Greater Link Spell [Metamagic

You can cast any number of spells at the same time. Prerequisite: Link Spellf. Benefit: As Link Spell, except that you may link any number of spells together.

Silent Magician

Greater Spell Specialization [General]

Your mastery with a single spell is unmatched.

Prerequisites: Greater Spell Focus, Spell Focus, Spell Specialization!, caster level 12th.

Benefit: Choose a spell with which you have Spell Specialization! and that belongs to a school in which you have Spell Focus and Greater Spell Focus. Your caster level is considered to be 4 levels higher when casting that spell. This change affects all variables associated with caster level, including level-dependent variables (such as range or damage), and dispel and spell penetration checks. In addition, when you prepare that spell with a metamagic feat, it takes up a spell slot two levels lower than normal, to a minimum of its normal level. For example, if Leanine Starborn takes Greater Spell Specialization and chooses blizzard* (a 3rd-level spell), she can prepare a maximized blizzard as a 4th-level spell, an empowered blizzard as a 3rd-level spell and so on.

The benefits of this feat do not stack with the benefits of Spell Specialization!.

Special: You may take this feat multiple times. Its effects do not stack. Each time it applies to a different spell.

Hasten Spell [Metamagic]

You can cast spells much faster than normal.

Benefit: You can cast a hastened spell as a move action. Casting the spell provokes attacks of opportunity, as normal. Only spells that have a casting time of 1 standard action can benefit from this feat.

A Hastened spell uses up a slot two levels higher than normal.

Link Spell [Metamagic]

You can cast two spells at the same time.

Benefit: When preparing spells, you can link two spells together. These spells must then be cast at the same time; when you cast one, you automatically cast the other. The casting time is equal to the longest casting time listed between the two spells. (For example, if one spell has a casting time of "1 standard action" and the other has a casting time of "1 round," you need a full-round action to cast them both.) You choose all targets normally for the spells; they can have different targets or the same targets.

Each linked spell takes up a spell slot one level higher than normal.

Technological Weaponry [Technology]

You can use any technological device as a weapon.

Prerequisite: Use Technological Device* 6 ranks.

Benefit: You can use any technological device with which you are familiar as a weapon, even those that were not designed as such. You rake gears across opponents' faces, crack their knees with extending iron spikes, vent boiling steam at them and otherwise use the device to your fiendish advantage. You are considered proficient with all devices used as weapons in this way. The damage type is piercing, slashing or fire, depending on the device. Specific damage amounts are up to the GM, but are generally based on the device's size, as shown on the following table.

Size Damage

Fine 1d2

Diminutive 1d3

Tiny 1d4

Small 1d6

Medium 1d8

Large 2d6

Huge 2d8

Gargantuan 3d6

Colossal 3d8

You can only use a device in this way if it is one size category larger than you or smaller (for example, a Medium creature could use a Large device as a

Spell Specialization [General]

You are especially adept with a single spell.

Prerequisites: Spell Focus, caster level 4th.

Benefit: Choose one spell that falls into your Spell Focus school. Your caster level is considered to be 2 levels higher when casting that spell. This affects all variables associated with caster level, including level-dependent variables (such as range or damage), and dispel and spell penetration checks. In addition, when you prepare that spell with a metamagic feat, it takes up a spell slot one level less than normal, to a minimum of its normal level. For example, if Leanine Starborn takes Spell Specialization and chooses blizzard* (a 3rd-level spell), she can prepare a maximized blizzard as a 5th-level spell, a silent blizzard as a 3rd-level spell and so on.

Special: You may take this feat multiple times. Its effects do not stack. Each time it applies to a different spell.

How You Spell Speciloe

weapon). However, you can use a piece of a larger device (for example, blasting your opponents with steam from a pipe on a siege engine) as a weapon. You can use any given device as a weapon of the same size category it actually is or any size category smaller (you can use a Medium device as a Medium, Small, Tiny, Diminutive or Fine weapon, for example).

Using a device as a weapon requires a Use Technological Device check against a DC +2 higher than normal. The malfunction rating applies to your attack roll.

With this feat, you can even inflict damage with a goblin army knife!

Special: A tinker may select Technological Weaponry as one of her tinker bonus feats.

Transcendent Spell [Metamagic]

Your spells can go beyond normal limits.

Benefit: A transcendent spell is has no maximum value based on caster level. A transcendent magic missile can create more than five missiles, a transcendent frost nova* can inflict more than 10d6 points of damage and a transcendent healing lightf can heal more than 2d8+10 points of damage.

A transcendent spell takes up a spell slot seven levels higher than normal.

