Creature Class Basics

Playing a creature class involves the following rules:

• You must be of the appropriate creature to take a creature class. Only a nerubian can take levels in the nerubian creature class, for example.

• If you are a creature that has a creature class, you must take levels in that class. You cannot begin play as a nerubian and take your first level in mage or rogue, for example.

• You must achieve maximum level in your creature class before taking levels in another class.

• You never take multiclass XP penalties for your creature class. Your creature class is considered a favored class in addition to any other favored class you have.

• Unlike other classes, creature classes do not grant additional Hit Dice and skill points at each level; only at the levels indicated.

• Most characters gain a feat at 1st level, 3rd level, and every three levels thereafter. Similarly, most characters gain an ability increase at 4th level and every four levels thereafter. (See WoW RPG, Chapter 3: Classes, "Classes in Warcraft," Gaining Levels.) Characters with creature classes are an exception. A character actually gains a feat when he gains his third Hit Die (not his third character level) and every three Hit Dice thereafter; similarly, he gains an ability increase when he gains his fourth Hit Die and every four Hit Dice thereafter. Your creature class's table indicates when you gain your feats and ability increases while taking levels in that creature class. After you achieve maximum level in your creature class, remember that you gain a feat when your total Hit Dice is a multiple of three and an ability increase when your Hit Dice are a multiple of four.

For example, a nerubian with maximum levels in nerubian is an 8th-level character with 4 Hit Dice. If the nerubian gained two levels of warrior, he is a 10th-level character, but he has 6 Hit Dice. He is eligible for his third feat. If he then gains two more levels of warrior, he is a 12th-level character with 8 Hit Dice — and at 8 Hit Dice, he gains his second ability increase.

This book presents four creature classes: the dragon, the flamewaker, the nerubian, and the sea giant. Each class includes a table with the following information. Unless otherwise indicated, the numbers in the table are not cumulative; they are the current values at the appropriate level. (For example, a 4th-level dragon whelp has 3 Hit Dice, not 8.)

Level: The level of the creature class.

HD: This column indicates when you gain Hit Dice. Add your Stamina modifier when you roll a Hit Die for hit points, as normal. As with normal classes, you gain maximum hit points at 1st level.

BAB: Your base attack bonus. Note that it increases based on Hit Dice, not level.

Skill Points: This column indicates at which levels you gain skill points. Add your Intellect modifier to the number, as normal. At 1st level, after adding your Intellect modifier to this number, multiply the result by 4. Like other classes, creature classes get quadruple skill points on 1st level. (Note that this clarification did not appear in the Alliance Player's Guide and Horde Player's Guide; that was an oversight, and this is the necessary errata.)

Unlike the other columns on the table, skill points are cumulative.

Fort: Your base Fortitude save bonus. Note that it increases based on Hit Dice, not level.

Ref: Your base Reflex save bonus. Note that it increases based on Hit Dice, not level.

Will: Your base Will save bonus. Note that it increases based on Hit Dice, not level.

Feats: This column indicates when you gain feats based on your Hit Dice. You can choose any feat for which you meet the prerequisites, just as any other character can.

Ab. Inc.: This column indicates when you gain ability increases based on your Hit Dice. Choose any one ability and increase it by +1, just as any other character.

Nat. Arm.: Unlike other classes, many creatures gain a natural armor bonus to AC. This column indicates that bonus.

CR: This column indicates the creature's Challenge Rating as it gains levels. This column is useful only for GMs who wish to field young or inexperienced monsters with lower-than-normal CRs. Players need not concern themselves with this column.

Special: This column indicates what special abilities you gain.

While many like to think that they are above the concerns of other races, dragons have interacted with the common races and changed Azeroth's history numerous times. Dragons joined forces with the kaldorei in the War of the Ancients. The Horde forced dragons to fight for them in the Second War. Currently, dragons keep watch on important sites, ensuring that other creatures do not violate them, and battle against their ancient, demonic enemies.

Legends say that, in times ancient beyond telling, many dragonflights existed. Yet five flights held dominion over their brethren. The titans chose these five flights to shepherd the budding world. The greatest members of the Pantheon imbued a portion of their power upon each of the flights' leaders. These majestic dragons became known as the Dragon Aspects. They were Alexstrasza the Life-Binder, red; Malygos the Spell-Weaver, blue; Neltharion the Earth-Warder, black; Nozdormu the Timeless, bronze; and Ysera the Dreamer, green.

Dragons rarely interact with other races, and when they do they usually move in disguise. Dragons are naturally magical, and many cast spells to alter their appearance. In this way they pass unnoticed in Stormwind, Orgrimmar and other cities, posing as members of the common races. None know how many dragons are concealed in this manner.

Dragons are unlikely to interact with the common races, though some varieties are more likely to do so than others. Red dragons are perhaps the most likely. Many hold a vendetta against the Horde, which imprisoned their queen and forced her children to fight on the side of the Horde in the Second War. A band of Alliance heroes rescued the Dragonqueen, so many reds look favorably on the Alliance. However, despite these possibilities, red dragons have enlisted the aid of other creatures only a handful of times in all of Azeroth's history, so the chances of them doing so again are small.

While green dragons share a certain history with the night elves, they are unlikely to take an interest in them

— or anyone else. Green dragons allow druids to visit them in the Emerald Dream, but that's about as far as such a relationship extends. Green dragons also guard entrances to the Emerald Dream and places that are potentially of great danger to Azeroth (such as the temple of Atal'Hakkar in the Swamp of Sorrows). The dragons do not allow other creatures to enter such areas.

The other dragonflights are less likely to interact peaceably with the common races. The blue dragonflight's numbers are diminished, and most live in isolation in Northrend. The inscrutable bronze dragons maintain the timestream and perform other mysterious tasks, and take little interest in other creatures. Black dragons, while likely to interact with humans (especially), are evil and ambitious beings. In ancient times, their master, Neltharion the Earth-Warder, fell to a mysterious and lasting madness. Neltharion rechristened himself Deathwing, and in the War of the Ancients he and his flight committed atrocities against the other dragonflights and against all of Azeroth. Since that time black dragons have been the enemies of the other dragons and all good creatures. Blacks undoubtedly move in disguise among humans and others, seeking to slay and influence.

Dragons become adventurers often, though they might not think of themselves as such. They may be wandering scholars, seeking to expand their knowledge of the past or of magic, or they might be treasure hunters, looking to secure magic items to keep their power from those who would use it unwisely. Some travel simply because they enjoy it and because they can. Still, dragons are under ancient and ineffable onuses. Many have tasks of protection, stewardship, or more esoteric positions. They carry out their duties for millennia, leaving little time for exploration.

Adventuring dragons usually travel alone, as doing so grants them more freedom. Still, some stories say that an occasional dragon — probably a red one — might join an adventuring group. The possibility is unlikely, but not as much as a green, blue or bronze dragon joining such a group. They are reclusive creatures. Yet even if w o

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