Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Monday, May 23, 2011

The Warlock

By

pokketmowse

The Warlock is a powerful magical variant on the Wizard that specializes in Demonic Magic.  The Warlock is a class that combines Affliction magic (hexing and curses) with Destructive magic (shadow magic and fire magic) with Demonology (magic dealing with the summoning, binding, and commandment of demons.)

Warlock magic is usually thought to have it's origins among the orcs, however human religious writings from Ancient Days proscribes against the use of familiar spirits and witchery.  Which could mean that Warlock magic has it's beginnings among humans as well.  Currently, the only races that are attracted to the Warlock as a class include humans, gnomes, the elves (specifically Massalian Elves and not all elves in general), and some dwarves.

Schools of Magic

Warlock magic combines spells from the following schools --

Conjuration
  • Infernal Binder
  • Teleportation 
Divination
  •  Scryer
Evocation
  • Generation
Illusion
  • Shadow
Effectively, the Warlock combines these into the following focused Black Magic schools:

Affliction 
(associated school -- Evocation)

The Affliction school is basically the Witch's set of spells and powers.  Only it focuses on spells which debilitate the enemy over time.   The student who learns magic in this school can rip the life out of their opponents, their very soul, or magical potential itself and add it to his own.  Also powerful curses, such as the Curse of Recklessness, the Curse of Weakness, and the Curse of Recklessness are a part of this particular school. 

Demonology
(associated school -- Conjuration)
The Demonology school combines the best and the worst of Teleportation and Infernal Binder schools, providing the warlock with the power to improve his demons, to summon demons, and to bind them to his will.  It also includes a number of spells that are particularly a part of other schools.   Such as Demon Skin, Fel Armor, and Eye of Kroznaz.   Also one of the most sought after spells in this school by warlocks is Metamorphosis, which makes the Warlock capable of transforming into a demon himself.  Although, a Warlock typically relies on his infernal companion to fight his battles for him than throwing spells about directly.


Destruction
(Associated school -- Evocation)
The School of Destruction is the mighty destructive aspect of the Warlock's arsenal.  Combining both the might of shadow magic and the might of fire magic, the Warlock can go to great heights blowing up his enemies.  Signature spells in this school include Shadow Bolt, Immolate, Soulburn, and Rain of Fire.

Game Mechanics

The Warlock has the same game mechanics as the Wizard except for the following:

Class Skills: The warlock's class skills are Appraise (Int), Craft (Int), Diplomacy (cha), Fly (Dex), Intimidate (cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).


Infernal Companion -- This ability replaces the familiar class feature of the sorcerer, wizard, and witch. The warlock can summon the infernal companion and dismiss it at any time so that he may
summon a new one.

At 1st level, the warlock may choose a darkhound or imp as her fel companion. She must sacrifice a 1st-level spell slot to do so. She can regain the spell slot only if she permanently abandons the fel companion.  No mental bond exists between master and servant, but a fel companion understands any language that the warlock speaks.

As a warlock gains levels, he may replace an infernal companion he abandoned with a more powerful
demon. Doing so requires the warlock to sacrifice more spellcasting power. This information is presented on Table A–1: The Warlock’s Fel Companion (see the WoW RPG Monster Guide for more information).

Demon: Which demon the fel companion is.

Warlock Level: The master’s level in the warlock class.

Advancement Adjustment: When determining the companion’s advancement features (see below), subtract this number from the warlock’s class level.

Level of Spell Slot Sacrificed: The warlock must sacrifice a spell slot of this level in order to retain the
companion. The only way the warlock may regain this spell slot is to abandon the companion permanently, as described above.

At 1st level, a warlock may have a single fel companion, but at levels 6, 12, and 18 a warlock may
choose a new demon to add to his cadre. The demon that requires the highest-level spell slot is the warlock’s primary companion (if there’s a tie, choose one). Each other demon is a secondary companion and requires a spell slot 1 level lower than that listed on Table A–1.

