online faq recherche accueil
 

Il y a 193 utilisateurs connus et inconnus. Pour voir la liste des connectés connus, cliquez ici

 Mot :   Pseudo :  
 
 Page :  1  2
Page Précédente 
Auteur
 Sujet :

[Warcraft RPG] Races

 
n°6065
KProtheus
Je suis votre Protecteur.
Posté le 30-09-2004 à 17:46:36  profilanswer
 

Dans ce topic, on parle des traductions des races de Warcraft RPG.  
Lire ce topic de manière linéaire n'a aucun sens. Reportez-vous au topic fixe [WarcraftRPG] en haut de forum pour plus d'informations.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°6066
KProtheus
Je suis votre Protecteur.
Posté le 30-09-2004 à 17:46:52  profilanswer
 

Goblin
Description: Goblins are crafty and shrewd small humanoids with an overwhelming interest in commerce and a strong curiosity about all things mechanical. Goblin society is a fragmented thing at best, defined chiefly by commerce and trade. The ultimate schemers and xcon artists, goblins are always in search of a better deal.
They do value technology as a useful aspect of commerce. Some say that their advantage - and their curse - is to be the primery users of technology in a world governed by magic. They employ vast teams of engineers who strive to expand on current technology for a wide array of applications. They constantly build and repair machines and work on new ideas. Unfortunately, their lack of discipline means that many creations end up half finished as something else catches their attention or that a machine explodes after its creator forgot to add vital release valve.
They are quite envious of the Ironforge dwarves' invention of firearms - both from a commercial and a technological standpoint. Goblins recognize the potential such technology could have... and the profits that could be gained from bringing it to the world. The goblins will not master that aspect of technology for some time, at least, since many past experiments with gunpowder and explosives have ended more than a few goblins' curiosity.
A number of trade princes rule over the various goblin holdings around the world. Though the trade princes all live in th goblin island city of Undermine far from Kalimdor, they each control their own private armies and trade fleets. In turn, each controls cast rings of trade, mining deforestation, slave rings, and poaching.
The trade princes ar the most cunning of their race and will stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered on Kalimdor are either privateers or agents of the various trade princes of Undermine.
Goblins are tenacious fighters. They attack from range with crossbows and use maces when the fighting gets in close. When attacked in their warrens, they fight with tools as well. They have a good grasp of tactics and strategy, and are masters of sieges. Their love of large machines makes them ideal for attacking fortifications.
They are tricksters and con artists to the extreme. Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way.
Appearance: Goblins are slight and wiry, averaging 3 feet in height and wieghing between 30 and 50 pounds. They have large noses and ears and green skin. Their long arms and fingers are very useful for reaching into the back of some machine they are currently working on. They tend to wear leather clothing, often cut into aprons to protect against caustic fluids.
Region: Goblins are a wily, cunning race of traders and tinkers typically encountered as part of a trading envoy... or when on a pirate raid. Goblin ships frequent the seas around Kalimdor, seeking riches, slaves, or exotic wares. The main goblin port in Kalimdor is Ratchet, a medium-sized harbor city located on the eastern shore of the Barrens directly between Durotar and Theramore.
Since goblins are essentially neutral to everyone, Ratchet entertains memebers of each race who come for the nightlife. All in all, Ratchet is a wild place, offering great bars, fight clubs, girls (and guys), and fast boats. The goblins run their operations around the clock, and boats are always pulling in and out of harbor carrying loads of precious goods and cargo. Goblin guardsmen patrol the streets, making sure that the various Horde and Alliance visitors play nice with each other. More than one drunken hooligan has laughed at being told to calm down by a pair of tiny goblin guardsmen... only to wake up in jail with bruises and singed clothing.
Affiliation: None. Constantly building and inventing requires massive amounts of resources, both for creating the machines themselves and to maintain the ones that actually work. Cannibalizing the old machines can only sustain this by so much, so goblins rely on trade with as many races and cultures as possible.
Their mechanical and mercantile pursuits are not always performed within the bounds of polite society. Through not evil, goblins are willing to embark on shady business ventures - slavery, deforestation, envrionmentally unsound oil drilling - to accomplish their goals. They are opportunists to the core and revel in battering the better deal at every turn.
Goblin Racial Traits
+2 Dexterity, -2 Strength. Goblins are quite clever, but not terribly strong.
Small: As a Small creature, a goblins gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. He must use smaller weapons than humans use, however, and his lifting and carrying limits are three-quarters of those of a Medium character.
Goblin base land speed is 20 feet.
Low-Light Vision: Goblins can see twice as far as humans can in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+2 racial bonus on Appraise, Craft (alchemy), Diplomacy, and Listen checks. These skills are also considered class skills for all goblin characters.
+4 racial bonus on Craft (mechanical objects) checks. Goblins are master craftsmen.
Weapon Familiarity: Goblins may treat blunderbusses, flintlock pistols, and long rifles as martial weapons, rather than as exotic weapons.
Automatic Languages: Common and Goblin.
Bonus Language: Any unrestricted.
Favored Class: Tinker. A multiclass goblin's tinker class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, 'Multiclass Characters," XP for Multiclass Characters).


Message édité par KProtheus le 30-09-2004 à 17:47:23

---------------
Je suis votre Protecteur.
[:metalgear:8]
n°6239
Maedhros
Goblin v3.1 Explosif instable!
Posté le 01-10-2004 à 01:39:43  profilanswer
 

Goblin
Description: Les Goblins sont d'habile et d'astucieux petits humanoides, ayant un immence intéret dans le commerce et une grande curiosité pour tout ce qui concerne la mécanique. La société des Goblins est au mieux fragmentaire, elle est en général défini par l'échange et le commerce. Étant les meilleurs dealer et artiste de la vente les Goblins sont toujours à l'affut d'une meilleur offre.
Bien qu'ils valorisent la technology comme un aspect utile du commerce. Certains disent que leur principale avantage (et malédiction) est d'étre les principale utilisateur de la thecnologie dans un monde gouverné par la magie. Ils emploient de vaste équipes d'ingénieurs dans le but d'étendre la thecnologie à un grand éventaille d'application. Ils travaillent constament a construire et à réparrer des machine tout en dévellopant de nouvelles idées. Malheureusement leurs manque de dicipline leur cause des probléme: ils peuvent laisser plusieurs inventions à demi fini, parce qu'autre chose a capter leur attention ou assister à l'explosion d'une machine après avoir oublier d'installer une valve de relache vital.  
Ils sont très envieux des Nains d'Ironforge pour l'invention des armes à feux, d'un point de vue tant commercial que technologique. Les Goblins reconnaicent le potentiel qu''une tel technologie poirrait avoir... et des profils qu'ils aurraient pu faire si ils l'avaient crée. Les Goblins ne vont pas maitrisé cette aspect de la technologie pour pour quelque temps, au moins, surtout parce que leurs expérience antérieur avec la poudre à fusil et les explosif ont mit fin à la curiosité de plus d'un de leur congénaire.
Un petit nombre de seigneurs du commerce règnent sur la plupart des batiment Goblin autour du monde. Même si ces seigneurs vivent dans l'ile-cité Gobline d'Undermine,  loin des côtes de Kalimdor, ils possédent chacun leurs propres armées privé ainsi que leurs flottes commerciales. Chacun, à tour de rôle, controle une partie des commerces: mines, déforestation, esclaves, braconnage, etc.  Les seigneurs du commerce sont les plus adroits de leur race et n'arréteront pas l'agrandissement de leurs fortunse et de leurs pouvoirs pour quelque raison que ce soit, même si cela signifie l'illégaqlité, le marché noir ou des traisons. Les Goblins rencontré sur Kalimdor travaille soit à leurs compte ou pour celui des seigneurs d'Undermine.
Les Goblins sont des combattant tenace. Ils utilise des arbalète pour attaquer à distance puis change pour des maces lorsque le combat se rapproche, lorsqu'attaqué dans leur atelier, ils utilise aussi leurs outils pour se défendre. Ils ont une grande compréention des tactiques et stratégies, sans compter qu'ils sont maître dans l'art des siége. Leurs amour pour les grande machines les mettent au rang d'unité de premier plan lors de l'attaque de fortifications.
Ils sont arnaqueurs  et  rusés à l'extrème. Leurs mission sur le monde est de crée d'incroyables inventions, d'acroitre leurs richesse et de cause le plus de trouble possible.
 
Apparence: Les Goblins sont de petits étre maigres d'environs 3 pied (1 mètre) de haut, pessant entre 30 et 50 livres. Ils la peau verte, de grands nezs et oreilles. Leurs long bras et leur grands doigts sont très utile pour atteindre l'arrière de certaines machines sur lesquelles ils travaillent. Ils ont ont tendance à porter des vétement de cuir, souvent couper en tabliers pour les prétéger des liquides caustique.
 
