Races

Human

  • +2 to One Ability Score.
  • Medium.
  • Normal Speed.
  • Bonus Feat: One extra feat at first level.
  • Skilled: One additional skill rank per level.
  • Languages: Azerothian
  • Lands of origin: Stormwind, Lordaeron, Gilneas, Arathi, Alterac, Kul Tiras, Dalaran

Dwarves

Bronzebeard

  • +2 Con, +2 Wis, -2 Cha. Dwarves are tough and wise, but also a bit gruff.
  • Medium
  • Slow and Steady: Speed 20, not modified by armor or encumberance.
  • Low Light Vision: Dwarves can see twice as far as humans in conditions of dim light.
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed: +2 racial bonus to Appraise checks.
  • Hatred: +1 attack bonus against Dark Iron dwarves and troggs.
  • Hardy: +2 racial bonus on saves versus poison, spells, and spell-like abilities.
  • Stability: +4 CMD versus bull rush or trip attempts while standing on ground.
  • Weapon Familiarity: Dwarves are proficient with Battleaxes, Warhammers, and Heavy Picks. They treat all Firearms and any weapon with the word “dwarven” in its name as a martial weapon.
  • Languages: Azerothian and Dwarven
  • Lands of origin: Dun Morogh, Loch Modan, Wetlands

Wildhammer

  • +2 Con, +2 Dex, -2 Int. Wildhammer Dwarves are tough and quicker than their Ironforge brethren, but not always the brightest.
  • Medium
  • Slow and Steady: Speed 20, not modified by armor or encumberance.
  • Low Light Vision: Dwarves can see twice as far as humans in conditions of dim light.
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed: +2 racial bonus to Appraise checks.
  • Hatred: +1 attack bonus against trolls and Dark Iron dwarves.
  • Hardy: +2 racial bonus on saves versus poison, spells, and spell-like abilities.
  • Stability: +4 CMD versus bull rush or trip attempts while standing on ground.
  • Weapon Familiarity: Dwarves are proficient with Battleaxes, Warhammers, and Heavy Picks. They treat all Firearms and any weapon with the word “dwarven” in its name as a martial weapon. They are also proficient in Stormhammers.
  • Languages: Azerothian and Dwarven
  • Lands of origin: Hinterlands, Northeron, Southern Highlands

Dark Iron

  • +2 Con, +2 Int, -2 Cha. Dark Iron Dwarves are tough and intelligent, but are massive douchenozzles.
  • Medium
  • Slow and Steady: Speed 20, not modified by armor or encumberance.
  • Low Light Vision: Dwarves can see twice as far as humans in conditions of dim light.
  • Greed: +2 racial bonus to Appraise checks.
  • Hand of Ragnaros: +1 to caster level with spells with the fire descriptor
  • Hatred: +1 attack bonus against Ironforge and Wildhammer dwarves.
  • Hardy: +2 racial bonus on saves versus poison, spells, and spell-like abilities.
  • Stability: +4 CMD versus bull rush or trip attempts while standing on ground.
  • Untrustworthy: +1 racial bonus to Bluff and Sense Motive skill checks.
  • Weapon Familiarity: Dwarves are proficient with Battleaxes, Warhammers, and Heavy Picks. They treat all Firearms and any weapon with the word “dwarven” in its name as a martial weapon.
  • Languages: Azerothian and Dwarven
  • Lands of origin: Badlands, Blackrock

High Elves

  • +2 Dex, +2 Int, -2 Con. High Elves are nimble, both in body and mind, but their form is frail.
  • Medium size.
  • Normal speed.
  • Low-Light Vision: High Elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Hatred: +1 attack bonus against trolls.
  • Elven Magic: High Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. They get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: High Elves recieve a +2 racial bonus to Perception checks.
  • Weapon Familiarity: High Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Azerothian and Thalassian
  • Lands of origin: Quel’Thalas, Dalaran

Half Elf

  • +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Resistences: Half elves have a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
  • Languages: Half-elves begin play speaking Azerothian and Thalassian
  • Lands of origin: Quel’Thalas, Lordaeron, Dalaran