Only one fel companion may accompany the warlock at a time, while the others remain in the Twisting Nether. Starting a ritual of summoning automatically dismisses the warlock’s current fel companion.

Obtaining a new fel companion requires a ceremony of binding. Performing the ceremony requires 24 hours and uses up magic materials that cost 200 gp per level of spell slot used. At the end of the ceremony, the demon tests the warlock. This test may be combat, a battle of wills, or some kind of contest (GM’s discretion). If the warlock suitably impresses the demon, it joins the warlock as a loyal fel companion. If not impressed, it likely becomes annoyed (at best) or vengeful (at worst).

As a warlock gains levels, he may choose to improve his fel companion, at the cost of additional spellcasting power, as shown on Table A–2: Fel Companion Advancement.

Adjusted Warlock Level: The warlock’s level in the warlock class, modified by the demon’s advancement adjustment from Table A–1.

Bonus HD and Spell Slot Adjustment: Extra 8-sided (d8) Hit Dice, each of which gains a Stamina modifier, as normal. Remember that extra Hit Dice improve the fel companion’s base attack bonus, special attack save DCs, and base save bonuses. A fel companion’s base attack bonus is equal to its total HD. Save DCs for special attacks are equal to 10 + 1/2 the companion’s total Hit Dice + its appropriate ability score modifier.

A fel companion has good Fortitude, Reflex, and Will saves (treat it as a character whose level equals the demon’s HD). A fel companion gains additional size, skill points, and feats for bonus HD as normal when advancing its racial Hit Dice. (See Chapter 3: Improving Monsters for more information.)

Each bonus HD the companion gains also has the drawback of adding 1 to the level of the spell slot the
warlock must sacrifice to retain it as a companion.

Special: The fel companion increases its ability scores (warlock’s choice of which ones) and gains special abilities called companion powers, described below.

Companion Powers
As a fel companion’s bond with a warlock grows, its master may use a demonic grimoire to teach it new abilities. Instructing a demon with a grimoire requires 8 to 48 hours of reading and reciting Infernal incantations.

The grimoires providing the abilities listed below are relatively easy for a warlock with reasonable connections to acquire (without significant cost), though tales speak of other rare and more powerful grimoires. Unless otherwise noted, a fel companion can learn each power only once.

Ability Enhancement (Ex): The fel companion gains a +4 enhancement bonus to one ability score. A fel companion can gain this ability up to six times (i.e., once for each ability).

Aura of Suffering (Su) (voidwalker only): Any enemy that begins its turn within 10 feet of the voidwalker is affected by its tormenting strike ability as though the voidwalker had struck it in melee.

Blood Pact (Su): The warlock and all allies (not including the fel companion) within 30 feet of the fel
companion gain a +2 enhancement bonus to Stamina.

Damage Reduction (Ex): The fel companion gains damage reduction 5/good or 5/truesilver (your choice). If the fel demon already has damage reduction, you may instead add 5 to its existing damage reduction.

Fel Strike (Su): The fel companion gains the fel strike ability if it did not already have it (see Chapter 5: Monster Types, Subtypes, and Abilities).

Improved Firebolt (Ex) (imp only): The imp’s lesser firebolt ability becomes firebolt. An imp of 6 or more Hit Dice may gain this ability a second time, improving its ability again to greater firebolt. (See More Magic & Mayhem for firebolt and greater firebolt.)

Invisibility (Sp) (succubus only): The succubus can use invisibility as a spell-like ability at will. She can use this ability only on herself. Caster level 7th.

Paranoia (Su): The warlock and all allies (not including the fel companion) within 30 feet of the fel
companion gain a +4 enhancement bonus on Spot and Sense Motive checks.

Spell Lock (Su) (felhound only): Three times per day, the felhound may attempt to counterspell any spell as if casting greater dispel magic (caster level equals the warlock’s class level –2). As with any counterspell attempt, this ability requires the felhound to ready an action. If a caster foiled in this way attempts to cast the same spell again within the next 1d4 rounds, it fails automatically, as if countered again.