Région: Les Goblins sont une astucieuse race de commercant et de voyageurs habituellement rencontrés dans des caravanes marchandes.... ou lors d'une attaque de pirates. Les bateau Goblins se retrouvent sur les mers autour de Kalimdor, à la recherche de richesses, d'esclaves ou de marchandises exotiques. Le principal port Goblin sur Kalimdor est Ratchet, une ville portuaire de taille moyenne situé sur la cote est des Barrens directement entre Durotar et Theramore.
Puisque Les Goblins sont pour la majorité neutral à tout le monde, Ratchet divertie un bon nombre de membres de chaque races qui viennent pour le nightlife. Ratchet est un endroit mouvementé, offrant d'exellent bars, des fight-clubs, des filles (ou gars) et des navettes rapides. Les Goblins gérent leurs opération 24 heures sur 24, les bateaux sont toujours arrivant ou partant des quai, transportant nombre de biens précieux et de cargo, Des gardes Goblins patrouillent les rue, s'assurant que la variété de visiteurs de la Horde et de l'Alliance restent poli entre eux. Il y a plus d'un vandal soul qui aient ri après s'étre fait demandé de se calmé par deux petit gardes Goblins... selement pour se retrouvé en prison avec des équimoses et des vétements roussis.
Affiliation: Aucune.  Batir et inventé constament requière de grandes quantités de ressources, d'une part pour crée les machines et aussi pour entretenir celle qui marche vraiment. Démonter les vielles machines ne peut pas contribué éternéllement, alors les Goblins doivent se penché vers le commerce avec le plus de races et de cultures possibles.
Leurs buts commercials et méchaniques ne sont pas toujours accomplis suivant la loi. Bien que n'étant pas méchant les Goblins sont souvent embarqué dans des entreprises douteuses (esclaves, déforestation, forages pétroliers dangereux pour l'environement) pour accomplir leurs projets. Ils sont opportuniste jusqu'a l'os et recherche le meilleur deal chaque fois qu'ils le peuvent.
 
Traits Racial Goblin

  • +2 Dexrterité, -2 Force. Les Goblins sontbien habiles, mais ils ne sont pas terriblement fort.
  • Petit: En tant que petite créature les Goblins ont +1 bonus de taille à la classe d'armure, +1 bonus de taille pour les attaques, et un +4 bonus de taille pour se cacher. Ils doivent utilisés des arme plus petites que celle des hommes, cependant, ils ne peuvent souvlevé que 3/4 de ce que peut levé un parsonnage de taille moyenne.
  • La vitesse de base des Goblins sur terre est de 20 pieds.
  • Vision nocturne: les Goblins peuvent voir deux fois plus loin que les humains à la lumière des étoiles, de la lune, des torches, et dans d'autre condition de lumière semblable. Ils garde la capacité de distinguer les couleurs sous ces conditions.
  • +2 de bonus racial pour estimer , métier (alchimie) , diplomatie, écouter. Ces habillités sont de classe pour tout les personnage Goblins.
  • +4 de bonus racial au métier(objet mécanique). Les Goblins sont des maitre artisant.
  • Familiarité des armes: Les Goblins utilise les tromblons, pistolets et les grands fusils comme arme de guerre au lieux d'arme exotique.
  • Language automatique: le parlé commun et le goblin
  • Bonus de language: aucune restriction
  • Classe favorisé: Tinker. Un Goblin de multiclass tinker n'est pas prit en compte lors de savoir si il souffre d'une perte d'XP (voir PHB, Chapitre 3, Classes, Personnage multiclasse, Pénalite de l'XP pour les personnage multiclasse)


Message édité par Maedhros le 09-10-2004 à 04:31:38
n°7933
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 12:28:19  profilanswer
 

Human
 
Description: Humans are among the youngest races on Azeroth, but they make up for it by being the most populous. With life spans generally shorter than the other races, humans seem to strive all the harder to achieve great heights in empire building, exploration, and magical study. This aggressive and inquisite nature leads the various human nations to become quite active and influential in the world.
 
At least, such was the case prior to the invasion of the Burning Legion. Human kingdoms have suffered greatly in the course of the three wars against the demonic hordes. A large number fell in the latest confrontation, leaving behind battered yet unbowed survivors of the Alliance Expedition under the command of the sorceress Jaina Proudmoore. This group has begun settlement of the wild continent of Kalimdor.
 
Humans value virtue and honor, though they also pursue interests in power and wealth. After battling the forces of darkness for generations, humans tend to use a warrior's approach to diplomacy - attack first, ask questions later. Aided by belief in the mystical philosophy of the Holy Light, they have fought the hardest and endured the most during the wars against the Horde and the Burning Legion.
 
Despite all their tragedy, humans remain hardy and brave - thoroughly commited to building a strong society in the harsh lands of Kalimdor. Though they lament the passing of their former kingdom of Lordaeron, they look toward a bright future unscarred by the rigors of war and battle.
 
Appearance: Humans come from a variety of backgrounds. Their appearance and stature are equivalent to that described for humans in the PHB.
 
Region: After the end of the Third War, Alliance forces under Jaina Proudmoore's command pulled to the south of Kalimdor. They founded a stronghold called Theramore, a small, walled city on a rocky isle just east of Dustwallow Marsh. Theramore Isle and the nearby mainland fall under human control and border Durotar, the orcs' new homeland to the north. Humans and orcs maintain a tentative peace along their borders, but clashes are by no means uncommon. Since most of the mighty human warriors and mages lost their lives during the war against the Burning Legion, only a handful of veteran (or, high-level) mages and paladin warriors remain in Theramore. While Ironforge dwarves and some high elves also occupy the small island city, humans hold the seats of greatest power. Goblin vendors and traders are a common enough sight in and around the rocky isle.
 
Affiliation: Alliance. Humans and orcs banded together to face the menace of the Burning Legion, but old habits returned once they dispatched the demonic threat. Although Thrall (the orc warchief) and Jaina Proudmoore bear a healthy respect for one another, the old racial hatreds boil still within the hearts of their troops. Humans also look upon tauren with suspicion, thanks to ties the tauren have to orcs. Humans and dwarves have long enjoyed a good relationship, a bond only strengthened since the dwarves have been re-energized by their desire for exploration. Elves are, by turns, a source of mystery and frustration - especially the exotic night elves.
 
Human Racial Traits

  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level. Humans are quick to master specialized tasks.
  • 4 extra skill points at 1st level and 1 extra skill point at each additionnal level. Humans are versatile and capable.
  • +2 racial bonus on saves against fear-related spells or effects. Humans are known for their courage, no matter what the circumstances.
  • +2 racial bonus on Diplomacy, Gather Information, and Knowledge (nobility and royalty) checks. Humans are a gregarious bunch. These skills are also considered class skills for all human characters.
  • +1 racial bonus on attack rolls against orcs. Humans and orcs have a long history of enmity.
  • Automatic Language: Common.
  • Bonus Languages: Any unrestricted.
  • Favored class: Any. When determining whether a multiclass human takes an XP penalty, his highest-level class does not count (see PHB, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°7934
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 12:29:02  profilanswer
 

Dwarf, Ironforge
 
Description: Ironforge dwarves are stoic and tough, similar to dwarves in the PHB. They thrill to the prospects of battle and storytelling alike. Originally from Ironforge in Khaz Modan on the continent of Lordaeron, they came to Kalimdor as part of the human Alliance to battle the Burning Legion. In the aftermath of that struggle, the dwarves learned that they might well have been created by an ancient race called the titans. Legends claim that these beings helped shape the world itself in its earliest days and were eternal enemies to the demons of the Burning Legion.
 
This revelation has triggered a major transformation in dwarven attitude and interests. Where once Ironforge dwarves lives only to mine precious minerals and craft halls of stone, insights into the ancient world their ancestors helped to craft. Ironforge dwarves are obsessed with investigating the relics and locations of titan holdings throughout Kalimdor.
 
In addition to awakening a thirst for discovery, this newfound knowledge also unlocked enchanted energies of their heritage, enabling Ironforge dwarves to perform spectacular feats such as turning their skin to stone for limited periods of time.
 
Dwarves are as interested in invention as they are exploration. They have virtually perfected the use of firearms such as blunderbusses and cannons. Members of any race can learn to use these mechanical devices, but Ironforge dwarves own an uncanny knack for constructing and using them.
 
Appearance: The stature and appearance of Ironforge dwarves are equivalent to that described for dwarves in the PHB.
 
Region: Ironforge dwarves retain contact with the Alliance forces on Theramore Isle. They typically go there only to resupply and catch up on sporadic news from distant Lordaeron; they otherwise spend much of their time roaming Kalimdor with archeological fervor. They have established a few different dig sites, including one major site: the ancient ruins they have named Bael Modan (Red Moutain), located in the southern region of the Barrens.
 
Affiliation: Alliance. Ironforge dwarves respect the orcs' fighting prowess, but too long a history of bad blood prevents any meaningful relations. While they share an affiliation with high elves, the dwarves have never experienced good relations with that race. The secrecy inherent to night elves virtually guarantees that Ironforge dwarves spare them little kindness as well. Ironforge dwarves are uncommittal toward tauren, though they do exercise caution due to that race's Horde affiliation. This situation makes exploration of Kalimdor more difficult than it might be otherwise, since the night elves and tauren races are more familiar with the land than the newly arrived Ironforge dwarves.
 
Ironforge Dwarf Racial Traits

  • +2 Constitution, -2 Charisma, Ironforge dwarves are a tough lot, though their blunt demeanor makes them none too appealing to delicate sensibilities.
  • Medium: As Medium creatures, Ironforge dwarves have no special bonuses or penalties due to their size.
  • Ironforge dwarves' base land speed is 20 feet.
  • Darkvision: Ironforge dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Ironforge dwarves can function just fine with no light at all.
  • Stability: Ironforge dwarves are exceptionnaly stable on their feet, gaining a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Stonecunning: Stonecunning grants Ironforge dwarves a +2 racial bonus on checks to notice unusual stonework such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework. An Ironforge dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an Ironforge dwarf can use the Search skill to find stonework traps as a rogue can. An Ironforge dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Stone Flesh (Su): Once per day as a free action, Ironforge dwarves may transform their very flesh into stone. This grants a +2 natural armor bonus for a number of rounds equal to their Constitution modifier + character level. This bonus increases by 1 at 6th level and at every 6 character levels thereafter (+3 at 6th, +4 at 12th, and +5 at 18th level).
  • Weapon Familiarity: Dwarves may treat blunderbuses, long rifles, flintlock pistols, dwarven urgroshes, and dwarven waraxes as martial weapons, rather than exotic weapons.
  • +2 racial bonus on saving throws against poison. Ironforge dwarves are hardly and resistant to toxins.
  • +1 racial bonus to attack rolls against giants.
  • +2 racial bonus on Appraise checks related to stone or metal items, Craft checks related to stone or metal items, and Craft checks related to gunsmithing. These are also considered class skills for all Ironforge dwarf characters.
  • Automatic Languages: Common and Dwarven.
  • Bonus Languages: Gnome, Goblin, Orc, and Thalassian.
  • Favored Class: Fighter. A multiclass Ironforge dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, "Multiclass Characters," XP for multiclass Characters).