Undead Supremacy [General]

Undead under your control are tougher and faster than normal.

Prerequisite: Spell Focus (necromancy).

Benefit: All undead under your control gain a +4 enhancement bonus to Dexterity and gain a number of bonus hit points. These bonus hit points are based on the creature's size, as shown on the table below.

Undead Creature's Size

Bonus Hit Points

Fine

None

Diminutive

None

Tiny

None

Small

10

Medium

20

30

- Huge

40

—Gargantuan

60

Colossal

80

New Core Class and Prestige Classes

This section details new class options for the Warcraft RPG. First is a new core class, the runemaster. This monk-like arcane spellcaster also uses the new rules for rune magic found in Chapter One and Chapter Three.

Following this new core class are eight prestige classes which fill roles in the Warcraft universe related to magic (such as the spiritwalker and the witch doctor) and technology (such as the engineer and steamwarrior).

Witch Doctor Tattoos

Runemaster

Description: The traditions of the runemasters date back to the ancient time of the titans, creators of runic magic. Dwarves quickly mastered the mysteries of the runes taught to them. However, as generations passed, dwarves forgot their heritage and lost all knowledge of runes and their hereditary powers.

Tauren in Kalimdor rediscovered the power of runes. An ancient race as well, tauren remembered the myths of runecasting and revived interest in this nearly lost art. The dwarves that came to Kalimdor with Jaina's Alliance Expedition learned tauren runecasting techniques. Tauren and dwarves do not share good relations, but they were eager to share knowledge of runes and titan myths.

The runemaster is a free spirit, more at home in the wild than in the city. He merges brute strength with arcane magic, covering his body with mystic tattoos and often imbuing them with magical energies to increase his skill in hand-to-hand combat. While a runemaster shuns armor, this is more to prevent hindrances to inscribing his runes than to demonstrate his subtlety and finesse with unarmed strikes. Quite to the contrary, a runemaster prefers to get in the face of his enemies. Using little trickery or subterfuge, the runemaster takes down foes with toe-to-toe, all-out assaults, hammering them with tattooed fists and feet brimming with arcane power.

Runic magic is considered primitive yet complex by most other races. The dwarves have taken to it with deft skill, while the tauren study it more slowly.

Base Attack Bonus
Table 2-1: The Runemaster (Rnm)

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+2

Create runes, flurry of blows, unarmed strike

2nd

+1

+3

+0

+3

See runes

3rd

+2

+3

+1

+3

Erase runes

4 th

+3

+4

+1

+4

Rune sense +1

5th

+3

+4

+1

+4

Improved flurry

6th

+4

+5

+2

+5

Extended glyph

7th

+5

+5

+2

+5

Rune sense +2

8th

+6/+1

+6

+2

+6

—

?th

+6/+1

+6

+3

+6

Extended mark

10th

+7/+2

+7

+3

+7

Rune mastery, rune sense +3

11th

+8/+3

+7

+3

+7

Greater flurry

12th . v.

+?/+ 4

+8

+4

+8

Lasting glyph

13th

+?/+4

+8

+4

+8

Rune sense +4

14th

+10/+5

+9

+4

Fixed sigil

15th

+11/+6/+1

+5

+?

Lasting mark

16th

+12/+7/+2

+10

+5

+10

Rune sense +5

17th

+12/+7/+2

+10

+5

+10

Fixed glyph

18th

+13/+8/+3

+11

+6

+11

Tattoo

19th

+14/+7/+4

+11

+6

+11

Rune sense +6

20th

+15/+10/+5

+12

+6

+12

Rune mastery

Affiliation: Any.

Abilities: Intelligence determines a runemaster's bonus runes per day and saving throw DCs. Dexterity helps make up for a runemaster's lack of armor, and Strength improves his unarmed attack and damage rolls. Hit Die: d8.

Class Skills

The runemaster's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (runes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha). See Chapter 4: Skills in the Player s Handbook for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Starting Wealth: The runemaster has wealth equivalent to a wizard.

Weapon and Armor Proficiency: Runemasters are not proficient with any weapons, armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a runemaster loses his flurry of blows ability and is subject to arcane spell failure on his inscribed runes.

Create Runes (Ex): A runemaster can create any rune he knows at any time, assuming he has not yet used up his runes per day for that rune level. He does not have to decide ahead of time which runes he will create, nor does he need to prepare anything in advance.

To inscribe a rune, a runemaster must have an Intelligence score equal to at least 10 + the rune's level. The Difficulty Class for a saving throw against a runemaster's rune effect is 10 + the rune's level + the runemaster's Intelligence modifier.