Spell Resistance (Su): The fel companion gains spell resistance equal to 10 + 1/2 the warlock’s class level. If the creature already has spell resistance, this ability replaces it, but you may add 1/2 the companion’s outsider Hit Dice to the above total.
 --------------------------------------------
Warlock Spells:

0 - Level: Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Resistance, Sense Demons, Spark, Touch of Fatigue.

1st level: Alarm, Cause Fear, Charm Person, Comprehend Languages, Corruption✝, Disguise Self, Identify, Infernal Healing✝, Lesser Demon Skin, Lesser Immolate✝, Lesser Shadow Bolt✝, Mask Dweomer, Mount, Protection from Evil, Ray of Enfeeblement, Silent Image, Shocking Grasp, Summon Monster I, Unseen Servant

2nd Level: Burning Gaze, Curse of Recklessness✝, Detect Thoughts, Dust of Twilight, Invisibility, Lesser Searing Pain✝, Minor Image, Mirror Image, Orb of Anhilation, Resist Energy, See Invisibility, Spontaneous Immolation, Summon Monster III, Summon Swarm, Touch of Idiocy

3rd Level: Chains of Binding, Create Firestone, Demon Skin, Explosive Runes, Dispel Magic, Heatstroke, Life Tap, Magic Circle Against Chaos/Evil/Good/Law, Phantom Steed, Protection from Energy, Searing Pain, Shadow Bolt, Summon Monster III, Tongues, Unravel Destiny, Water Breathing

4th Level: Agonize, Aura of the Unremarkable (rare)✝, Charm Monster, Confusion, Create Spellstone, Crushing Despair, Curse of Tongues, Dimensional Anchor, Eye of Nortorgo (Arcane Eye), Fire Trap✝, Greater Infernal Healing✝, Elscon's Mnemonic Enhancer, Rain of Fire✝, Shadow Projection, Summon Monster IV, Tardan's Black Tentacles, True Form

5th Level: Baleful Polymorph, Carrion Swarm, Contact Other Plane, Covetous Aura, Curse of the Elements, Curse of Shadow, Dismissal, Elscon's Private Sanctum, Fire Snake, Greater Chains of Binding, Greater Searing Pain, Greater Shadow Bolt, Hold Monster, Immolate, Lesser Planar Binding, Life Drain, Magic Jar, Mind Fog, Ritual of Summoning, Sending, Shadow Evocation, Soul Drain✝, Summon Monster V, Waves of Fatigue

6th Level: Acid Fog, Antimagic Field, Contagious Flame, Disintegrate, Elscon's Lucubration, Form of the Dragon I, Guards and Wards, Getaway, Greater Demon Skin, Greater Dispel Magic, Hellfire Ray, Planar Binding, Sirroco, Shadow Walk, Soulstone, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, True Seeing, Unwilling Shield


7th Level: Banishment, Conflagrate✝, Dark Metamorphosis, Delayed Blast Fireball, Elscon's Magnificent Mansion, Ethereal Jaunt, Expend, Form of the Dragon II, Greater Arcane Sight, Greater Shadow Conjuration, Greater Teleport, Instant Summons, Mass Hold Person, Nortorgo's Sword, Phase Door, Plane Shift, Prismatic Spray, Symbol of Weakness, Sequester, Summon Monster VII, Teleport Object, Waves of Exhaustion

8th Level:  Antipathy, Binding, Demand, Dimensional Lock, Form of the Dragon III, Greater Planar Binding, Hellfire, Incendiary Cloud, Mass Charm Monster, Protection from Spells, Scintillating Pattern, Shadowburn, Summon Monster VIII, Temporal Stasis, Wall of Lava

