal price. A craftsman can alter existing armor to fit an ancient protector for 50% of the cost to purchase the armor. If the armor is magic, the craftsman must have the Craft Magic Arms and Armor feat. • A utomatic Language: Darnassian. • Bonus Languages: Common, Low Common and Taur-ahe. Some ancient protectors find it valuable to speak the language of the night elves' allies, and those of other creatures with whom they come in contact. • Creature Class: If you play an ancient protector, you must take levels in the ancient protector creature class. • Favored Class: Warrior. A multiclass ancient protector's warrior class does not count when determining whether it suffers an XP penalty (see W oW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters). Ancient Protector Creature Class All of the following are features of the ancient protector creature class. Note that the bonuses and abilities it gains at 1st level are in addition to those it gains by virtue of its racial traits. (A 1st-level ancient protector has a +3 bonus to Strength and a +3 natural armor bonus, for example.) "Class" Skills: Listen (Spt), Knowledge (nature) (Int), Spot (Spt), and Survival (Spt). See W oW RPG, Starting Gold: A 1st-level ancient protector begins play with 0 gold pieces. W eapon and Armor Proficiency: Ancient protectors are proficient in the use of their natural weapons only. They are not proficient with any manufactured weapons or armor.

Growth (Ex): An ancient protector achieves Large size at 6th level and Huge size at 15th level. These changes have the following effects: L arge: The ancient protector's space and reach each increase to 10 feet. It takes a -1 size penalty to AC and a -1 size penalty on attack rolls. The ancient protector's base slam damage increases to 2d6 points of damage, and it may make two slam attacks (as a full attack) with no penalty on the attack rolls. Its base movement increases to 25 feet. If using manufactured weapons, 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 ancient's unusual frame trait). Its lifting and carrying capacities double. The ancient protector 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. The ancient protector does not take the penalty on Stealth checks when hiding among trees of similar size. Huge: The ancient protector's space and reach each increase to 15 feet. It takes a further -1 size penalty to AC and a -1 size penalty on attack rolls (-2 total). The ancient protector's base slam damage increases to 3d6 points of damage. Its base movement increases to 30 feet. It must wield manufactured weapons of Huge size or take penalties. Similarly, it must wear armor appropriately sized for it, which costs 450% more than normal (this price includes the cost for the ancient's unusual frame trait). Its lifting and carrying capacities double (its lifting and carrying capacities are now four times those of a Medium creature). The ancient protector takes an additional -4 penalty on Stealth checks to hide (total -8), but gains an additional +4 bonus on grapple checks and on checks to avoid being tripped (total +8). Note that the ancient protector's gear does not grow along with it. Rock

Throwing (Ex): At 8th level, the ancient protector is skilled at throwing boulders and receives a +1 racial bonus on attack rolls when throwing rocks. Rocks that an ancient protector throws have a range increment of 100 feet. An ancient protector of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. These rocks deal 2d6 points of bludgeoning damage. A Huge ancient protector can hurl rocks of 60 to 80 pounds (Medium objects) that deal 2d8 points of damage. T ree Slam (Ex): At 9th level, the ancient protector can plant its feet and swing, dealing incredible amounts of damage. It can smash apart buildings and other structures as well as turn living creatures into bloody splatters. The ancient can take a full attack action to make a single slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam also ignores up to 10 points of an object's hardness.