Flurry Blows

table 2-2: Flurry of Blows and Runes per Day

Class Level Flurry of Blows 0 1st 2nd 3rd 4th 5th 6th 7th 8th ?th

A runemaster can only create a certain number of runes of each rune level per day. His base daily rune allotment is given on Table 2-1: The Runemaster. In addition, he receives bonus runes per day if he has a high Intelligence score, just as spellcasters receive bonus spells per day.

A runemaster's selection of runes is extremely limited. He begins play with mastery of two rune families of your choice. Each rune family gives the runemaster access to a rune at each rune level he can create, from (Mevel on up, as well as a granted power. The runemaster gets the granted powers of both rune families selected.

Flurry of Blows (Ex): This ability functions like that of the monk from the Players Handbook, except the runemaster can only make unarmed strikes. The runemaster does not use weapons of any kind. See Table 2-2: Flurry of Blows and Runes per Day for the runemaster's Flurry of Blows Attack Bonus.

Unarmed Strike (Ex): This ability functions like that of the monk from the Player s Handbook, except the runemaster's damage from unarmed strikes does not improve with his level. A Small runemaster deals ld4 points of damage, a Medium runemaster deals ld6 points of damage, and a Large runemaster deals ld8 points of damage.

See Runes (Ex): At 2nd level, a runemaster can see all arcane runes of lower level than the highest level he can inscribe without needing to make a Search check. For example, a runemaster capable of inscribing 3rd-level runes is able to see all runes of 2nd level and lower without making a Search check. In addition, a runemaster who merely passes within 5 feet of an arcane rune more powerful then he can normally see is entitled to a Search check to notice it as if he were actively looking for it.

Erase Runes (Ex): At 3rd level, a runemaster can make a Disable Device check to erase an arcane rune without activating it. See the Rune Magic section of Chapter One for details.

Rune Magic Spells

Rune Sense (Ex): At 4th level, a runemaster gains an intuitive sense that alerts him to danger from runes and steels him against rune effects. He receives a +1 bonus on saves against rune effects, as well as a +1 bonus on Search checks to locate hidden runes and Disable Device checks made to erase them. These bonuses rise to +2 when the runemaster reaches 7th level, to +3 at 10th level, to +4 at 13th level, to +5 at 16th level, and to +6 at 19th level.

Extended Glyph (Ex): At 6th level, a runemaster's glyphs need not activate immediately upon completion. Instead, the glyph remains quiescent for 1 minute per runemaster level. The glyph fades to no effect at the end of this time if it has not already been activated, dispelled or erased. Anyone can activate the glyph as a move action. An enemy who is aware of the glyph can try to activate it by making a touch attack against the rune (use the size of the rune, which has +8 to its AC for Fine size, instead of the surface's normal size AC modifier).

At 12th level, the runemaster gains lasting glyphs. They have no time limit, remaining until activated, dispelled or erased.

An object can only have one extended or lasting glyph at a time. If a second is inscribed, the first fades to no effect.

Extended Mark (Ex): At 9th level, a runemaster's marks need not activate immediately upon completion. An extended mark functions like an extended glyph. It remains quiescent for 1 minute per runemaster level and fades to no effect at the end of this time.

At 15 th level, the runemaster gains lasting marks. They have no time limit, remaining until activated, dispelled or erased.

A creature can only have one extended or lasting mark at a time. If a second is inscribed, the first fades to no effect.

Rune Mastery (Ex): At 10th level, the runemaster chooses a third arcane rune family. The runemaster gains the family's granted power and access to all its arcane runes that he is of sufficient level to create. At 20th level, the runemaster gains a fourth arcane rune family and its granted power.

Fixed Sigil (Ex): At 14th level, a runemaster's sigils can be made permanent. Afixed sigil does not fade after activation, though it can only be activated once per day. See the Rune Magic section for details.

Fixed Glyph (Ex): At 17th level, a runemaster's glyphs can be made permanent. A fixed glyph does not fade after activation, though it can only be activated once per day. See the Rune Magic section for details.

Tattoo (Ex): At 18th level, a runemaster's marks can be made permanent. A tattoo can be activated once per day as a standard action that provokes an attack of opportunity. The tattoo does not fade after activation.

A creature can have only one magic tattoo per 5 Hit Dice. To replace a magic tattoo, the creature must first have an old one erased.

Mystic Creature TattoosMagic Glyph Spells

Bombardier

Description: The bombardier is the highest practitioner of the art of things that go boom. Meticulous planners with a frenzied need to blow things up, most bombardiers are a haphazard mixture of forward-thinker and absent-minded tinker.

Requirements

Affiliation: Any.

