G A M E

clashed with Northrend's native creatures, particularly the Drakkari ice trolls, and claimed many messy and overwhelming victories. They developed into advanced thinkers and maintained great libraries of philosophy — yet they remained cold and evil creatures.

After a time — some legends say millennia, others centuries — the Lich King's Frozen Throne plummeted to Icecrown Glacier in a blazing display. Its coming shook the ice and presaged the doom of Azjol-Nerub. The Lich King's forces fought the nerubians in the War of the Spider, and the nerubians fell. Many of their people became members of the Scourge — crypt fiends and the more powerful crypt lords — including their king, Anub'arak. The surviving nerubians scattered.

Now, the nerubians are a depleted and embittered people. Most live in Northrend and shun all contact with outsiders — indeed, they attack intruders on sight, viewing all creatures not of their kind with suspicion. Understandably, they possess a vitriolic hatred of undead, especially crypt fiends and crypt lords. They realize that they are too weak to overthrow the Lich King, and must content themselves with their pathetic guerilla war.

Nerubians tend toward evil; they have always been ruthless and aggressive, and since the fall of the Spider Kingdom these traits are more pronounced. Still, nerubians are intelligent, and not all fall into dark ways. They may join a group of adventurers in the hopes of striking against the Lich King, or of gaining the power to do so. Other nerubians, often young ones, leave their homes because they want no part of their people's hopeless conflict and desire to become more than embittered survivors — perhaps they want to attain, at an individual level at least, the heights their people once possessed. The remote possibility exists that a handful of nerubians are not evil and could get along with other races better than their brethren.

Nerubians make strange traveling companions. Their thoughts are unfathomable and their minds unknowable. They are not great conversationalists. Nevertheless, anyone who has fought at a nerubian's side is thankful for the opportunity.

Nerubian Racial Traits

A nerubian has the following traits:

• +2 Agility, +2 Intellect. Nerubians are smart and, despite their cumbersome appearance, remarkably quick and deft.

• Small Quadruped: As a Small creature, a nerubian gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks to hide, and a -4 penalty on grapple checks. He must use smaller weapons than humans use, however. Because of his many legs, a nerubian's lifting and carrying limits are equal to those of a Medium character.

Also, since a nerubian's body is not humanoid, armor must be specially crafted for him. This means it costs more than normal, as explained in the "Armor for Unusual Creatures" sidebar in WoW RPG, Chapter 9: Weapons and Armor.

• Nerubian base land speed is 20 feet. Nerubians also possess a climb speed equal to half their base land speed (10 feet). Like all creatures with climb speeds, a

nerubian has a +8 racial bonus on all Climb checks. A nerubian must make a Climb check to climb any wall or slope with a DC of more than 0, but he can always choose to take 10 even if rushed or threatened while climbing. A nerubian climbs at his climb speed while climbing. If he chooses an accelerated climb, he moves at double his climb speed and makes a single Climb check at a -5 penalty. He cannot run while climbing. A nerubian retains his Agility bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against him.

• Darkvision: Nerubians can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight.

• Aberration: Nerubians are aberrations, not humanoids. They are immune to effects that specifically target humanoids, like hold person.

• Natural Weapon: A nerubian has strong mandibles that he can use to bite opponents. He has a single bite attack that deals 1d4 points of bludgeoning and piercing damage. See the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, for more information on natural weapons.

• Nerubians have a +4 racial bonus on Spot checks and on Stealth checks to hide.

• Automatic Languages: Common and Nerubian.

• Bonus Languages: Draconic, Dwarven, Low Common, Thalassian and Zandali. Nerubians learn the languages of the creatures with which they occasionally interact.

• Creature Class: If you play a nerubian, you must take levels in the nerubian creature class.

• Favored Class: Warrior. A multiclass nerubian's warrior class does not count when determining whether he suffers an XP penalty (see WoW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).

Nerubian Creature Class

All of the following are features of the nerubian creature class. Note that the bonuses and abilities he gains at 1st level are in addition to those he gains by virtue of his racial traits. (A 1st-level nerubian has +3 Agility, for example.)

"Class" Skills: Climb (Str), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Spt), Spot (Spt), and Stealth (Agy). See WoW RPG, Chapter 5: Skills for skill descriptions.

Starting Gold: A 1st-level nerubian begins play with 1d4 x 10 gold pieces.

Weapon and Armor Proficiency: Nerubians are proficient in the use of simple weapons. They are not proficient with armor.

Frozen Mind (Ex): Some liken attempts to telepathically communicate with nerubians with drilling through solid ice. The nerubian has a +2 racial bonus on saves against mind-affecting effects and fear effects. He is immune to telepathy.

At 3rd level, the nerubian's bonus against mind-affecting and fear effects increases to +4, and at 5th level to +6. At 7th level, the nerubian is immune to mind-affecting effects and to fear effects.

Web (Ex): Once per day per nerubian level, the nerubian can throw a web as a standard action. This is similar to an attack with a net, but has a maximum range of 50 feet with a range increment of 10 feet and is effective against targets up to one size category larger than the nerubian. An entangled creature can escape with a successful Escape Artist check, or it may burst the web with a Strength check. In either case, the DC is (10 + 1/2 the nerubian's aberration Hit Dice + the nerubian's Sta modifier + 2 racial bonus).

In addition to using webbing as an attack, a nerubian can spin a single strand to ascend or descend at his climb speed. The strand can hold the weight of the nerubian and one creature of up to one size category smaller than him.

Claws (Ex): At 2nd level, the nerubian can use his claws as natural weapons. Each claw deals 1d3 points of slashing damage. See the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, for more information on natural weapons.

Growth (Ex): A nerubian achieves Medium size at 2nd level and Large size at 6th level. These changes have the following effects:

Medium: The nerubian loses his +1 size bonus on attack rolls and to AC. The nerubian's base bite damage increases to 1d6 points of damage. His base movement increases to 30 feet (and his climb speed to 15 feet). He wields weapons are wears armor of the same size as humans and other Medium creatures (armor still costs more because of the nerubian's unusual form). His lifting and carrying capacities increase to those of a Medium quadruped (1-1/2 times those of Medium bipeds). The nerubian loses his +4 size bonus on Stealth checks to hide and his -4 size penalty on grapple checks.

Large: The nerubian's space increases to 10 feet (but its reach remains 5 feet). He takes a -1 size penalty to AC and a -1 size penalty on attack rolls. The nerubian's base bite damage increases to 1d8 points of damage and his base claw damage increases to 1d4 points of damage. His base movement increases to 40 feet (and his climb speed to 20 feet). If using manufactured weapons, he must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized for him. His lifting and carrying capacities double (they are triple those of a Medium biped). The nerubian 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 nerubian's gear does not grow along with him.

Poison (Ex): At 4 th level, the nerubian's bite develops a debilitating poison. The poison has an initial and secondary damage of 1d4 Str. The Fortitude save to resist the poison is equal to (10 + 1/2 the nerubian's aberration Hit Dice + the nerubian's Stamina modifier).

At 8th level, the poison's initial and secondary damage increase to 1d6 Str.

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