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Nov 12 10 1:31 AM

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Oops...I've been sitting on these for a while. Variant classes mentioned are taken from ones I've posted elsewhere on the site; I'll check and make sure they're all up somewhere.

Edit: I updated the Blood Mage to be fitting as a "hero" unit.

The Third War - Reign of Chaos
The Horde was defeated, pushed back to Draenor and successfully contained. Despite resistance from a few clans that eluded capture and the elder shaman Ner’zhul’s invasion of Azeroth, the Alliance stood triumphant in the end. But soon after cracks began to appear. Gilneas, which had resisted joining until late in the war, withdrew behind the Greymane Wall, and Quel’thalas, Aerie Peak, and Stromgarde also ended their support. With the war finished, the wizards of Dalaran returned to their studies, and the refugees of Stormwind City returned south to rebuild their broken nation. Left nearly alone by their former allies, the kingdom of Lordaeron would prove vulnerable to threats internal and external.

Nearly a decade passed, and a young orc gladiator named Thrall escaped his life of slavery and rekindled the hearts of his people. Uniting with the last free orc clans in Lordaeron as well as the former warchief Orgrim Doomhammer, Thrall freed many of his people from their imprisonment in internment camps. When Doomhammer fell in battle, Thrall took up his weapons and armor and assumed his mantle as the new warchief of the Horde. Meeting a mysterious prophet as he freed the last of his kin, Thrall’s new Horde set sail for the forgotten continent of Kalimdor at the stranger’s request.

As the orcs departed, a strange new plague swept through the northern reaches of Lordaeron, killing many and bringing them back as undead monstrosities. The secret that few knew was that the plague was spread by Lordaeron’s own citizens: blasphemous individuals who turned their back on the Holy Light and joined the evil Cult of the Damned. The same prophet approached King Terenas and urged him to sail for Kalimdor, but Lordaeron’s regent refused to listen. He sent his only son, Prince Arthas, north to investigate the plague. The prince soon found himself opposed by a vast undead army. Pawns of the now-deceased and transformed Ner’zhul, these undead were the Scourge that would sweep through Lordaeron and prepare for the next invasion of the Burning Legion.

Meanwhile in Kalimdor, an ancient race that had once defeated the demons maintained their woodland vigil, unaware that they soon would step forth to battle the Legion once again…

Statistics
Druid of the Claw*
5th-level Druid

Medium humanoid (night elf)

HD: 5d8+10 (50 hp)
*50 hp bear form
Initiative: +0
*+1 bear form
Speed: 30 ft.
*50 ft. bear form
AC: 14 (+3 +1 leather, +1 insight)
*AC 14 bear form (+1 Agy, +2 natural, +1 insight)

BA/Grapple: +3/+4
*+3/+7 bear form
Attack: +1 spear +5 melee (1d8+2, x3) or masterwork sling +4 ranged (1d4+1, 50 ft.)
* 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2) bear form
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Night elf traits, turn/rebuke plants, Wild domain, strider, animal companion, The Voice of Cenarius, wild shape 1/day, hibernate
*Roar (bear form)

Saves: Fort +6, Ref +1, Will +9
*Fort +6, Ref +2, Will +9 bear form
Abilities: Str 13, Agy 10, Sta 14, Int 8, Spt 18, Cha 10
* Str 19, Agy 13, Sta 15 bear form
Skills: Concentration +6, Handle Animal +6, Knowledge (nature) +7, Spellcraft +7, Survival +10
Feats: Magic Energy Control, Natural Spell

Druid Spells (5/5/3/2; DC 14 + spell level): The druid of the claw’s Spirit score and ranks in Spellcraft allow him to prepare 11 spells per spell level per day. The druid of the claw favors spells that increase his strength in combat, such as roar and lesser mark of the wild.
Domain Spells: 1st--Roar; 2nd--Moonfire; 3rd--Entangling Roots
Domain: Wild (the druid of the claw may increase his base movement speed by +10 feet while in bear form).

Environment: Any
Area: Teldrassil, Darkshore, Ashenvale
Organization: Solitary or pair
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral good
*This character makes use of the Druid of the Claw racial class in the APG.