T rample (Ex): At 10th level, the ancient protector can trample enemies, as described in the Monster Guide. Allies of the night elves, dryads are the daughters of the demigod Cenarius. They resemble gray fauns with the upper torsos of night elf women. They are peaceful by nature and despise violence; however, like ancients, night elves, and their brothers the keepers of the grove, dryads fight to protect the forests and their allies. They are particularly adept at destroying magic and are immune to its effects. Most dryads remain in the forests, frolicking with the animals, dancing in the rain, and occasionally bringing nature's wrath onto their enemies. Some dryads, however, leave their forests and become For some, with hostile forces spark Table 2-3: The Dryad Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d6 +0 6 +0 +2 +2 First - +0 1 +1 Agy, +1 Spt, spell resistance 2nd 2d6 +1 6 +0 +3 +3 - - +1 1 +1 Sta 3rd 2d6 +1 - +0 +3 +3 - - +1 1 +1 Str, +1 Agy, dispel magic 1/day 4th 3d6 +1 6 +1 +3 +3 Second - +2 2 +1 Cha, poison (1d2 Str) 5th 4d6 +2 6 +1 +4 +4 - First +2 2 +1 Spt, dispel magic 3/day 6th 5d6 +2 6 +1 +4 +4 - - +3 3 +1 Sta, poison (1d2 Str and 1d2 Sta) 7th 5d6 +2 - +1 +4 +4 - - +3 3 +1 Str, +1 Agy, dispel magic 5/day 8th 6d6 +3 6 +2 +5 +5 Third - +4 3 +1 Cha, poison (1d4 Str and 1d2 Sta) 9th 7d6 +3 6 +2 +5 +5 - - +4 4 +1 Agy, dispel magic at will, immunity to magic this desire - they wish to bring the fight to the enemies of nature. Others are curious about the world outside their forests, and wish to experience new environments and meet new beings. Other dryads and night elves see adventuring dryads as a bit less unusual than adventuring ancients. Dryads possess an innate streak of curiosity, after all. However, adventuring dryads are still branded as eccentrics who go against the natural tendencies of their kind. Dryad Racial Traits A dryad has the following traits: • +2 Spirit. Dryads are attuned to nature and the world around them. • Medium: As Medium creatures, dryads have no special bonuses or penalties due to their size. • Quadruped. A dryad's lifting and carrying capacity is 1-1/2 times greater than a Medium biped. Dryads also have a +4 bonus on checks to avoid being tripped. • Dryad base land speed is 40 feet. • Low-Light Vision: Dryads can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Fey: Dryads are fey, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • Immortality: Dryads are immortal and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures. • +1 natural armor . Dryads are naturally tough. • Due to a dryad's nonhumanoid frame, armor costs twice as much. • A utomatic Language: Darnassian. • Bonus Languages: Common, Low Common and Taur-ahe. Dryads find it useful to know the languages of the races with which they are most likely to come into contact. • Creature Class: If you play a dryad, you must take levels in the dryad creature class. • Favored Class: Druid. A multiclass dryad's druid class does not count when determining whether she suffers an XP penalty (see W oW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters). Dryad Creature Class All of the following are features of the dryad creature class. Note that the bonuses and abilities she gains at 1st level are in addition to those she gains by virtue of her racial traits. (A 1st-level dryad has +3 Spirit, for example.) "Class" Skills: Jump (Str), Knowledge (nature) (Int), Listen (Spt), Spellcraft (Int), Spot (Spt), Stealth (Agy), and Survival (Spt). See W oW RPG, Chapter 5: Skills for skill descriptions. Starting Gold: A 1st-level dryad begins play with 1d4 x 10 gold pieces. W eapon and Armor Proficiency: Dryads are proficient in the use of simple weapons. They are not proficient with armor.

Spell Resistance (Ex): A dryad of 8th level or below has spell resistance equal to 10 + her dryad level. Dispel

Magic (Sp): At 3rd level, a dryad can use dispel magic as a spell-like ability once per day. She uses this ability as a caster equal to her dryad level + 1, to a maximum of 10th at 9th level. She can use this ability more often as she gains levels, as shown on Table 2-3: The Dryad. At 9th level, she can use it an unlimited number of times per day.