Special: To become a bombardier, the character must destroy a single structure or group of creatures (3 or more) with an explosion of some sort.

Skills: Craft (alchemy) 5, Craft (technological device*) 5, Knowledge (architecture and engineering) 5.

Feats: Build Small Devices*, Scavenge Materials*.

Class Skills

The bombardier's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Open Lock (Dex), Profession (Wis), Use Magical Device (Cha), Use Technological Device* (Int). See Chapter 4: Skills in the Player's Handbook and Chapter Two: Heroes in the Warcraft RPG for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: A bombardier is proficient with all simple weapons, and may take the Weapon Focus feat and use ranged weapon feats with explosive weapons.

Goblin Sapping (Ex): Beginning at 1st level, the bombardier learns the fine art of sapping a structure with explosives. He can reduce the hardness of wooden structures by the value of his Intelligence bonus for purposes of blowing them up.

Bomb'Bouncing (Ex): At 1st level, the bombardier masters the art of making a bomb travel further. See the tinker base class for an explanation of this special ability (Warcraft RPG, Chapter Two: Heroes, "New Base Classes"). The ability to bounce bombs stacks with the tinker special ability, and triples the range increment of explosives the bombardier throws.

Excellent Timing (Ex): Bombardiers are experts at assessing critical timing, especially when setting up explosive devices. At 2nd level, when prepping a bomb for explosion, the bombardier ignores the DC penalty for setting a delay. Trick Toss (Ex): Grenade throwing and bomb chucking are the bombardier's favorite sports. While the more clumsy bombardiers discover quickly that throwing well is crucial, talented grenade throwers usually find a way to put a spin on a toss for interesting effects.

At 3rd level, the bombardier can lob bombs ignoring low cover and targeting beyond it without any penalty.

The bombardier perfects a spiral-ing seeker toss at 6th level. Using the bomb's own spin as a way to direct the explosive device, the bombardier can ignore any type of cover except for total cover.

Boom! (Ex): At 4th level, the bombardier can double the explosive force of bombs or grenades without increasing the

size or weight of the device. This requires that the bombardier upgrade the explosive device (see Warcraft RPG, Chapter Three, "Creating Technological Devices," Upgrades and Adding Functions).

Dwarven Sapping (Ex): Using tips from dwarven demolitionists and mortar teams, the bombardier learns to sap stone or metal. At 5th level, the bombardier reduces the hardness of stone and metal structures by the value of his Intelligence bonus for purposes of blowing them up.

Big Boom! (Ex): At 6th level, the bombardier can maximize the construction of a bomb so that it always does the maximum amount of damage possible. The bombardier must spend time to upgrade the explosive device (see Warcraft RPG, Chapter Three, "Creating Technological Devices," Upgrades and Adding Functions).

Improved Excellent Timing (Ex): Upon reaching 8th level, the bombardier can precisely time grenades and other thrown or fired explosive devices without penalty, down to a specific initiative number in the initiative sequence.

Master Sapper (Ex): At 9th level, the bombardier can apply his ranks in Knowledge (architecture and engineering) as bonus damage for a placed and planned explosion. The bombardier must spend a full-round action positioning or aiming the explosives. The damage bonus only applies to engineered structures or Large and larger technological devices.

Ground Zero (Ex): At 10th level, the bombardier can add double his current hit point total to the amount of damage an explosion does. He must remain close enough to the explosives to supervise a precise detonation (a full-round action). This explosion typically kills the bombardier, but he may make one DC 25 Reflex save against the blast. If successful, the bombardier escapes unscathed; otherwise he takes normal (unmodified by his hit points) damage. Improved evasion and evasion don't apply to the circumstances of this ability, since he has to watch the explosives very closely before they go off.

Table 2-3: The Bombardier (Bmb)

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+0

Goblin sapping, bomb-bouncing

2nd

+1

+0

+3

+0

Excellent timing

3rd

+2

+1

+3

+1

Trick toss (lob)

4th

+2

+1

+4

+1

Boom!

5th

+3

+1

+4

+1

Dwarven sapping

6th

+4

+2

+5

+2

Big boom!

7th

+5

+2

+5

+2

Trick toss (seeker)

8th

+6

+2

+6

+2

Improved excellent timing

?th

+6

+3

+6

+3

Master sapper

10th

+7

+3

+7

+3

Ground zero

Wow Steamwarrior

Engineer

With the rise of technology in the world ofWarcraft, tinkers are becoming common among almost all factions and races. A rarer breed, however, are the geniuses among the tinkers who focus their intelligence on a particular type of technology and can lead impossibly ambitious projects that turn fantasy into reality. The earliest of these prodigies developed the phlogiston-powered boilers that al lowed the goblins to replace their scout balloons with enormous zeppelins, and the Horde to take its ironclad juggernauts to sea. They named themselves after their work, and those who have followed in their footsteps honor them by taking that title for their own.