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°7935
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 12:29:38  profilanswer
 

Elf, High
 
Description: High elves were born long ago when a band of night elves were exiled from their homeland for continuing to abuse arcane magic. This abuse eventually transformed the exiled night elves into high elves - or the Quel'Dorei, as they came to call themselves. In the course of their exile, the high elves founded the nation of Quel'Thalas on the continent of Lordaeron and used their magic to protect themselves from the indigenous peoples. In time, they constructed many amazing cities. The high elves rarely interacted with other races, which they viewed as "lesser"; only in times of great danger did high elves seek out aid from dwarves and humans. The Horde posed just such a threat, leading the high elves to join the Alliance. Alas, their wondrous lands were ultimately destroyed for their troubles.
 
The few high elves who traveled with the Alliance forces to Kalimdor in the course of the Third War learned to their horror that Quel'Thalas had fallen to the undead Scourge. Left with no homeland to return to and gripped with a burning desire for vengeance, these high elves decided to remain in Kalimdor. In fact, on the infrequent occasions that ships brave the treacherous seas, other high elves have joined them from the ruins of Lordaeron. This aloof and brooding for spends much of its time hunting down the remaining undead that plague Kalimdor's wilds.
 
The high elves are interested in Kalimdor for another reason. It is home to the wondrous World Tree, long in the care of their cousins the night elves. As well, a series of hidden moon wells - receptacles of mystic energy - also dot this land. With Quel'Thalas gone, the possibilities that such places offer draw the high elves. This interest is more than academic: the high elves have used magic for countless generations, falling prey to its addictive allure. Even non-spellcasting high elves cannot operate or even think clearly without replenishing their energies daily.
 
Appearance: The willowy high elves stand a few inches taller than humans, ranging over 6 feet tall on average. They are typically slimmer than the more muscular humans, however, with an average weight of 100 to 175 pounds. They have fair hair and skin, with brilliantly colored eyes. They reach adulthood at 110 years of age, but can live up to 2,000 years before dying of old age.
 
Region: Theramore Isle serves as the high elves' home base on Kalimdor. They are not the most social of beings, however. Those who live in Theramore keep to themselves, distrustful of the other races, who they secretly believe are trying to steal their magical artifacts and power.
 
High elves are known to roam the continent of Kalimdor, but with no clear pattern or area of focus. Relations with their cousins are not good, though, so high elves steer clear of Ashenvale and other night elf controlled lands.
 
Affiliation: Alliance. Overcome with grief for their dead nation and burdened with magical dependency, high elves have withdrawn from their human and dwarven allies to the point of virtually ostracizing themselves. Though humans still accept the high elves' aid, Ironforge dwarves deal with high elves only when necessary - sensing, perhaps, how far the elves might go to feed their secret racial addiction.
 
As for the high elves' relations with night elves... well, they are not strong. The two races split in ancient times due to the high elves' lust for arcane magic, and matters have apparently not changed much. Similarly, there is no love lost between high elves and orcs. Tauren are dismissed as uncultured savages.
 
High Elf Racial Traits
 

  • +2 Dexterity, +2 Intelligence, -2 Constitution. High elves are a magically adept race, but their slight frames make them rather frail.


  • Medium: As Medium creatures, high elves have no special bonuses or penalties due to their size.


  • High elf base land speed is 30 feet.


  • +2 racial bonus on saving throws against all mind-affecting spells or effects.


  • Low-Light Vision: High elves can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain their ability to distinguish color and detail under these conditions.


  • Arcane Ability: High elves with Intelligence scores of 10 or higher have the racial ability to cast 4 0-level spells (cantrips) each day, chosen from the sorcerer and wizard spell lists (see PHB, Chapter 11: Spells, "Sorcerer/ Wizard Spells" ). They cast these spells as a 1st-level sorcerer in all respects: they need not prepare these spells in advance; they may cast them in any combination up to their spell limit; they are subject to any chances of arcane spell failure.


When casting these spells, a high elf functions as a 1st-level caster for all spell effects dependent on level. This racial ability is handled separately from any spellcasting the high elf performs as part of any class ability.
 

  • Increased Caster Level: Owing to their long and intimate study of arcane magic, high elves are considered to have an effective +1 caster level in all their arcane spellcasting classes. High elves do not receive spells earlier or obtain any other benefits for gaining a level in an arcane spellcasting class (such as bonus metamagic or item creation feats, class abilities, and so on). Rather, the spells that they normally cast are considered 1 level higher in terms of effects such as range, duration, damage, and so forth.


  • Empowered Magic: Once per day, a high elf can apply the Empower Spell feat to any spell as it is being cast without incurring the normal spell slot penalty. This use must be declared before casting the spell, and it is lost if the spell cannot be completed (such as if the high elf fails a Concentration check).


  • Magic Addiction: High elves are addicted to arcane magic. A high elf must spend time each morning resisting the distractions of addiction or suffer a -1 penalty to caster level for all spells and a -2 penalty on all saving throws against spells. Thus, a high elf can effectively be prevented from casting any spells at all while in the addiction's grip (i.e., reduced to caster level 0). This time is spent the same as if the high elf was preparing divine or arcane spells, although it is independent of any time actually spent in spell preparation. (This effectively doubles the time a high elf spellcaster must devote to spell preparation, although the two time periods need not be done in sequence.)


Devoting time to resisting the addiction is unnecessary if the high elf is within 50 feet of a moon well. In fact, even after leaving the well's vicinity, its lingering energies are sufficient to stave off the addiction for a number of days equal to the high elf's Wisdom modifier.
 
Night elves and tauren can sense the high elves' addiction on some mystical level. As such, high elves suffer a -2 circumstance penalty to all Charisma-based skill checks relating to night elves and tauren.
 

  • Weapon Proficiency: High elves receive the Martial Weapon Proficiency feats for the longbow, composite longbow, and either the short sword or rapier (choose at character creation).


  • +2 racial bonus to Concentration, Knowledge (arcana), and Spellcraft checks. These skills are also considered class skills for all high elf characters.


  • Automatic Languages: Common and Thalassian.


  • Bonus Languages: Darnassian, Dwarven, Goblin, Kalimdoran, Orc.


  • Favored Class: Sorcerer or wizard. A multiclass high elf's sorcerer or wizard class does not count when determining whether she suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters). High elves are known for their heritage as masters of arcane spellcasting; some train their talent (becoming wizards) while others tap into their natural affinity (becoming sorcerers). The choice of sorcerer or wizard as a character's preferred class must be selected as soon as the character acquires a level in either the sorcerer or wizard class, and it cannot be changed thereafter.


  • Level Adjustment: +1. Due to their arcane power, high elves are somewhat more powerful yet gain character levels more slowly than most of the other races common on Azeroth. See Starting Characters and Level Adjustment, above, for more details.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°7984
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 15:55:01  profilanswer
 

Elf, Night
Description: Night elves - or Kaldorei, as they call themselves - are a reclusive race based in the ancient land of Kalimdor. The Kaldorei were the first race to awaken in the world of the Warcraft RPG. They were also the first to study arcane magic and let it loose upon the world, ultimately ending in the first invasion by the Burning Legion. That catastrophic event caused the night elves to forsake arcane magic for fear that the demonic forces would return. The Kaldorei closed themselves off from the rest of the world and remained hidden atop the holy moutain of Hyjal for thousands of years.
 
Although they resisted the lure of arcane magic, night elves were closely linked to other power. Mount Hyjal was a source of great mystical energy; prolonged exposure to this magical essence gifted the Kaldorei with immortality and tremendous resistance to magic. Useful though these remarkable powers were through the centuries, the night elves gave them up to help repel the Burning Legion in the final confrontation at the Battle of Mount Hyjal.
 
Night elves are wild, passionate, and fervent in their defense of the land. They can be very superstitious about some issues, such as the right time of day for a battle, while being just as brutally pragmatic about other matters, such as accepting losses in the course of battle. While most Kaldorei long for the past when they were immortal, they do not regret the choices made in the course of defeating their ages-old enemies.
 
Night elves began worshipping nature deities and totem spirits in ancient times, after the first battles against the Burning Legion. The pantheon include Elune, the moon goddess; Cenarius, the demigod of the Groves; and Malorne, the Waywatcher.
 
Appearance: Night elves stand an imposing 7 feet tall and typically weigh between 200 and 250 pounds. They are far more muscular than humand and high elves, though their forms are little and graceful rather than heavyset. In addition to their larger stature, they also appear somewhat more feral than their high elf cousins. Their skin runs in hues of violet to shadowy purple, and their hair can range from amber to deep blues and greens. Night elves' eyes have no pupils, and most glow silver especially in moonlight. A night elf's ears are even more pronounced than a high elf's, often tapering to a point up to a foot long. Their clothes reflect their ties to nature, usually being adorned with leaf or animal motifs. Night elves achieve adulthood at 110 years and, while no longer immortal, can live to see a second millenium.
 