Until the Burning Legion returned, the powerful druids of the claw kept mostly to themselves deep within the Barrow Dens. When Tyrande and Malfurion went to awaken them from slumber, they found that many had given themselves over to their feral instincts, abandoning their sanity for their bear forms. Malfurion was able to rally them to his side, however, and the druids of the claw proved their strength and savagery during the Third War. Their raw power made them invaluable in leading charges for their brethren, and not a few demons fell to their razor-sharp teeth and claws.


Druid of the Talon*
5th-level Druid

Medium humanoid (night elf)

HD: 5d8+10 (50 hp)
*40 hp storm-crow form
Initiative: +1
*+3 storm-crow form
Speed: 30 ft.
*10 ft., 60 ft. fly (average) storm-crow form
AC: 15 (+3 +1 leather, +1 insight, +1 Agy)
*AC 18 storm-crow form (+3 Agy, +2 natural, +2 size, +1 insight)

BA/Grapple: +3/+2
*+3/-10 storm-crow form
Attack: +1 quarterstaff +3 melee (1d or masterwork sling +5 ranged (1d4-1, 50 ft.)
* Talons +8 melee (1d4-2) storm-crow form
Space/Reach: 5 ft/5 ft
* 2-½ ft. / 0 ft. storm-crow form
Special Attacks: -
Special Qualities: Night elf traits, turn/rebuke plants, Animal domain, strider, animal companion, The Voice of Cenarius, wild shape 1/day, hibernate, faerie fire 1/day

Saves: Fort +6, Ref +4, Will +9
*Fort +4, Ref +6, Will +9 storm-crow form
Abilities: Str 8, Agy 13, Sta 14, Int 10, Spt 18, Cha 10
* Str 6, Agy 17, Sta 10 storm-crow form
Skills: Concentration +10, Handle Animal +10, Knowledge (nature) +8, Spellcraft +8, Survival +10
Feats: Lightning Reflexes, Natural Spell

Druid Spells (5/5/3/2; DC 14 + spell level): The druid of the talon’s Spirit score and ranks in Spellcraft allow him to prepare 11 spells per spell level per day. The druid of the talon favors spells that hinder his enemies, such as fog cloud, faerie fire, cyclone, and gust of wind.
Domain Spells: 1st--Charm Animal; 2nd--Hold Animal; 3rd--Dominate Animal
Domain: Animal (the druid of the talon may use speak with animals once per day as a spell-like ability).

Environment: Any
Area: Teldrassil, Darkshore, Ashenvale
Organization: Solitary, pair, or aerial patrol (3-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral good
*This character makes use of the Druid of the Talon racial class in the APG.

The druids of the talon were another valuable arm of the night elves’ struggle against the Burning Legion. Though lacking the raw strength of their totemic brethren, they were able to spy on enemy movements from high above. Commanding the powers of nature to hinder their opponents, the druids of the talon outlined enemy foes with faerie fire and kept them at bay with cyclone and gust of wind. The most powerful of these druids directly attacked enemy forces with arcane blasts of moonfire, helping the Sentinels secure the skies over Kalimdor.


Blood Elf Spellbreaker*
4th-level Warrior

Medium humanoid (blood elf)

HD: 4d10+4 (26 hp)
Initiative: +1
Speed: 30 ft. (20 ft. in armor)
AC: 19 (+5 breastplate, +3 +1 heavy steel shield, +1 Agy)

BA/Grapple: +4/+7
Attack: Masterwork spellbreaker blade +8 melee (1d8+3, 19-20, 20 ft.)
Space/Reach: 5 ft/5 ft
Special Attacks: Spellbreaker
Special Qualities: Spell resistance 9

Saves: Fort +6, Ref +2, Will +2
Abilities: Str 16, Agy 13, Sta 12, Int 11, Spt 10, Cha 8
Skills: Knowledge (arcana) +7, Spellcraft +7
Feats: Point Blank Shot, Far Shot, Magic Energy Control, Spellbreaker

Environment: Any
Area: Quel’thalas, Eversong Woods, Ghostlands
Organization: Solitary, pair, or squad (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class

Even the powerful magic of the quel’dorei proved insufficient to halt the Scourge. In the wake of the destruction, some of the scattered blood elf warriors began combining their natural aptitude for magic with a martial focus that could feed their newly developed addiction. Preying on the energy of other spellcasters, these “spellbreakers” became the first line of Silvermoon’s defense after the near-destruction of the ranger corps.


