+25d% years


175 years

263 years

350 years

+4d10 years


30 years

47 years

69 years

+2d6 years

Satyrt _ _ _ _


75 years

95 years

110 years

+4d10 years

* In addition to their natural longevity, a number of naga develop mutations that increase their life spans even further. Some are immortal.

t Satyrs are immortal and cannot die due to old age, nor do aging effects apply to them.

Table 1-12: Random Height and Race Base Height Height Modifier

Dwarf, Dark Iron (female) 3'7" +2d6

Dragonspawn (wyrmkin) (female) 6'2" +2d6

Dragonspawn (wyrmkin) (male) 6'2" +2d6

Murloc (female) 4'8" +2d10

Murloc (male) 4'10" +2d10

Pandaren (female) 5'3" +2d4

Pandaren (male) 5'3" +2d4

Quilboar (female) 4'5" +2d6

Quilboar (male) 4'11" +2d6

Tuskarr (female) 4'3" +2d6

Weight Base Weight

120 lb.

200 lb.

200 lb.

120 lb.

190 lb.

240 lb.

180 lb.

200 lb.

100 lb.

175 lb.

190 lb.

200 lb.

170 lb.

Weight Modifier x (2d6) lb.

180 lb.

This chapter includes several options for character classes, most of which are introduced in the Alliance Player's Guide. In the following pages you can find:

• Equipment. A few of the races presented in this book use unique weapons, and these are described here.

• Variant classes. These rules take classes that already exist and alter them slightly, replacing a class feature or two with another or adjusting their class features to fit a slightly different idea.

• Racial iconic classes. These classes are variant classes, as above, that represent particular archetypes in the Warcraft world, such as a quilboar shaman or a pandaren wardancer.

• Creature classes. Some monsters are appropriate for player characters, but they are too powerful to translate directly, even with racial levels. One solution is to use a level adjustment (described in Lands of Mystery and the Monster Guide). The Alliance Player's Guide introduced creature classes, which allow players to play a monster from 1st level. This book includes several creature classes.

• Feats. This chapter closes with a slew of new feats particularly appropriate to characters and races who belong to the dark factions described herein.

Swift Actions and Immediate Actions

Some abilities and class features in this chapter refer to swift actions and immediate actions. They are similar to free actions and are described in More Magic & Mayhem, Chapter 3: Power Overwhelming.

Martial Weapon Cost

Two-Handed Melee Weapon Great Trident 50 an

Exotic Weapons Cost

One-Handed Melee Weapons Pan-Spear 25

Table 2-1: Weapons Dmg (S) Dmg (M) Critical Range Increment Weight*


2d6 x3

Dmg (M) Critical

Range Increment Weight*

Great Trident: Naga myrmidons and royal guards favor this weapon. Though its great size and weight makes it useless as a ranged weapon (unlike smaller tridents), thrown weapons are not an option underwater anyway. Also, as the great trident is a piercing weapon, it is an ideal choice for strong creatures to wield beneath the waves.

If you use a ready action to set a great trident against a charge, you deal double damage on a successful hit against a charging character.

Pan-Spear: A pandaren weapon, this pikelike implement consists of a long, flat blade attached to a hollow bambus reed. Because of the reed's light weight and hollow nature, a skilled wielder can hurl a pan-spear remarkable distances and still retain accuracy.

If you use a ready action to set a pan-spear against a charge, you deal double damage on a successful hit against a charging character.

Sword, Shaktani: Pandaren favor this long, slim blade, and it allows them to use their agility to great advantage. About the same length as a bastard sword, a shaktani sword is a lighter and more graceful weapon, and its chisel-like end makes particularly grievous wounds. You can use the Weapon Finesse feat to apply your Agility modifier instead of your Strength modifier to attack rolls with a shaktani sword sized for you, even though it is not a light weapon for you. You cannot wield a shaktani sword in two hands in order to apply 1-1/2 times your Strength bonus to damage.



1 d6

30 ft

The rules in WoW RPG allow for a wide range of character customization. No two runemasters (described in More Magic & Mayhem) are alike, because they are of different races and have different skill, feat, equipment and rune selections. However, the classes are, by definition, somewhat limiting. Despite the fact that they are all different, all runemasters also share certain traits — they inscribe runes on themselves and others and they are decent fighters among other things. Yet what about those runemasters who, perhaps, don't do all these things? Or do them differently? Do runemasters exist who focus their efforts and runes on themselves and let their allies fend for themselves? The answer is certainly yes.

A variant class takes one of the existing base classes and alters it slightly — usually swapping one class feature for another, or performing some other minor alterations. These variant classes allow a larger range of customization and represent slightly different concepts. In a way, the healer and arcanist classes already present variant classes: they have different paths. The healer class, for instance, has four variants: the druid, priest, shaman, and witch doctor (described in More Magic & Mayhem). The classes presented here are more focused.

Variant classes are an optional addition to the WoW RPG game. If you would like to play a variant class, first ask your GM to make sure it's okay.

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