Region: Much of the night elves' original home of Ashenvale Forest was either destroyed or corrupted during the Burning Legion's invasion of Kalimdor. That conflict raged across the face of Kalimdor, and though the demons were defeated, night elf society was left in tatters in the aftermath. Druids of the wild now strive to heal and restore the land, while sentinels keep their eternal watch for enemies both seen and unseen.
 
Night elves live in and around the village of Nighthaven, located within the sacred Moonglade on the slopes of Mount Hyjal. Surrounded by collossal trees, ancient ruins, and the holy moon wells, Nighthaven is one of the last remaining refuges of the night elf race.
 
Though night elves value their allegiance to the Alliance, few humans or dwarves are allowed into the heart of Nighthaven, nor are they ever shown the sacred moon wells. The distrusted high elves are never allowed near Nighthaven. Only deranged satyrs and the feral furbolgs offer any real threat to the night elves' otherwise tranquil abode.
 
Affiliation: Alliance. Night elves worked well with the orcs against the Burning Legion, but the night elves' native caution and the orcs' natural distrust have since soured those relations.
 
Night elves are not the life of the party among the Alliance races, either. Although honorable and just, their natural distrust of the other races, their wild - even feral - appearances, and their nocturnal habits and shadowy powers make integration with other cultures difficult. That night elves are hesitant to leave the shadowy beauty of the forests surrounding Mount Hyjal does not help. Still, many among them are wise - or curious - enough to believe that maintaining their friendship with the Alliance in Theramore and Bael Modan is imperative. They are fascinated by the younger races and thrill to the prospects of trade and exotic wares. These more adventurous spirits have journeyed into the southlands as explorers, merchants, and ambassadors.
 
This curiosity does not extend to the high elves. The night elves can almost smell their cousins' magic addiction. The Kaldorei remember banishing them long ago for their unrepentant dabbling in arcane magic and still view high elves as rabid dogs that are bound to bite someone sooner or later. If ever the necessity arose, night elves would feel no remorse at slaying their wayward cousins. They respect Jaina Proudmoore's call that the high elves are part of the Alliance, but spare them no love. Night elves work with high elves when necessary, but it takes time and effort for a high elf to overcome a night elf's dislike.
 
Of all the Alliance races, night elves show the highest incidence of going over to the Horde, mainly because their hatred of high elves overwhelms any dislike of orcs. Still, such defections remain uncommon.
 
Night Elf Racial Traits

  • +2 Wisdom, -2 Intelligence. Night elves have very keen senses, but often rely on instinct over intellect.
  • Medium: As Medium creatures, night elves have no special bonuses or penalties due to their size.
  • Night elf base land speed is 30 feet.
  • Superior Low-Light Vision: Night elves can see 3 times farther than a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Energy Resistance: Night elves have cold and fire resistance 1. This trait represents but a lingering portions of the resistance that the race once enjoyed.
  • Shadowmeld: A night elf may blend into the surrounding darkness. At night or in low-light environments, this extraordinary ability grants a +10 circumstance bonus to Hide checks when not moving.
  • Spell Resistance: Night elves have spell resistance equal to 5 + character level. A spellcaster must make a caster level check (1d20 + caster level) at least equal to night elf's spell resistance rating to affect the night elf. Spell resistance is constant and automatic; the night elf does not need to do anything special to use it. This extraordinary ability is but a lingering portion of the resistance that the race once enjoyed.
  • Weapon Familiarity: Night elves may treat the moonglaive as a martial weapon, rather than an exotic weapon.
  • +2 racial bonus on Knowledge (nature) and Survival checks. These skills are also considered class skills for all night elf characters.
  • Automatic Languages: Common and Darnassian.
  • Bonus Languages: Goblin, Low Common, Orc, Thalassian.
  • Favored Class: Scout. A multiclass night elf's scout class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).
  • Prohibited Classes: Night elves foreswore the practice of arcane magic centuries ago and even built up great resistance against it. They can master arcane power, although doing so changes them forever. Once a night elf gains a level that grants the use of arcane spellcasting, he suffers a painful transformation that strips away his native night elf abilities and replaces them with high elf racial abilities. The complete change occurs in the space of one week and cannot be reversed once it has started.
  • Level Adjustment: +1. Due to their mystic resistance, night elves are somewhat more powerful, yet gain character levels more slowly than most of the other races common to Azeroth. See starting Characters and Level Adjustment, above, for more details.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°7985
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 15:57:00  profilanswer
 

Half-Elf
Description: Half-elves are a mix of human and high elf. High elves are not prolific to begin with, and coupling with another race is not looked upon with favor. As such, half-elves are rare in Kalimdor. Most came west with Jaina Proudmoore's army and settled in Theramore. Few spend much time among their high elf cousins, who look upon them with disdain.
 
Even among humans, half-elves do not receive much acceptaénce. Many humans are envious of the half-elves' extended life spans and mistrustful of the simple fact that they are different. Born of two cultures but fully accepted in neither, most half-elves develop a grim outlook on life. Some struggle against prejudice to gain acceptance amon high elves and/or humans, while others spurn their heritage and strike out on their own.
 
Appearance: Half-elves have much the same build as humans. Like their high elf parents, they tend to have fair skin and hair and brilliantly (usually blue or green) colored eyes. They are more heavily built than purebred high elves, however. Though lacking his elven parents's longevity, a half-elf still enjoys a long life span, reaching maturity at 20 years of age and living for two or three centuries on average.
 
Region: Theramore serves as the home base for most half-elves, although few spend a great deal of time there. Lack of acceptance in human and high elf society leads many half-elves to wander Kalimdor. Several have become scouts simply to spend long periods of time away from other people.
 
Affiliation: Alliance. Half-elves try to socialize with humans more than with high elves - the latter are known to snub these mixed breed offspring before a half-elf can even say hello. Humans do not always act much better, as attempts to fit in often fail to work out as well as the half-elves would like. Interestingly, half-elves find more acceptance among other races such as dwarves and goblins, who hold no strong opinions on human-elf mating. Half-elves likewise find kindred spirits in half-orcs, who are shunned in much the same way.
 
Faced with enough prejudice, some half-elves will discard their mixed heritage and side with the Horde.
 
Half-Elf Racial Traits

  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in starlight, moonlight, torchlight, and such conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Elven Blood: For all special abilities and effects, a half-elf is considered a high elf (as appropriate).
  • +1 racial bonus on saving throws against spells or spell-like effects. A half-elf does not enjoy a full high elven legacy that would otherwise bestow Arcane Ability (and the corresponding addiction); however, a half-elf's blood does carry enough mystical heritage to offer some resistance to magic.
  • +2 racial bonus on Gather Information and Sense Motive checks. Half-elves have learned to be wary of deception and the possibility of persecution. These skills are also considered class skills for all half-elf characters.
  • Automatic Languages: Common and Thalassian.
  • Bonus Languages: Any unrestricted.
  • Favored Class:[/I) Any. When detremining whther a multiclass half-elf takes an XP penalty his highest-level class does not count (see [i]PHB, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).


Message édité par KProtheus le 06-10-2004 à 15:57:42

---------------
Je suis votre Protecteur.
[:metalgear:8]
n°7986
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 15:59:21  profilanswer
 

Half-Night Elves
Only a year has passed since the Horde and Alliance joined forces with the night elves to repel the attack upon Nordrassil. As such, night elves and humans have not found sufficient time to mingle and produce any adult offspring. This does not mean they cannot exist, though they would be far rarer than the typical breed of half-elf.
 
If a prayer simply must play a half-elf of night elven descent, the only rules difference is that the half-elf looks more like a night elf and is treated as a night elf for all special abilities and effects (as appropriate). Instead of Thalassian, the half-elf has Darnassian as an automatic language.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8010
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:22:14  profilanswer
 

Half-Orc
Description: The existence of half-orcs is something both humans and orcs would prefer to ignore. In fact, the parent races commonly ignore half-orcs whenever they have the opportunity.
 
Unlike half-elves, who prefer to become loners rather than face prejudice, half-orcs often become highly visible and vocal memebers of their parent society. Almost by neccessity, they present their half-breed circumstance as a defiant badge of honor. They are proud and fearless - indeed, they will take risks that the other races would consider too dangerous (or downright sucidal) in a effort to prove themselves the equal of the "pure " races.
 
This behavior is seldom entirely successful. The parent cultures will take advantage of a half-orc's fearless nature and encourage him to pursue all manner of foolhardy tasks - "for the sake of his people," of course. No great loss ensues if the half-orc dies in the attempt, and some other suicide mission is always waiting if the half-orc somehow beats the odds on the last one.
 
Along similar lines, many in the parent cultures are not above goading a half-orc into performing ridiculous dares - stealing a guard's helm, mooning a ruler during a formal affair, eating spoiled meat, and so on. A half-orc desperate for acceptance may take on such stupid challenges, but they can also backfire if a half-orc has enough and turns on those who provoke him. An enraged half-orc should not be taken lighty.
 
Appearance: Half-Orcs stand 6 1/2 feet in height on average and wight from 200 to 250 pounds. Males are noticeably taller and heavier than females. Their skin ranges from light green to grayish brown, and their hair is coarse like an orc's, ranging from brown to black in color. The orc lineage is unmistakable, but not as pronounced as a purebred orc - the ears are not quite as large, the nose not as piggish, and the tusks just far less. Half-orcs are longer lived than their orc parents, with life spans equivalent to a human's.
 