Gnomes

  • -2 Str, +2 Dex, +2 Int. Gnomes are small but quick in body and mind.
  • Small. Gnomes are small creatures and gaint a + size bonus to Attack rolls and AC, but a -1 penalty on CMB and CMD. They also gain a +4 size bonus to stealth rolls.
  • Slow Speed. Gnomes have a base speed of 20 feet due to their tiny legs.
  • Low Light Vision: Like their dwarf cousins, Gnomes can see twice as far as a human in low light conditions.
  • Hatred: +1 attack bonus versus Troggs and Goblins.
  • Pluck: +1 racial bonus to all saves.
  • Keen Senses: +2 racial bonus to Perception checks.
  • Tinkerer: +2 racial bonus to Craft (Technology) checks.
  • Escape Artist: Gnomes recieve a +2 racial bonus to escape artist checks.
  • Languages: Azerothian and Gnomish.
  • Lands of origin: Dun Morogh, Dalaran

Half Orc

  • +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-orcs have a base speed of 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
  • Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
  • Languages: Half-orcs begin play speaking Azerothian and Orcish

THE BELOW RACES ARE NOT REALLY PLAYABLE IN THIS CAMPAIGN OK ITS JUST HAVING THEM THERE DEAL WITH IT

Orc

  • +2 Strength, +2 Constitution, -2 Intelligence: Orcs are by nature extremely strong and tough, but tend to be less smart.
  • Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Orcs have a base speed of 30 feet.
  • Darkvision: Orcs can see in the dark up to 60 feet (see darkvision.)
  • Intimidating: Orcs receive a +4 racial bonus on Intimidate skill checks due to their fearsome nature.
  • Orc Ferocity: Orcs gain the Diehard feat at first level.
  • Weapon Familiarity: Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
  • Languages: Orcs begin play speaking Orcish and Azerothian

Tauren

  • +2 Strength, +2 Wisdom, -2 Dexterity. Tauren are strong and wise, but they are not light on their hooves.
  • Medium
  • Normal speed.
  • Powerful Build: Tauren are immensely powerful. They are able to wield weapons one size catagory larger with no penalties or extra effort.
  • Toughness: A Tauren gains Toughness as a bonus feat at level 1.
  • Plainsrunning: Tauren increase the amount of ground covered by 30’ when running, and when making a charge they add 10’ on to the range of the charge.
  • Languages: Tauren begin play speaking Taurahe and Azerothian.

Troll

  • +2 Dexterity, +2 Constitution, -2 Charisma. Trolls are fast and tough, but are usually disgusting creatures.
  • Medium size
  • Normal speed 30’
  • Hatred: gods. trolls have +1 to fuck themselves over
  • Troll Blood: Jungle trolls have Regeneration 1 (fire, acid)
  • Strangling Grasp: Troll hands are well suited to choking the life out of creatures that have necks. They have the Strangle special ability.

Goblin

  • +2 Dexterity, +2 Charisma, -2 Strength. While quick and surprisingly persuasive, goblins are not particularly strong.
  • Small size. Goblins are small creatures and gaint a + size bonus to Attack rolls and AC, but a -1 penalty on CMB and CMD. They also gain a +4 size bonus to stealth rolls
  • 30’ speed
  • Hatred: +1 bonus to attack rolls against gnomes
  • Business Acumen: Goblins have a +2 bonus to Bluff, Diplomacy and Sense Motive skill checks, and one of them is a class skill.
  • Tinkerer: +2 bonus to Craft(Technology) skill checks

Forsaken

  • They aren’t actually a thing right now.
  • +2 to any ability of your choosing, -2 to Charisma and another stat (Not charisma). This represents the Forsaken ability to adapt, while hampered by their bodily decay.
  • Medium
  • Normal speed
  • Living Dead: The Forsaken curse is very peculiar. They do not age and do not need to breath or eat, yet they retain their Constitution and use class level HD. They also count as human for the sake of spells and effects, but are immune to subdual damage, Death and Bleed effects, and have a +2 bonus to saving throws when resisting negative energy effects.
  • Cauterization: A Forsaken is able to be healed by or utilize positive energy, but it is agonizing to do so. They must make a Fortitude save equal to the DC of the spell or be Sickened for an amount of rounds equal to the spell level.
  • Evil Dead: A Forsaken gains a +1 bonus to caster level when using Necromancy spells
  • Cannibalism: A Forsaken is able to consume the body of fallen foes or allies. For one minute of gobbling, they gain 1 hit point per character level. This is an evil act if the corpse being eaten was a sentient being.
  • Death to the Living: Evil Forsaken have a +1 racial bonus to attack non-Forsaken humans
  • The Walking Dead: Forsaken are able to move and act as normal until they reach negative hit points equal to their CON score, at which point they die permanently. They cannot be brought back from their second death. They do not lose any hit points while at negative hit points.
  • Will of the Forsaken: Forsaken have a +2 racial bonus to Will saves.
  • Languages: Whatever they had in life.

Races

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