Poison (Su): At 4th level, a dryad's magical nature coats her weapons with a painful poison that weakens its victims. Dryads attempt to weaken their enemies to the point where their gear weighs them down, forcing them to move slowly and making them vulnerable. The poison has an initial and secondary damage of 1d2 Str. The Fortitude save to resist the poison is equal to 10 + 1/2 the dryad's Hit Dice + the dryad's Stamina modifier. At 6th level, the poison's initial and secondary damage increase to 1d2 Str and 1d2 Sta. At 8th level, the initial and secondary damage increase to 1d4 Str and 1d2 Sta. Immunity to Magic (Ex): At 9th level, a dryad is immune to any spell or spell-like ability that allows spell resistance. The mighty sons of Cenarius, keepers of the grove are potent repositories of druidic lore. They dwell in the forests and keep them safe. They are ancient allies of the night elves, often giving them gentle guidance in spiritual and druidic arts. They are implacable foes of all who defile the forests. Keepers of the grove have the bodies of mighty stags and the upper torsos of night elf men. Great antlers sprout from their heads. A keeper's right arm is twisted and changed from the elbow down, resembling a branchlike claw of the sort ancients possess. Keepers of the grove usually remain far from civilization, dwelling in secluded woodlands and sacred groves. They move to support night elf settlements when they are needed, then melt back into the trees once more. A few keepers of the grove, however, prefer a more active role. They travel the world in search of additional lore and knowledge of their enemies. Some seek to test and develop their skills against their enemies, both ancient and new - the Burning Legion, the Scourge, the naga, and the forces of Illidan Stormrage. They may guide other young druids on such journeys. Adventuring keepers of the grove are viewed with skepticism, but respect. Such is the reputation of keepers of the grove that most night elves, dryads and other creatures assume that they know what they are doing when they choose to travel a path of adventure. Elder keepers of the grove consider young keepers who undertake such journeys to be unnecessarily endangering themselves; the night elves need all the protection they can get here, in northern Kalimdor. Whatever the case, adventuring keepers of the grove make frequent stops back in the forests of their homeland to share the knowledge gained on their travels. Keeper of the Grove Racial Traits A keeper of the grove has the following traits: • +2 Spirit. Keepers of the grove are spiritual creatures and natural druids. • Large Quadruped: As a Large creature, a keeper of the grove'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 a Medium biped. He takes a -4 penalty on Stealth checks to hide, but gains a +4 bonus on grapple checks and a +8 bonus on checks to avoid being tripped. • Keeper of the grove base land speed is 40 feet. • Low-Light Vision: A keeper of the grove can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Fey: K eepers of the grove are fey, not humanoids. They are immune t o effects that specifically target humanoids, like hold person. • Immortality: K eepers of the grove are immortal and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures. • Natural Weapon: A keeper of the grove has a claw attack that deals 1d6 points of damage. . See the Monster Guide, Chapter 7: T ypes, Subtypes, and Abilities for more information on natural weapons. • +1 natural armor. Keepers of the grove are naturally tough. • Automatic Languages: Common and Darnassian. • Bonus Languages: Low Common and Taur- ahe. Keepers of the grove occasionally learn the languages of Kalimdor's natives. • Creature Class: If you play a keeper of the grove, you must take levels in the keeper of the grove creature class. • Favored Class: Druid. 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The keeper also leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail.

Speak With Animals (Sp): At 5th level, the keeper of the grove can use speak with animals as a spell-like ability once per day. His caster level is equal to his racial Hit Dice. He can use this ability three times per day at 10th level and at 15th level he can use it at will.

Speak With Plants (Sp): At 5th level, the keeper of the grove can use speak with plants as a spell-like ability once per day. His caster level is equal to his racial Hit Dice. He can use this ability three times per day at 10th level and at 15th level he can use it at will.

Commune With Nature (Sp): At 11th level, the keeper of the grove can use commune with nature as a spell-like ability once per day. His caster level is equal to his racial Hit Dice. He can use this ability twice per day at 14th level.