Region: Refer to the human and orc racial entries. If raised by humans, a half-orc most likely makes Theramore his home. If raised by orcs, he probably comes from the city of Orgrimmar in Durotar.
 
Affiliation: Either. Half-orcs are Alliance or Horde depending primarly upon where they were raised. Still, half-orcs more often find a place within the Horde. Acceptance is grudging even amon orcs, which is better than nothing. They have to work twice as hard to prove themselves, but at least they can prove themselves. Humans see half-orcs as barely civilized beasts, little better than orcs themselves.
 
Elves and dwarves tend to lump half-orcs in with the orc side of things, while tauren and goblins prove more tolerant. Half-orcs can find kindred spirits in half-elves, who are shunned in much the same way.
 
Half-Orc Racial Traits

  • +2 Consitution, -2 Wisdom. Half-orcs are smarter than their orc parents, but are given to rash action to prove their honor and courage.
  • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • Low-Light Vision: Half-Orcs can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Orc Blood: For all special abilities and effects, a half-orc is considered an orc.
  • +1 racial bonus on saving throws against fear-related spells or effects. Debate continues over chether half-orcs are feraless due to some aspect of their human parentage or if this trait is simply another way in which they prove that they are the equal of any "pureblood" race.
  • +2 racial bonus on Intimidate and Sense Motive checks. Half-orcs are as intimidating as their orc parents and have learned to look beyond surface appearances in order to survive. These skills are also considered class skills for all half-orcs.
  • Automatic Languages: Common and Orc.
  • Bonus Languages: Any unrestricted.
  • Favored Class: Barbarian. A multiclass half-orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, "Multiclass Characters," XP for multiclass Characters).


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8011
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:24:20  profilanswer
 

Orc
Description: Orcs once cultivated a shamanistic society upon the dying world of Draenor. Then the dark magics of the Burning Legion corrupted them, transforming the orc people into a voracious, unstoppable Horde. Lured to the world of Azeroth through a dimensional gateway, the Horde was manipulated into waging war against the human nations of Stormwind and Lordaeron. These struggles went on for generations.
 
Recently, under the visionary leadership of Thrall, the orcs stripped themselves of demonic influence. They now strive to recover their lost heritage and return to their ancient, shamanistic ways. Even as they rebuild their culture, the orcs do not forget recent events. They will stop at nothing to ensure that they are never used as pawns again.
 
Though they often appear to ousiders as a barbaric and brutal people, orcs are very proud and noble in their own way. They prize honor and skill above material wealth. Though brutal in combat, orcs fight with surprising grace and style. They do not throw their lives away recklessly, but neither do they avoid danger, trusting their honor and skill to carry them through most encounters.
 
They value honor above all and go to great lengths to prove themselves to those whom they respect. The easiest way to pick a fight with an orc is to insult his honor. Orcs distrust outsiders, but make strong friendships quickly when trust has been proven.
 
The concept of honor is seen in every level of orc society, even in their naming practices. An orc's first name is given early in life, often derived from a family name or the name of a great hero. The tribe bestows the second name after the orc reaches maturity, this name based upon some great deed. Such a practice gives rise to surnames such as Doomhammer, Elfkicker, Foe-ender, Skullsplitter, Thumper, and the like. This second name may be changed if a new one seems more appropriate. Many young orcs leave their tribe to seek their way in the world and bring honor to themselves and their family through great deeds. Adventuring provides a wide door to both honor and combat skill.
 
Orcs do not worship a set pantheon of gods. Instead, their shamans worship nature, the elements, and orc ancestors. The race boasts a long tradition of rulership by shamans. Orcs venerate their elders, especially those who accomplished great deeds in their lifetime. They express this veneration through oral tradition, passing the legends of great orcs through the generations in legend and song.
 
Appearance: Male orcs average almost 7 feet tall and weigh from 250 to 300 pounds, with women typically a half foot shorter and 50 to 100 pounds lighter. Their skin ranges from light green to grayish brown, and their hair is coarse and usually black or brown, graying with age. Large ears, flattened noses, and a large mouth full of sharp teeth with jutting lower canines comprise their most prominent features. Orcs wear a variety of clothing styles, from furs and hides in some clans to heavy metal armor in others. Orcs are a relatively short-lived people, reaching maturity in about 18 years and rarely living longer than 75 years.
 
Region: The orcs came to Azeroth from another world entirely. What passed for a homeland in Lordaeron was lost. Yet under the guidance of Thrall, the orcs came to Kalimdor to establish a new home. In the aftermath of the vicious struggle against the Burning Legion, they have begun to do just that with the realm of Durotar. The harsh landscape is much like the Orcs' original, blasted home world of Draenor.
 
The capital city of Orgrimmar, nestled within a jagged mountain valley, bustles with crude industry and trade. The orcs are fond of their tauren neighbors (whose homeland Mulgore lies west, across the Barrens) and delight in trading and hunting with them. Tauren are often found milling with their orc friends around Orgrimmar's sport arenas and taverns.
 
Though orcs hold no lingering interest in conquest or domination, they understandably remain wary of their human neighbors to the south. Orc patrols set out regularly to ensure that the agents of Theramore keep their distance from Durotar's borders.
 
Affiliation: Horde. Orc relations with most other races are shaky at best. The Alliance races can little forget invasions of years past and are loath to trust that the orcs now follow more peaceful ways - especially when many orc tribes have not left the warrior lifestyle. While affairs are less than calm with humans, dwarves, and elves, the orcs get along well with tauren. The two races enjoy many cultural similarities, making for a strong bond despite their disparate heritage. Goblins are looked upon with tolerance, as they often have interesting things worth trading for.
 
Orc Racial Traits

  • +2 Constitution, -2 Intelligence. Orcs are tougher than humans, but they are not as refined.
  • Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
  • Orc base land speed is 30 feet.
  • Low-Light Vision: Orcs can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Battle Rage: An orc can channel his warrior fury to become truly fearsome in combat. This is considered a racial ability and works almost exactly like the barbarian's rage (PHB, Chapter 3: Classes, "Class Descriptions," Barbarian).
  • The only distinction is that the orc can use normally fly into a rage once each day. If the orc is of a class that provides a similar rage ability (such as the barbarian class), the orc's racial battle rage allows him to rage one additionnal time per day. Regardless, an orc may rage only once per encounter.
  • Weapon Familiarity: Orcs may treat orcish claws of attack as a martial weapon, rather than an exotic weapon.
  • Weapon Proficiency: Orcs receive the Martial Weapon Proficiency feat for the battleaxe.
  • +2 racial bonus on Handle Animal (wolf) and Intimidate checks. These skills are also considered class skills for all orc characters.
  • +1 racial bonus on attack rolls against humans. Humans and orcs have a long history of enmity.
  • Automatic Languages: Common and Orc.
  • Bonus Languages: Goblin, Low Common, Taur-ahe.
  • Favored Class: Fighter. A multiclass orc's fighter class does not count when dtermining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, "Multiclass Characters," [I)XP for Multiclass Characters[/i]).


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8013
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:25:33  profilanswer
 

Tauren
Description: Tauren are a fierce race of nomads who long roamed the plains of Kalimdor. They are largely xenophobic toward other races, but do keep up trading relationships. Occasionnaly, an individual tauren will feel the need to leave his home and seek his fortune in the outside world, where his immense strength and combat ability are highly valued.
 
Tauren exemplify the strong, silent type. They rarely speak or laugh, especially among people whom they do not know well. They prefer to let their actions do the talking for them. Many an argument with a tauren has ended after the tauren squeezes a bench until it splinters. A tauren can take a long time to open up to his companions, but they will find him a great friend and staunch defender once he does.
 
Tauren bear little love for warfare of strife - but when riled, they are implacable enemies. Ferocious fighters, they rely on their tremendous strength to carry them through battle.
 
Moderation in all things and living in harmony with the world are attitudes that the tauren value greatly. Guarding the rugged beaty of the land and maintaining a sense of continuity between past and future generations, they live in careful balance with their environment. Indeed, they worship the spirits and elements of the plains on which they live, and they commune with the spirits of their ancestors for guidance.
 
They have a primitive goddess thay call the Earth Mother, whom they worship above all else. She is the harmony of nature itself. Some conjecture that she may be a manifestation of the legendary Alexstrasza, the red dragon Aspect of life.
 
While the tauren have a written language, based on pictoforms rather than an alphabet, their nomadic ancestry discouraged writing. As such, written documentations usually falls to the tribe's shamans and is done on the sides of huts, clothing, tools, or even rocks and other natural formations. Most history and lessons are passed down orally from one generation to the next.
 
Tauren have several names. They receive a name at birth and another during a ceremony to celebarte reaching adulthood. This adult name desribes some event in their lives or some notable individual characteristic: for instance, Blackhide, Earthborn, Halfhorn, Hidemaker, Riverwatcher, Scar, Splithoof, Stormchaser, or Windrunner. A tauren may also acquire a third name that he uses when dealing with outsiders.
 
Appearance: Tauren are very large and muscular. Males average 7 1/2 feet all and typically weigh 350 pounds or more, most of which is muscle; females are a bit shorter and lighter than males.Tauren are terrifically strong, but they lack much fine coordination. Their bodies are covered in a shaggy coat of hair that varies greatly depending on the indivdual's family line. Hair can range in color from black to brown to white, with even some multicolored pelts. Their eyes are generally black or brown.
 
Tauren wear natural clothing such as animal hides and furs, partly from tradition but also because finding more refined clothes or armor that fits proves difficult. They prize jewelry of all kinds and often twine gems into their coats or wrap bracelets around their horns. Tauren have relatively short life spans, reaching adulthood around age 15 and rarely living for longer than 100 years.
 