Aldos Firestar, Blood Elf Blood Mage*
12th-Level Warlock/1st-Level Archmage of Kirin Tor

Medium humanoid (blood elf)

HD: 13d6+26 (71 hp)
Initiative: +3
Speed: 30 ft.
AC: 15 (+2 bracers of armor, +3 Agy)

BA/Grapple: +6/+6
Attack: +1 flaming longsword +7 melee (1d8+1 plus 1d6 fire, 19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, ethereal banishment
Special Qualities: Blood elf traits, wrath of the sin’dorei, rage of the sin’dorei, vengeance of the sin’dorei, spell power

Saves: Fort +6, Ref +7, Will +13
Abilities: Str 10, Agy 17, Sta 14, Int 21, Spt 14, Cha 8
Skills: Concentration +18, Disguise +15, Intimidate +15, Knowledge (arcana) +21, Knowledge (religion) +21, Sense Motive +18, Spellcraft +21
Feats: Scribe Scroll, Magic Energy Control, Spell Focus (conjuration), Augment Summoning, Spell Penetration, Greater Spell Penetration, Extend Spell, Enlarge Spell

Warlock Spells (5/4/4/4/4/2/2/1; DC 15 + spell level): The blood mage’s Intellect score and ranks in Spellcraft allow her to prepare 17 spells per spell level per day. The blood mage favors spells from the conjuration and evocation schools, especially summon monster, acid fog, and greater demon skin.

Environment: Any
Area: Quel’thalas, Eversong Woods, Ghostlands
Organization: Solitary or with phoenix companion
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
*This character makes use of the Blood Mage racial class below.

The invasion of the Scourge devastated the high elves’ kingdom of Quel’thalas, killing most of its population and leadership and blighting the land in its path. Those who remained after Arthas left turned to darker magics to power their armies and sate their thirst for mana. Harnessing the power of infernal flames, these “blood mages,” so named in memory of their fallen brethren, led the newly christened sin’dorei to aid the Alliance against the Scourge remaining in Lordaeron.


Scourge Necromancer*
5th-Level Necromancer

Medium humanoid (human)

HD: 5d8+5 (27 hp)
Initiative: +1
Speed: 30 ft
AC: 13 (+2 bracers of armor, +1 Agy)

BA/Grapple: +2/+2
Attack: Masterwork heavy mace +3 melee (1d
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, death touch
Special Qualities: Human traits, undying, skeletal longevity

Saves: Fort +2, Ref +2, Will +7
Abilities: Str 10, Agy 12, Sta 13, Int 16, Spt 14, Cha 8
Skills: Concentration +9, Disguise +7, Knowledge (arcana) +11, Knowledge (religion) +11, Sense Motive +10, Spellcraft +11
Feats: Scribe Scroll, Magic Energy Control, Spell Focus (necromancy)

Necromancer Spells (5/4/3/2; DC 13 + spell level): The necromancer’s Intellect score and ranks in Spellcraft allow him to prepare 9 spells per spell level per day. The necromancer favors spells from the necromancy school, especially summon undead, death coil, cripple, and unholy frenzy.

Environment: Any
Area: Northrend, Lordaeron
Organization: Solitary, coven (2-4), or corpse squad (2 necromancers plus 4-8 summoned skeletons)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
*This character makes use of the Scourge Necromancer racial class below.

Although Ner’zhul had created a vast army in Northrend after destroying the Nerubian empire, he knew that mortal servants would be instrumental in spreading his plague throughout Lordaeron and bringing down the Alliance. The former shaman reached out to many throughout Alliance territory, calling them to serve as his Cult of the Damned. Those with arcane potential trained as necromancers under Kel’Thuzad, and, when the Third War broke out, they served the Lich King as captains in his army. Their ability to reason and plan proved essential in directing the mindless ghouls and abominations the cult was assembling. The necromancers also provided magical support to the Scourge, strengthening the undead and summoning skeletal warriors to tear down the Alliance with their own fallen.