Group Stride (Ex): At 15th level, the keeper of the grove can bestow the effects of his strider ability (see above) upon a number of beings of Small to Large size traveling with him. As long as the beings travel with the keeper of the grove, they leave no tracks or trail, unless the keeper wishes them to. The keeper may exclude specific individuals from the effects this ability. This ability can affect a number of creatures equal to 6 + the keeper's Spirit modifier. Mountain Giant Like the other creatures presented here, mountain giants are ancient allies of the night elves. In ages past, they assisted the titans with the creation of the world: They crafted the peaks, the cliffs and the caves of Azeroth's mountains. They have always been implacable foes of those who would despoil nature, thereby harming the titans' great work. Recently, the mountain giants reawakened to discover their world beset by blood and fire. Pulling trees from the ground to use as clubs, they joined the night elves against the Scourge and the Burning Legion. Mountain giants appear to be made mostly of stone with tough bits of plant - wood and thick vines and the like - interspersed here and there. Many bear patches of moss that grew during their long time of dormancy. They are massive and slow moving, but pack a wallop. Several wallops, in fact. Mountain giants are few in number. Most remain in the mountains around northern Kalimdor, assisting their night elf allies or engaging in inscrutable behavior that probably helps nature somehow. Only rumors speak of young mountain giants; some people believe that all the mountain giants that exist were created by the titans, and new ones are not going to show up. Every once in a while, a mountain giant leaves its home in Kalimdor and travels into the larger world. An adventuring giant usually joins a particular night elf friend, but not always. Mountain giants rarely explain their actions; they simply walk out of the forests, then travel the roads, or the trackless wilderness, or board a ship without a word; perhaps they simply assume that everyone else takes it on faith that they know what they're doing. On Mountain Giants As mentioned in Chapter 9: Creatures, mountain giants do not reproduce. All mountain giants that exist today are the same creatures that the titans created at the dawn of the world, and mountain giants tend to be perpetual and unchanging. Therefore, young mountain giants do not exist. Characters who advance in the mountain giant creature class are the product of unusual circumstances. Such a character might be a newly- awoken giant that has lost many of its original powers, or never had them in the first place. Perhaps it was an unfinished version of the other mountain giants. A 1st-level mountain giant might be the result of a one-time magical experiment meant to reproduce the titans' efforts, or perhaps a clutch of small and underdeveloped mountain giants exists somewhere in the world. Because of its potential departure from traditional Warcraft lore, the mountain giant creature class is an optional class (well, all of the rules in this optional), so be sure to check with your GM before you elect to be a mountain giant. Table 2-5: The Mountain Giant Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d8 +0 2 +2 +0 +0 First - +1 1 +1 Str , +1 Sta, damage reduction 1/-, spell resistance 2nd 2d8 +1 2 +3 +0 +0 - - +2 2 +1 Str 3rd 3d8 +2 2 +3 +1 +1 Second - +3 2 +1 Str, +1 Sta, damage reduction 2/- 4th 3d8 +2 - +3 +1 +1 - - +4 2 +2 Str, +1 Spt 5th 4d8 +3 2 +4 +1 +1 - First +5 3 +1 Str, +1 Sta 6th 5d8 +3 2 +4 +1 +1 - - +6 4 +1 Str, +1 Sta, damage reduction 3/- 7th 6d8 +4 2 +5 +2 +2 Third - +7 5 +1 Str, +1 Sta 8th 6d8 +4 - +5 +2 +2 - - +8 5 +2 Str, growth (Large) 9th 7d8 +5 2 +5 +2 +2 - - +9 6 +1 Str, +1 Sta, damage reduction 4/- 10th 8d8 +6/+1 2 +6 +2 +2 - Second +10 7 +1 Str, rock throwing 11th 9d8 +6/+1 2 +6 +3 +3 Fourth - +11 7 +1 Str, +1 Sta 12th 9d8 +6/+1 - +6 +3 +3 - - +12 7 +2 Str, +1 Spt, damage reduction 5/- 13th 10d8 +7/+2 2 +7 +3 +3 - - +13 8 +1 Str, +1 Sta 14th 11d8 +8/+3 2 +7 +3 +3 - - +14 9 +1 Str 15th 11d8 +8/+3 - +7 +3 +3 - - +15 9 +2 Str, +1 Sta, damage reduction 6/- 16th 12d8 +9/+4 2 +8 +4 +4 Fifth Third +15 10 +1 Str, growth (Huge) 17th 13d8 +9/+4 2 +8 +4 +4 - - +16 11 +1 Str, +1 Sta, rock catching 18th 13d8 +9/+4 - +8 +4 +4 - - +17 11 +2 Str, +1 Sta, damage reduction 7/- 19th 14d8 +10/+5 2 +9 +4 +4 - - +18 12 +1 Str, +1 Sta Mountain Giant Racial Traits A mountain giant has the following traits: • +2 Strength, +2 Stamina, -2 Agility, -4 Intellect. Mountain giants are massively strong and tough, but they are not too graceful, nor are they particularly intelligent. • Medium: As Medium creatures, mountain giants have no bonuses or penalties due to their size. • Mountain giant base land speed is 20 feet. • Low-Light Vision: Mountain 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. • Giant: M ountain giants are giants, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • Earth Subtype: M ountain giants have the earth subtype. This subtype does nothing by itself, but affects the way certain attacks and spells affect the giant. • Immortality: M ountain giants are immortal and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures. • Natural Weapon: A mountain giant has a single slam attack that deals 1d8 points of damage. . See the Monster Guide, Chapter 7: T ypes, Subtypes, and Abilities for more information on natural weapons. • +2 natural armor. Mountain giants have rocklike skin. • Automatic Languages: Darnassian and Titan. • Bonus Language: Common. Mountain giants do not concern themselves with learning other languages, but a few of the more adventurous ones find it beneficial to speak Common. • Creature Class: If you play a mountain giant, you must take levels in the mountain giant creature class. • Favored Class: Warrior. A multiclass mountain giant's warrior class does not count when determining whether it suffers an XP penalty (see WoW RPG, Multiclass Characters ). Mountain Giant Creature Class All of the following are features of the mountain giant creature class. Note that the bonuses and abilities it gains at 1st level are in addition to those it gains by virtue of its racial traits. (A 1st-level mountain giant has +3 Strength, +3 Stamina, and a +3 natural armor bonus, for example.) "Class" Skills: Climb (Str), Craft (stoneworking) (Int), Listen (Spt), and Spot (Spt). See WoW RPG, Starting Gold: A 1st-level mountain giant begins play with 1d4 gold pieces.