Region: After living as nomads for generations, the peace-loving tauren followed their aged chief Cairne Bloodhoof to a new home atop a flat mesa-like peak called Thunder Bluff. Nestled in the lightly wooded foothills of Mulgore, Thunder Bluff stands as a peacful agrarian refuge for the mighty hunter race. The tauren revel in their new city and enjoy the peace and security of a standing military.
 
Contact with outsiders is usually limited to these who seek out the fine hides and furs the tauren provide from the herd animals their hunters track and the high-quality grains that the tauren now cultivate. In exchange, tauren usually get luxury items they cannot produce for themselves, such as jewelry and forged steel tools and weapons.
 
Tauren encountered outside of their lands are generally mercenaries, herdsmen, or laborers. Many find work as bodyguards to the wealthy, as few whish to tangle with a 7-foot pile of muscle.
 
Affiliation: Horde. Tauren welcome the orcs of Durotar as spiritual brethren. Though the tauren bear no direct hatred of humans or dwarves, they feel that the aggressive newcomers could be trouble for their land. The tauren spare no trust for high elves, sensing the taint of their magic addiction. In contrast, tauren hold night elves in awe, remembering both the greatness and recklessness achieved by the Kaldorei in ancient times... and the resultant cataclysm wrought by their pride.
 
Tauren Racial Traits

  • +4 Strength, +2 Constitution, -2 Dexterity. Tauren are some of the most powerful creatures on two legs, but this strength comes at a cost to their agility.
  • Large (tall): As Large (tall) creatures, tauren have a -1 size penalty to Armor Class, a -1 size penalty to attack rolls, and a -4 size penalty to Hide checks. Tauren have lifting and carrying limits twice those of a Medium character, and have a space of 10 feet and a natural reach of 10 feet.
  • Tauren base land speed is 30 feet.
  • Tauren Charge: On a charge, a tauren may lower his head to spear a target with his mighty horns. In addition to the normal benefits and hazards of a charge, this ability allows the tauren to make a single gore attack that deals 1d8 points of damage, plus 1 1/2 times his Strength modifier.
  • A tauren may also use a ready action to lower his head and set his horns against a charge, dealing the same damage as above if he scores a hit against the changing opponent.
  • Weapon Familiarity: Tauren may treat tauren halberds and tauren totems as martial weapons, rather than exotic weapons.
  • Weapon Proficiency: Tauren receive the Martial Weapon Proficiency feat for longspears and shortspears. Tauren are skilled nomadic hunters.
  • +2 racial bonus on Handle Animal and Survival checks. These skills are also considered class skills for all tauren characters.
  • +1 racial bonus on attack rolls with longspears and shortspears.
  • Automatic Languages: Common and Taur-ahe.
  • Bonus Languages: Goblin, Low Common, Orc.
  • Favored Class: Fighter. A multiclass tauren's fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter 3: Classes, "Muliclass Characters," XP for Multiclass Characters).
  • Level Adjustment: +1. Due to their physical might, tauren are somewhat more powerful yet gain character levels more slowly than most of the other races common to Azeroth. See Starting Characters and Level Adjustment, above, for more details.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8031
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:36:55  profilanswer
 

Dwarf, Wildhammer
Description: Wildhammer dwarves are feral and untamed, prone to revelry, shamanism and daring acts of bravery. THey eschew technological gadgets in favor of nature-focused divine magic and simple (though brutally effective) weapons, including their famous stormhammers. Widhammer dwarves are renowned across Azeroth for their unique relationship with gryphons. THey treat the noble creatures as equals, rather than as mounts or pets, and the gryphons are steadfast and resolute companions in turn. This close relationship allows for the special class of Wildhammer dwarf warriors known as gryphon riders.
 
Wildhammer dwarves are fearless warriors and unswerving opponent of evil. They take to the skies astride gryphons to combat vile creatures such as harpies, drakes and even goblin zeppelins. Slightly xenophobic, they are content to deal almost exclusively with gryphons and nature spirits. They are distant, even distrustful, toward members of most other races. Despite their insular nature, Wildhammer dwarves do not hesitate to come to the aid of their human allies when the need arises.
 
The fanatical archaeological fervor that has seized Ironforge dwarves has not fallen upon the Wildhammers. Perhaps they are descended from mysterious titans - but what does that matter? Wildhammer dwarves do not dwell in the past, focusing their energy upon the present. Their rejection of their titan ancestry denies them the power that their Ironforge brethren discover even now, but the Wildhammers make up for it with bravery, determination and a wild spirit.
 
Appearance: The stature of Wildhammer dwarves is equivalent to that described for dwarves in the Player's Handbook. Wildhammers string beads into their hair and beards as good luck charms, and tattoo their bodies in homage to the spirits they honor. Exposure to sun and high-velocity wind has darkened and toughened the skin of those who ride gryphons.
 
Region: The Wildhammer clan hails from Aerie Peak in Lordaeron, a region as yet untouched by the undead Scourge or the Burning Legion's remnants. Though cool to other races, some Wildhammer dwarves traveled to Kalimdor with the Alliance forces. Wildhammer dwarves have no particular home region in Kalimdor - they are wanderers and explorers, preferring mountain tops and other remote wilderness areas.
 
Affiliation: Alliance. Wildhammer dwarves are distant with humans and Ironforge dwarves, but have a loose kinship with the high elves. The emergence of blood elves (see below) appalled the Wildhammer dwarves, who now view their high elf allies with new eyes. Wildhammers have not yet formed an opinion on the night elves, but suspect that they might get along well with this nature-worshipping, feral race.
 
Ironically, the Wildhammers may have more in common with the Horde than the Alliance, but longtime rivalry and natural distrust prevent meaningful contact. Like other members of the Alliance, the Wildhammers fought the orcs over two generations of warfare and cannot let old rivalries die. They respect the orcs' fighting prowess but remain suspicious of them. The Wildhammers see potential in the tauren - this race bears a great reverence of nature (as do the Wildhammers), practices elemental magic, and possesses great martial prowess. Wildhammer dwarves are wilder than tauren, but the possibility exists that the two races could become great friends.
 
Wildhammer dwarves do not like goblins. The little creatures are materialistic, technology-driven and clear-cut entire forests.
 
Wildhammer Dwarf Racial Traits

  • +2 Constitution, -2 Charisma. Like their cousins, Wildhammer dwarves are a though bunch, but are blunt and cold to others.


  • Medium: As Medium creatures, Wildhammer dwarves have no special bonuses or penalties due to their size.


  • Wildhammer dwarf base land speed is 20 feet.


  • Low-Light Vision: Wildhammer dwarves can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.


  • Stability: Like their Ironforge brethren, Wildhammer dwarves are exceptionally stable on their feet, gaining a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).


  • Weapon Familiarity: Wildhammer dwarves may treat dwarven urgroshes and dwarven waraxes as martial weapons rather than exotic weapons.


  • +2 racial bonus on saving throws against poison. Wildhammer dwarves are hardy and resistant to toxins.


  • +1 racial bonus on attack rolls with hammers of all types.


  • +2 racial bonus on all Ride checks and on Handle Animal checks related to gryphons. Ride and Handle Animal are considered class skills for all Wildhammer dwarf characters.


  • +4 racial saving throw bonus against fear-related spells or effects. Wildhammer dwarves are known for almost foolhardy fearlessness.


  • Automatic Languages: Common and Dwarven.


  • Bonus Languages: Gnome, Orc and Thalassian.


  • Favored Class: Barbarian. A multiclass Wildhammer dwarf's barbarian class does not count when determining whether he suffers an XP penalty (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8032
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:37:47  profilanswer
 

Elf, Blood
Description: A small group of high elves survived Arthas' razing of Quel'Thalas and the Sunwell's destruction. Caught in the midst of the Scourge, the elves struggled to survive, bereft of their homes, their allies and their families. One band of survivors, led by the wizard Kael'thas, so deeply grieved for the fallen that they named themselves "blood elves" to honor the dead. Desperate and devoid of magical foundation, the blood elves soon turned to other sources for power. They joined Illidan Stormrage to seek new strength and take vengeance.
 
The blood elves are a manic race, utterly focused on arcane power. They exist only to garner arcane energy and crush all who stand in their way. Their drive for magical power and sustenance fuels all they do, and they do not care how or from what they get that power. They have become so adept in their craft that they actively hunt demons and drain their infernal energies. Blood elves roam Azeroth, searching for magical artifacts and powerful wizards that they can bleed for power.
 
Blood elves are not a kind race. Their only aim is to further themselves and their quest for arcane energy. They are united by this common goal and pursue it ruthlessly.
 
Appearance: Blood elves are physically identical to high elves, save that they dress primarily in blacks and reds to remind themselves of their terrible losses. Many paint runes or mysterious tattoos on their faces, arms and shoulders for warding off demons or celebrating significant kills or simply to look intimidating - something high elves would never do. As well, they adopt hair styles that go against the norms of high elf society.
 
Region: Blood elves have no permanent settlement on Azeroth; the only blood elf communities are located in Outland, the extradimensional wasteland of Illidan's exile. Many blood elves have insinuated their way back into the world and seek out places rich in magical power - such as Ashenvale Forest. Some blood elves, steeped so thick in pain and anger, have joined the Shadow Council in Felwood (see Warcraft RPG, Chapter Three: Adventuring, "Faiths," Burning Legion and Chapter Six: Campaigning, "The Enemy," Demon Cults).
 
Affiliation: Independent. Blood elves feel betrayed by the Alliance and are enemies of both humanity and the night elves. The blood elves try to draw the remaining high elves into their fold - a concept the goodly high elves view with horror and revulsion. Indeed, the existence of the blood elves demonstrates the depth of the corruption possible for this once mighty race, and the high elves seek to make amends for evils wrought by their demented kin.
 