9th Level: Dominate Monster, Etherealness, Fiery Body, Freedom, Foresight, Gate, Greater Immolate, Imprisonment, Meteor Swarm, Nortogo's Disjunction, Shades, Summon Monster IX, Teleportation Circle, Wall of Suppression, Winds of Vengeance

✝ denotes a spell that is not in the Core Player's Handbook for Pathfinder.  Maybe in the World of Warcraft Roleplaying Game, More Magic and Mayhem, or another Paizo source.
--------------------------------------------

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OGL Section 15:

Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Manual of Monsters
Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Alliance & Horde Compendium
Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Magic & Mayhem
Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Lands of Confl ict
Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Shadows & Light
Copyright 2004, Blizzard Entertainment
World of Warcraft: The Roleplaying Game
Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic and Mayhem Copyright 2005, Blizzard Entertainment
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I. Copyright 2009, Paizo Publishing, LLC; Author: F. Wesley Schneider. 
Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.


Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker.
Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.

Wednesday, December 8, 2010

World of Warcraft Adventures Wiki gone live!

I started a new Wiki for the World of Warcraft RPG.  Called Adventures in World of Warcraft I originally thought of doing it up for Quel'thalas campaigns.  However, since the World of Warcraft is ever reaching and encompasses quite a large area, I opening up the Wiki for every World of Warcraft fan to record their adventures for everyone to use.  The spirit of the site is sharing.  Sharing your adventures set in World of Warcraft to everyone.

We will accept adventures written for the RPG, or written for 4th Edition, or for Pathfinder, or for most any system you please.  As long as you mark what system the adventure is for.  Players and fans may write adventures for any era to share with other fans of the pencil-and-paper side of the franchise.

Thanks for reading! :D

Elton.

Sunday, April 4, 2010

Blood Elf Dancer

Last one for today, I've been render dumping blood elves.


Blood Elf Dancer by ~Atlantean6 on deviantART

Elf Portrait


A portrait I rendered today.  I think I may have to work more on the eyes to make them more bright, but this might work out better.   Tell me what you think.

Thursday, December 10, 2009

More Magic and Mayhem

More Magic and Mayhem -- Guys and gals of 4th Edition fame, if you don't have this book, you are missing out on something very, very useful. The book has rules for creating alchemical elixirs, draughts, and transmutations and what you can create with the craft (alchemy) skill.

That being said, I recently received this book as part of the Necromancer Games' gift exchange. It comes in hard cover, and is about 200 pages of useful information for roleplaying spellcasters and engineers in the World of Warcraft using the d20 System. For once, I'm happy that this came out for the d20 System instead of the 4th Edition rule set.


The book is split into six parts. One deals with new classes, another deals with new feats, then new spells, new magic items, and finally engineered machines. All the spells dealing with World of Warcraft (the Old World) are finally included. Missing spells like firebolt, blastwave, pyroblast, and corruption are finally included. Beyond that, the book is useful out of WoW.

The Alchemy skill and the Enchanter skill are covered in grand detail. The Alchemy section covers everything that a player character can create relating to WoW using the craft (alchemy) skill. From mana draughts to healing potions, to transmutations using the philosopher's stone. At last, a PrC a friend of mine devised for Atlas Games' Occult Lore makes a huge amount of sense (the Grand Alchemist PrC) with these rules for Alchemy.

Secondly, the Enchanter skill is boosted by the Enchanter PrC. The Enchanter is able to create and destroy magical items. He can enchant items not only using the Item Creation feats, but he can also destroy magic items and enchant them with special abilities.

One interesting PrC is the Ley Walker. Now, I'm willing to bet that the PrC -- in practice and in theory -- is like the creature below.

Boy, I hope KS doesn't get wind of this! But the Ley Walker PrC of WoW and the Ley Line Walker O.C.C. of Rifts are deadly similar to each other. So similar in fact, that if some one were to do Rifts d20, they'd just have to pop open this book and take the Ley Walker PrC and use that to represent the Ley Line Walker O.C.C.