Weapon and Armor Proficiency: Mountain giants are proficient in the use of their natural weapons and with all simple weapons. They are not proficient with armor.

Spell Resistance (Ex): Mountain giants have spell resistance equal to 10 + their racial Hit Dice (not level).

Growth (Ex): A mountain giant achieves Large size at 8th level and Huge size at 16th level. These changes have the following effects: Large: The mountain giant's space and reach each increase to 10 feet. It takes a -1 size penalty to AC and a -1 size penalty on attack rolls. The mountain giant's base slam damage increases to 2d6 points of damage and it may make two slam attacks (as a full attack) with no penalty on the attack rolls. If it uses manufactured weapons, it must wield weapons of Large size or take penalties. Similarly, it must wear armor appropriately sized for it, which costs double. Its lifting and carrying capacities double. It takes a -4 penalty on Stealth checks to hide, but gains a +4 bonus on grapple checks and on checks to avoid being tripped. Huge: The mountain giant's space and reach each increase to 15 feet. It takes a further -1 size penalty to AC and a -1 size penalty on attack rolls (-2 total). The mountain giant's base slam damage increases to 3d6 points of damage. It must wield manufactured weapons of Huge size or take penalties. Similarly, it must wear armor appropriately sized for it, which costs four times as much as normal. Its lifting and carrying capacities double (its lifting and carrying capacities are now four times those of a Medium creature). It takes an additional -4 penalty on Stealth checks to hide (total -8), but gains an additional +4 bonus on grapple checks and on checks to avoid being tripped (total +8). Note that the mountain giant's gear does not grow along with it.

Rock Throwing (Ex): At 10th level, the mountain giant is skilled at throwing boulders and receives a +1 racial bonus on attack rolls when throwing rocks. Rocks that a mountain giant throws have a range increment of 120 feet. A mountain giant of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. These rocks deal 2d6 points of bludgeoning damage. A Huge mountain giant can hurl rocks of 60 to 80 pounds (Medium objects) that deal 2d8 points of damage.