Blood elves get along well with the naga - with whom they share Highborne ancestry - and other independent factions. Thay are not welcome in Alliance lands, and the Horde also recognizes the blood elves as dangerous, volatile and ultimately destructive.
 
Blood Elf Racial Traits

  • +2 Dexterity, +2 Intelligence, -2 Constitution. Like the high elves, blood elves are a magically adept race, but their slight frames make them frail.


  • Medium: As Medium creatures, blood elves have no special bonuses or penalties due to their size.


  • Blood elf base land speed is 30 feet.


  • +2 racial bonus on saving throws against all mind-affecting spells or effects.


  • Low-Light Vision: Blood elves can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.


  • Arcana Ability: Blood elves with Intelligence scores of 10 or higher have the racial ability to cast four 0-level spells (cantrips) each day, chosen from the sorcerer and wizard spell lists (see Player's Handbook, Chapter 11: Spells, "Sorcerer/Wizard Spells" ). They cast these spells as a 1st-level sorcerer in all respects: they need not prepare these spells in advance, they may cast them in any combination up to their spell limit and they are subject to any chances of arcane spell failure.


When casting these spells, a blood elf functions as a 1st-level caster for all spell effects dependent on level. This racial ability is handled separately from any spellcasting the blood elf performs as part of any class ability.
 

  • Increased Caster Level: Owing to their long and intimidate study of arcane magic, blood elves are considered to have an effective +1 caster level in all their arcane spellcasting classes. Blood elves do not receive spells earlier or obtain any other benefits for gaining a level in an arcane spellcasting class (such as bonus metamagic or item creation creation feats, class abilities and so on). Rather, the spells that they normally cast are considered 1 level higher in terms of effects such as range, duration, damage and so forth.


  • Fel Magics: Blood elves who have levels in sorcerer or wizard have access to the warlock spell list, even if they lack levels in that prestige class. Blood elves who take levels in the warlock prestige class may, once per day, apply the Extend Spell or Empower Spell feat to a casting of any warlock-specific spell as it is being cast without incurring the normal spell slot penalty. Thisuse must be declared before casting the spell, and it is lost if the spell cannot be completed (such as if the blood elf fails a Concentration check).


  • Magic Addiction: Blood elves are addicted to arcane energy. A blood elf must spend time each morning resisting the distractions of addiction or suffer a -1 penalty to caster level for all spells and a -2 penalty on all saving throws against spells. Thus, a blood elf can effectively be prevented from casting any spells at all while in the addiction's grip (i.e., reduced to caster level 0). This time is spent the same as if the blood elf was preparing divine or arcane spells, although it is independent of any time actually spent in spell preparation. (This effectively doubles the time a blood elf spellcaster must devote to spell preparation, although the two time periods need not be done in sequence.) Penalties from magic addiction are not cumulative from one day to the newt; a blood elf simply must struggle anew each morning to overcome the addiction's penalties.


Devoting time to resisting the addiction is unnecessary if the blood elf is in the Twisting Nether. In fact, even after leaving the Twisting Nether, its lingering energies are sufficient to stave off the addiction for a number of days equal to the blood elf's Wisdom modifier. Unlike their high elf cousins, blood elves have given themselves over to arcane magics so fully that even moon wells are insufficient to sate their craving.
 
Night elves and tauren can sense the blood elves' addiction on some mystical level. As such, blood elves suffer a -2 circumstance penalty on all Charisma-based skill checks relating to night elves and tauren.
 

  • Weapon Proficiency: Blood elves receive the Martial Weapon Proficiency feat for the longbow, composite longbow, and either the short sword or the rapier (choose at character creation).


  • +2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks. These skills are also considered class skills for all blood elf characters.


  • Automatic Languages: Common and Thalassian.


  • Bonus Languages: Darnassian, Dwarves, Eredun, Goblin, Kalimag, Kalimdoran and Orc.


  • Favored Class: Sorcerer or wizard. A multiclass blood elf's sorcerer or wizard does not count when determining whether she suffers an XP penalty for multiclassing (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters). Blod elves are known for their heritage as masters of arcane spellcasting; some train their talent (becoming wizards) while others tap into their natural affinity (becoming sorcerers). The choice of sorcerer or wizard as a character's favored class must be selected as soon as the character acquires a level in either the sorcerer or wizard class, and it cannot be changed thereafter.


  • Level Adjustment: +1. Due to their arcane power, blood elves are somewhat more powerful yet gain character levels more slowly than most of the other races common to Azeroth. See Starting Characters and Level Adjustment, above, for more details.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8033
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:38:16  profilanswer
 

Furbolg
Description: A shamanistic race of humanoid bears, furbolgs have lived peacefully on Kalimdor for millennia. They make their homes in secluded glades and wilderness idylls; many live in Ashenvale Forest and are friends of the night elves. Furbolgs are physically powerful but somewhat lacking in mental prowess.
 
The center of every furbolg tribe is the shaman. Shamans act as leaders both in spiritual matters and in war, wand are often the most powerful combatants in the tribe. Frubolgs venerate their shamans and have a very intimate relationship with nature - it is not some outside force to tame, exploit or revere.
 
The Burning Legion's arrival profoundly impacted furbolg society. The demons' invasion drove many furbolgs to madness and rage. These corrupted and dangerous furbolgs roam the wilderness, destroying and killing in a haze of burning fury. The uncorrupted furbolgs look sadly at their altered brethren, but know that they must slay them if they happen upon them.
 
Furbolgs have a peaceful society and avoid combat rather than seek it out. A furbolg who must fight is terrifying to behold, and most intelligent creatures take steps to make sure any furbolgs in the area remain happy and content.
 
Furbolgs rarely venture from their secluded villages, though a few of them do seek the companionship of other races and thrill to the prospect of adventure and travel. They desire to see the world beyond their tiny forest home.
 
Appearance: Furbolgs resemble bears with a few humanoid characteristics - bipedal gait, dexterous hands and the ability to speak. They dress in loose loincloths or togas when they choose to wear anything at all. Fur color ranges from light brown to black. Furbolgs are big and strong, averaging 8 feet in height and 3 feet in width.
 
Region: Most furbolg tribes live in isolated villages in Ashenvale forest. A few live in other wilderness areas on Kalimdor.
 
Affiliation: Independent. Furbolgs have long been friends of the night elves and regard the tauren with esteem. They are wary of all other races.
 
Furbolg Racial Traits

  • +2 Strength, +2 Constitution. Furbolgs are muscular and sturdy thanks to their ursine nature.


  • Large (tall): As Large (tall creatures, furbolgs have a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, a -4 size penalty on Hide checks, and a +4 size bonus on grapple checks. Furbolgs have lifting and carrying limits equal to twice space, and have a natural reach of 10 feet.


  • Furbolg base land speed is 30 feet.


  • Furblog Claws: Furbolgs have natural claws and fangs that are well-suited to mangling. Their claws inflict 1d6 points of damage, and their bite inflicts 1d8 points of damage. Furbolgs can take the Improved Natural Attack feat (see MM, Chapter 6: Monster Skills and Feats). Unarmed furbolgs can also use a slam attack that deals 1d6 points of damage and does not provoke an attack of opportunity.


  • +2 racial bonus on Knowledge (nature) checks and Survival checks. These are also considered class skills for all furbolg characters.


  • +2 natural armor bonus.


  • Automatic Languages: Common and Low Common.


  • Bonus Languages: Darnassian and Taur-ahe.


  • Favored Class: Fighter. A multiclass furbolg's fighter class does not count when determining whether he suffers an XP penalty (see Player Handbook, Chapter 3: Classes, "Multiclass Characters," XP for multiclass Characters).


  • Level Adjustment: +1. Due to their physical might, furbolgs are somewhat more powerful yet gain character levels more slowly than most of the other races common to Azeroth. See Starting Characters and Level Adjustment, above, for more details.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8048
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:54:15  profilanswer
 

Gnome
Description: Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance - submarines and flying machines - to combat the Horde. They are great mechanics and inventors, and are renowned for their knowledge and eccentric nature. The gnomes had a city, Gnomeregan, built into Ironforge Moutain, but invading troggs destroyed it and slaughtered its citizens. Many survivors moved into Khaz Modan and live with the Ironforge dwarves, and a very few traveled with their dwarven friends to Kalimdor. The gnomes are still reeling from the destruction of their home city and are loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secluded in Bael Modan. They have yet truly to declare their presence on Kalimdor, and a traveling gnome is a rare sight indeed.
 
Even after the decimation of their race and the destruction of their city, gnomes are an amiable and kindhearted lot. They make and keep friends easily. Other beings find it difficult to dislike a gnome. Gnomes are long-lived and take a fatherly approach to other races, particularly humans.
 
Gnome society is loosely organized. Most live in Khaz Modan and mix freely with the dwarves, sending representatives to speak to the dwarven king on their behalf. Those few gnomes who traveled to Kalimdor live in a similar fashion in Bael Modan.
 
Appearance: The stature and appearance of gnomes in the Warcraft world are equivalent to those described in the Player's Handbook.
 
Region: Khaz Modan. Most gnomes still live in Lordaeron in the dwarven kingdom, safe from the Scourge. Those who traveled to Kalimdor live in Bael Modan. One or two live in Theramore and are undoubtedly recognized on sight.
 