Skeletal Mage
Medium undead

HD: 5d12 (32 hp)
Initiative: +7
Speed: 30 ft.
AC: 17 (+3 Agy, +2 natural, +2 +1 padded armor)

BA/Grapple: +2/+3
Attack: +1 quarterstaff +4 melee (1d8+2) or 2 claws +3 melee (1d4+1) or ranged touch +5 (3d6 fire)
Space/Reach: 5 ft/5 ft
Special Attacks: Hurl flames (3d6)
Special Qualities: Darkvision 60 ft., damage reduction 5/bludgeoning, immunity to cold, undead traits

Saves: Fort +1, Ref +4, Will +4
Abilities: Str 13, Agy 16, Sta -, Int -, Spt 10, Cha 1
Skills: --
Feats: Improved Initiative

Environment: Any
Area: Northrend, Lordaeron
Organization: Solitary, pair, or squad (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil

Each warrior that fell to the Scourge was one more to swell its ranks, and every reanimated corpse could be used to some evil purpose. Especially valued were the skeletal mages, the skeletons of powerful spellcasters who retained some of their magic in death. Summoned by Ner’zhul’s strongest necromancers, these ghastly soldiers could hurl magical flames at the living, supporting their fellow undead from outside the melee of battle.


Phoenix
Large magical beast (fire, extraplanar)

HD: 12d10+36 (114 hp)
Initiative: +5
Speed: 20 ft., fly 70 ft. (average)
AC: 22 (-1 size, +5 Agy, +8 natural)

BA/Grapple: +12/+19
Attack: Wing buffet +15 (2d6+6 plus 1d8 fire) and talons +9 (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities, burn (DC 21)
Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 27, blazing pinions, egg of rebirth

Saves: Fort +11, Ref +13, Will +10
Abilities: Str 17, Agy 20, Sta 16, Int 5, Spt 19, Cha 16
Skills: Listen +10, Search +13*, Spot +14*, Survival +7
Feats: Ability Focus (burn), Flyby Attack, Hover, Improved Natural Attack (talons), Iron Will

Environment: Any
Area: Quel’thalas
Organization: Solitary, pair, or blood mage and phoenix companion
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 12-16 HD (Large); 17-24 HD (Huge)

Only the most powerful of the Sin’dorei have learned the secrets of summoning these magnificent creatures. The powerful phoenix swoops into battle, wreaking havoc with its wings and talons. Its flaming body burns so fiercely that all those nearby, including the phoenix itself, suffer the heat. Even when slain, the phoenix is still not defeated. It hibernates in a protective egg which, if not destroyed, will rebirth the amazing creature.
Burn (Ex): The phoenix burns so brightly that any creature struck by its wing buffet attack must make a Reflex save (DC 19) or catch on fire for 1d4 rounds. A burning creature can take a move action to extinguish the flames. The save DC is Stamina-based.
Blazing Pinions (Ex): The phoenix continuously molts when away from its home plane, shedding flaming feathers. All creatures within 10 ft. of the phoenix take 8 points of fire damage. Despite possessing the fire subtype, the phoenix takes this damage every round as well.
Egg of Rebirth (Ex): The most legendary ability of the majestic phoenix is its power to resurrect itself after death. Whenever the phoenix is reduced to 0 hit points, it forms an egg of rebirth. The egg possesses the following statistics:

HD: 50 hp
Initiative: -3
Speed: --
AC: 22 (+12 natural)

BA/Grapple: +12/+15
Attack: --
Space/Reach: 5 ft./--
Special Qualities: Spell resistance 27, DR 10/adamantine
Saves: Fort +11, Ref --, Will +8
Abilities: Str 17, Agy --, Sta 16, Int 5, Spt 19, Cha 16

If the egg is not slain within 10 rounds, the phoenix resurrects and returns to battle.
Spell-Like Abilities: At-will--firebolt (DC 17), scorch (DC 16); 3/day--greater firebolt (DC 19). The save DCs are Charisma-based.
* The phoenix possesses a +8 racial bonus on Search and Spot checks due to its extraordinary eyesight.