They are the engineers. Hit Die: d6.

Requirements

Affiliation: Any.

Feats: Leadership.

Skills: Craft (technologicaldevice*) lOranks.

Special: A character aspiring to be an engineer must complete construction of a device with a Technology Score of at least 10 without assistance.

Class Skills

The engineer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Knowledge (any but arcana or religion) (Int), Open Lock (Dex), Profession (Wis), Use Magic Device (Cha), Use Rope (Dex), and Use Technological Device* (Int).

Skill Points at Each Level: 8 + Int modifier.

Class Features

All of the following are class features of the engineer prestige class.

Weapon and Armor Proficiency: Engineers are proficient with all simple weapons and all types of armor and shields.

Engineer

Master Tinker's Touch (Ex): For the purpose of determining the technological limit of any devices he may build, a hero's levels in the engineer prestige class are counted as if they were tinker levels. In addition, he may divide his ranks in Craft (technological device*) by 5, rounding any fractions up, and consider the result tinker levels for the same purpose.

Specialization: At 1st level, an engineer chooses a particular type of technological device in which to specialize (e.g., steam armor, zeppelins, siege weapons, traps). All Craft (technological device*) checks an engineer makes when working in his area of specialization receive a +1 competence bonus. This bonus increases by +1 at every other level thereafter (+2 at 3rd level, +3 at 5th level, and so forth). At 5th level, an engineer selects a second field of specialization to which all specialization bonuses apply; and at 8th level he selects a third. However, as an engineer focuses his tinkering genius, his more general mechanical abilities suffer. Any Craft (technological device) checks made by an engineer outside his areas of specialization suffer a -3 penalty.

Lead Collaboration (Ex): Engineers understand the process of mechanical creation so well that they

Base Attack Bonus
Table 2-4; The Engineer (Eng)

Class Level

Base Attack Bonus

Fort Save

RefSave

Will Save

Special

1st

+0

+0

+2

+2

Master tinker's touch,

specialization (+1),

i

First specialization

2nd

+0

+3

+3

Lead collaboration (x?)

3rd

+1

+1

+3

+3

Specialization (+2)

4th

+2

+1

+4

+4

Bonus feat, draft schematic

5th

+2

+1

+4

+4

Specialization (+3), second specialization

6th

+3

+2

+5

+5

Hold together

' 7th

+3

+2

+5

+5

Specialization (+4), lead collaboration (x8)

8th

- +4

+2

+6

+6

Bonus feat

?th

+4

+3

+6

+6

Specialization (+5)

10th

+5

+3

+7

+7

Third specialization, lead collaboration (x7)

can organize the efforts of tinkers in order to create larger or more complex devices together than they could individually. After reaching 2nd level, an engineer gains the ability to lead group projects with efficiency. Applicable modifiers from any feats possessed by the engineer (such as Build Siege Weapons) may be included when determining the technological limit of any device construction project he leads. In addition, as long as he supervises and participates in the construction of the device, it is completed when progress is greater than the item's market value x 9. Once the engineer is 6th level or higher, projects he leads are completed when progress is greater than the item's market value x 8, and a project led by a lOth-level Engineer is completed at market value x 7. The engineer must supervise and make weekly progress on the project, or he is no longer considered to be leading the project and completion reverts to the normal standard of market value x 10.

Bonus Feat: At 4th and 8th levels, engineers receive a bonus feat that must be selected from the

Warcraft RPG). An engineer must still meet all prerequisites for any bonus feat.

Draft Schematic (Ex): Upon reaching 4th level, engineers learn how to draw plans that allow devices they've built to be recreated more easily. If an engineer has been personally involved in the creation of a device, at any time after the device's completion the engineer may make a Craft (technological device*) check with a DC equal to 10 + the device's Technology Score. Success on this check allows the creation of schematics that may be passed along to other tinkers. Use of these schematics grants a bonus equal to the engineer's class level divided by 2 on all Craft (technological device) checks involved in constructing a copy of the original device. Engineers may not make use of their own schematics.

Hold Together (Ex): After achieving 6th level, an engineer has such rapport with technology that his devices are less likely to malfunction under his watchful eye. A technological device being operated by an engineer of 6th level or higher behaves as if its Malfunction Rating were lowered by -1 (to a minimum of zero).

list of tinker bonus feats (see Chapter Two of the

Linking Spell
+1 0

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