Rock Catching (Ex): At 17th level, the mountain giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the mountain giant would normally be hit by a rock, it can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magic bonus on attack rolls, the DC increases by that amount.) The mountain giant must be ready for and aware of the attack in order to make a rock catching attempt. Vital Statistics Ancient protectors, dryads, keepers of the grove, and mountain giants are all immortal, so they never take aging penalties or die of old age. Use the following table to generate random heights and weights for 1st-level characters of these races. Remember that ancient protectors and mountain giants grow larger and heavier as they gain levels. Table 2-6: Random Height and Weight for Creature Classes Race Base Height Height Modifier Base Weight Weight Modifier Ancient protector 7'0" +2d8 300 lb. x(3d10) lb. Dryad 4'10" +2d10 150 lbs. x(2d6) lb. Keeper of the grove 6'8" +2d8 280 lb. x(3d10) lb. Mountain giant 7'0" +2d8 300 lb. x(3d10) lb. 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 Alliance (or for its races), but any character who meets the prerequisites can take them - even Horde characters. Warriors may take feats with "Warrior" next to them as bonus feats. Table 2-7: Feats General Feats Prerequisites Awesome Blow Improved Bull Rush, Power Attack, size Large or larger Send small enemies flying with a melee attack Bond With the Land - Gain +1 to hit, +2 to damage, heal at triple normal rate on home ground Community Leader 12 ranks in the appropriate skill (see description) Grant bonus feat to a community Craggy Exterior Natural armor bonus +10 Opponents who roll a 1 in melee may be dazed Doctor Able to cast 2nd-level divine spells Cast cure spells at +1 caster level Empower Spell-Like Ability Spell-like ability at caster level 6th or higher Spell-like ability functions at 150% efficacy Emulate Another 1st-level character, half-breed Gain another race's racial trait Extend Spell-Like Ability Spell-like ability at caster level 4th or higher Spell-like ability lasts twice as long as normal Extreme Abilities 1 st level character, racial bonus to one ability, racial penalty to one ability You gain +2, -2 to racial ability scores Feign Death - +6 on Bluff checks to play dead Focused Repair Concentration 1 rank, Craft (technological device) 6 ranks, Use Technological Device 4 ranks Add your ranks in Concentration to Craft (technological device) checks on repairs Improved Darkvision Darkvision Darkvision extends 60 ft. Improved Lightning Reload Base attack bonus +6, Lightning Reload, Quick Draw, Agy 13 Reload firearms very quickly Improved Shadowmeld Shadowmeld Shadowmeld while moving at one-quarter speed Improved Stability Stability Stability bonus increases to +8, +4 in tough circumstances, +1 Fort Improved Stonecunning Stonecunning Stonecunning bonus increases to +8 Improved Stoneflesh Knowledge (religion) 3 ranks, stoneflesh ability Use stoneflesh additional time, its effects double Ironforge Axe Rip Weapon Focus (any axe), Weapon Specialization (any axe), base attack bonus +8 Use move action to deal additional damage with an axe Limited Arcane Ability Int 10, half-elf Use a 0-level spell 2/day Lion Assault Power Attack, base attack bonus +4 Deal 1d6 damage to yourself, +1 to hit and +2 to damage Low-Light Vision Development Low-light vision Gain darkvision 30 ft. Mount Bond Handle Animal 8 ranks, Ride 8 ranks With on mount, +2 on Ride checks, mount +1 to hit and damage Quicken Spell-Like Ability Spell-like ability at caster level 10th or higher Use spell-like ability as a swift action Racial Pride - When adjacent to two allies of your race, +2 to hit in melee Racial Unity - When adjacent to two allies of different races, +2 to melee damage Racial W eapon Focus Weapon familiarity, proficiency with all weapons with which you have weapon familiarity +1 to hit with racial weapons Racial Weapon Specialization Racial Weapon Focus, warrior level 4th, weapon familiarity, proficiency with +2 to damage with racial weapons a ll weapons with which you have weapon familiarity Racially Skilled Two skills with a +2 racial bonus +3 bonus on two racial skills Shot in the Dark Blind-Fight, Point Blank Shot, Precise Shot, Listen 8 ranks Re-roll miss chance due to concealment at range Wakeful Nature Sta 13 Need 4 hours of sleep instead of 8 Wild Dance Spell Agy 17, Perform (dance) 17 ranks, Dance Spell, Dodge, Greater Gain damage reduction when using Dance Spell Dance Spell, ability to cast 5th-level spells