Affiliation: Alliance. Gnomes are great friends of the Ironforge dwarves and have fought and died alongside human soldiers. They are wary of the high elves, but so is everyone else, so they don't feel too bad about that. They battled the Horde in the Second War and have a bit of a grudge against orcs, but gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance. Gnomes and goblins have always been rivals - though whether this rivalry is friendly or brutal depends on the individuals involved.
 
Gnomes have not been on Kalimdor long enough to form proper opinions about its denizens. Tauren and night elves both seem rather rustic for gnomes sensibilities - but they can make friends with anyone.
 
Gnome Racial Traits

  • +2 Intelligence, +2 Charisma, -2 STrength. Gnomes are clever and keen of wit, but their small size impairs their strength.


  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Hide checks, and -4 penalty on grapple checks. She must use smaller weapons than humans use, and her lifting and carrying limits are three-quarters those of a Medium character.


  • Gnome base land speed is 20 feet.


  • Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.


  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.


  • +2 racial bonus on all Craft checks. Gnomes are skilled artisans and dabble in many different sciences.


  • +2 racial bonus on Listen checks. Gnomes have keen ears.


  • +1 racial bonus on all saving throws. Gnomes are surprisingly capable of avoiding harm.


  • Technological Feat: Gnomes begin play with one bonus feat chosen from the list of tinker bonus feats (see Warcraft RPG, Chapter Two: Heroes). The gnome hero must meet any prerequisites associated with that feat.


  • Automatic Languages: Common and Gnome.


  • Bonus Languages: Dwarven, Goblin and Thalassian.


  • Favored Class: Tinker. A multiclass gnome's tinker class does not count when determining whether she suffers an XP penalty (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Mutliclass Characters).


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8049
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:54:55  profilanswer
 

Naga
Description: The naga are cursed Highborne Kaldorei who were smashed to the bottom of the sea during War of the Ancients. The Highborne survived this calamity, dwelling magically on the ocean floor. The Highborne suffered a terrible curse for their transgressions, and this mutated and intensified over the years until they became the dread naga.
 
Naga only marginally resemble the noble race they once were. Their proud Kalodrei visages are warped and twisted. The naga are part night elf, part serpent, and some have evolved weird oceanic mutations. In this way, the race has developed an array of genetic variations and defenses, such as ink jets, tentacles, razor fins, venomous fangs, hardened barnacle carapaces and spined fists.
 
Naga serve their dark empress Azshara (yes, the same Azshara who summoned the Legion in the War of the Ancients) without question. Naga society is matriarchal, and the sexes have diverged radically, both mentally and physically, in the millennia of their estrangement. Women are dominant and often train as spellcasters, while men form the brute labor force and serve their women as physical warriors.
 
Naga are avaricious and sadistic, and their millennia of aquatic banishment have only intensified their evil, power-hungry nature. Illidan Stormrage summoned some naga to aid him in his quest to destroy the Frozen Throne, but for the most part the aquatic race has yet to play its hand in the world. Yet the time is soon when the naga will arise once more.
 
Appearance: Naga men are bestial and considered less intelligent than females, but are remarkably strong and though, able to withstand a great deal of bodily injury. Naga women more resemble the Kaldorei from whom they came, their faces fair, even beautiful. This unearthly splendor is ruined by their monstrous deformities - they often have multiple limbs (four to sic arms) and medusalike hair (snakes). Naga average 6 1/2 feet tall, and naga men are much bulkier the women.
 
Region: Most naga live in Nazjatar, their capital city. This is built into a massive abyssal sea trench in the ocean floor, and houses Empress Azshara's imperial palace. The naga also have coastal encampments along eastern Kalimdor. One great outpost is Azshara, on the eastern coast of Ashenvale, in the ruins of the ancient Kaldorei capital. A handful of naga live in the extradimensional realm of Outland with Illidan Stormrage and the blood elves.
 
Affiliation: Independent. Naga are dangerous and avaricious, and most races are unaware of their existence. Naga play well with blood elves, trolls and other dark, independent powers, but only the rarest naga joins the Alliance or Horde.
 
Naga Racial Traits

  • +2 Strength (males only), +2 Dexterity, +2 Intelligence (females only). Naga are physically powerful, mentally superior and very agile. Naga men are generally stronger than naga women, while naga women tend to be more cunning.


  • Medium: As Medium creatures, naga have no special bonuses or penalties due to their size.


  • naga base land speed is 30 feet.


  • Naga base swim speed is 50 feet. A naga has a +8 racial bonus on Swim checks and can always choose to take 10 on a Swim check, even if rushed or otherwise distracted. A naga character can take a run action while swimming as long as she swims in a straight line.


  • darkvision: Naga can see up to 60 feet in the dark.


  • +4 bonus racial bonus on Spot checks for naga females, owing to the eyes on each serpent strand of their hair.


  • +1 natural armor bonus (+2 for males). Naga can take the Improved Natural Armor feat to improve their inherent defenses (see MM, Cahpter 6: Monster Skills and Feats).


  • Aquatic Healing (Ex): As one of the many changes wrought through ages living underwater, the naga heal at twice the normal rate when they are underwater.


  • Water Breathing (Ex): Naga are amphibious, though they do not suffer any significant discomfort while out of the water.


  • Uncanny Dodge (Ex): Only female naga receive this ability. Female naga have a nest of writhing serpents in lieu of hair. They can see out of these serpents' eyes just as easily as their own, granting them a keen awareness of their surroundings. They do not lose their Dexterity bonus to AC when flanked and can dodge and move in response to attackers on both sides. This defense denies rogues the ability to sneak attack the hero; however, rogues 4 levels higher than the naga neutralize this ability an can thus flank and sneak attack her. This ability only works if the serpent strands are not bound or covered.


  • Mutation (Ex): Naga heroes begin play with a single mutation, chosen from the "Standard Mutations" list below. This mutation grants the character a bonus or special ability she would not otherwise have. Alternately, you may choose to grant your naga character a mutation from the "Greater Mutations" list. Doing so, however, adds +1 to the naga hero's level adjustment (for a total of +2). Note that this system is somewhat different than that used by naga as presented in Manual of Monsters, and NPC naga are commonly more mutated than PC naga.


Standard Mutations
Bite: The naga hero gains a bite attack that inflicts 1d6 points of damage.
 
Claws: The naga hero gains two claw attacks, each of which inflicts 1d4 points of damage.
 
Extended Darkvision: The naga hero's darkvision extends to 120 feet.
 
Ink Jet: Three times per day, the naga hero can expel an obscuring cloud of black ink while underwater. This ability is otherwise similar to the obscuring mist spell as cast by a sorcerer of the naga's character level.
 
Tentacles: The naga hero has two extra limbs - long, writhing tentacles. These tentacles are incapable of fine manipulation and cannot be used to attack, wield weapons, open doors or pretty much anything else. They can, however, be used to wrap around opponents and crush them. This allows the naga hero a constriction attack, which inflicts 1d6 + Strength modifier points of damage on a successful grapple check.
 
Thick Scales: The naga gains an additional +2 natural armor bonus.
 
Greater Mutations
 
Choosing one of these mutations adds +1 to the naga hero's level adjustment.
 
Blindsight: The naga hero can discern the location of characters and objects within 60 feet through fine hearing, vibration detection and subtle temperature cues. The naga has also learned to react quickly to minor changes and gains a +4 bonus on initiative checks.
 
Heavy Scales: The naga hero gains an additional +4 natural armor bonus. The naga is also just plain tougher than normal and gains a +2 racial bonus on all Fortitude saves.
 
Extra Arms: The naga hero has two additional arms, which can be used to do anything arms can do - wield weapons, perform arcane movements or make rude gestures, for instance. A naga with extra arms may take the Multiattack feat (see MM, Chapter 6: Monster Skills and Feats). Only female naga may select this mutation.
 
Fast Healing: The naga hero gains fast healing 1. This improves to fast healing 2 when the naga is underwater (see MM, Chapter 7: Glossary).
 
Improved Tentacles: As the tentacles mutation, above, but the tentacles are thicker, stronger and lined with powerful suckers. The tentacles inflict 1d10 points of damage on a successful grapple check and grant the naga the Improved Grapple feat.
 
Natural Weaponry: The naga hero gains two claw attacks, each of which inflicts 1d8 points of damage. Only male naga may take this mutation.
 
Size Increase: The naga hero's size increases to Large (tall). It gains a +8 bonus to Strength, a -2 penalty to Dexterity, a +4 bonus to Constitution, and a +2 bonus to natural armor. The naga takes a -1 size penalty to AC and a -1 size penalty on all attack rolls. The naga occupies a 10-foot space and has a natural reach of 10 feet. Large naga have lifting and carrying limits equal to twice those of a Medium character; they suffer a -4 size penalty on Hide checks but gain a +4 bonus on grapple checks.
 

  • Automatic Languages:|/I] Common and Nazja.


  • [i]Bonus Languages: Darnassian, Draconic, and Eredun.


  • Favored Class: Fighter (male); sorcerer or wizard (female). Neither a multiclass male naga's fighter class nor a multiclass female naga's sorcerer or wizard class counts when determining whether he or she suffers an XP penalty (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters. For naga women, the choice of sorcerer or wizard as a character's favored class must be selected as soon as she acquires a level in either the sorcerer or wizard class, and it cannot be changed thereafter.


  • Level Adjustment: +1 (or +2 for a naga with a greater mutation). Due to their mutations and aquatic nature, naga are generally more powerful yet gain character levels more slowly than most of the other races common to Azeroth. See Starting Characters and Level Adjustment, above, for more details.


---------------
Je suis votre Protecteur.
[:metalgear:8]
n°8050
KProtheus
Je suis votre Protecteur.
Posté le 06-10-2004 à 16:55:28