The book is useful for a World of Warcraft RPG game, and it is useful out of game. Aside from little nitpicks as missing armor items to editing; the book is chock full of information that can be used for a 3rd edition game, or with some work, a 4th edition game (some stuff can be used "straight out of the box," other stuff needs some WORK!).

That is my review for 4th Ed fans and 3rd Ed fans alike. My recommendation is to purchase a copy of this book in hardcopy or on .pdf since you are missing out on some goodness here. :)

--Elton Robb

Thursday, November 26, 2009

Orcs and Klingons



Today, in modern fantasy, the Orc is the fantasy version of the Klingon. Klingons, with their value on Honor and Society, have influenced how orcs are treated today in Fantasy gaming such as World of Warcraft. Today, there is little difference between an Orc and a Klingon except when you remove the bone ridges, add tusks, a little nose, and a wide jaw; then you color the skin green.


Orc Shaman by da-answer by ~warcraft on deviantART

Orcs in World of Warcraft and also in D&D are visibly influenced by the Klingon race. To a klingon, his honor is his life. To a Warcraft orc, honor is also his life. Klingons find glory in battle. In Warcraft, Orcs find glory in being Victorious in battle as well. Klingon society was pretty much one dimensional during the ToS series. Tolkien introduced his orcs as being basically one dimensional as well.

By Star Trek: the Next Generation; more of Klingon society was revealed. Kahless the Unforgettable was expanded upon, so was Klingon religion. They were shown to have a deeper understanding of Honor. And everything from martial arts, to becoming of age, death, marriage, to cuisine had been touched upon.

Inevitably, all of this revelation of klingons served to change the Orcs forever. In World of Warcraft, the orcs have their Khaless -- Warchief Thrall holds the position of Khaless. In World of Warcraft, Orcs relish victory and honor, another Klingon parallel. The major changes were how the Horde operated.

Orcs in Warcraft are shamanistic. They worship the Spirits of Nature and seek peace and communion with nature. Klingon religion is much more deist, even though the Gods were killed by the first Klingon couple (alluding to the warlike nature of the Klingon, or perhaps an approach to authority). Orcs in Warcraft have some things in common with civilization -- they have an intelligence agency (the Shattered Hand) and an element of demonic influence (the Shadow Council). However, I believe a lot more can be explained. You've already seen tidbits of what can be explained within Orc Culture of the Known Lands. As civilization grows within the Orc communities of the Known Lands, so does culture and so does Art.

But as you can see, the Klingons influenced Tolkien's race of miscreants. Thank god that Tolkien's Orcs, the name and the idea -- are public domain. Although different from the Orcs of Lord of the Rings, the ugly big green men are evolving and will continue to evolve. Perhaps, maybe, orc culture will come to be influenced by other fictional sources other than the Klingons. Maybe, if Babylon 5 is continued to be viewed, creators of tomorrow will see the Narns as a resource of inspiration for orc societies of later works.

Thursday, October 1, 2009

World of Warcraft Image

What happens if you are a human rogue and for some reason your in the GHOSTLANDS? You and your buddies were looking for a way in or a way out, whichever tightens your fancy. However, you get caught. BY BLOOD ELVES!

You are stripped of your arms and armor, except for your unmentionables (they are being nice aren't they?). Tossed into a hanging canary cage, and the door is locked. The guards are changed every watch. You're basically naked, and in a cage. Contemplating on how to get out! WHAT A ROLEPLAYING CHALLENGE FOR A ROGUE! :D

Credits:
DM Lost Land -- Danie, Marforno, Abraham.
Angeluz - Val3DArt, Lesthat.
Syndori -- VAMP (Vexiphne, Adiene)
World of Warcraft is owned by Blizzard Entertainment, Inc.

Saturday, August 22, 2009

NEW WoW RPG PC RACE

The Worgen


Since announcing that the new Alliance race is the Worgen, I thought I'd take a crack at converting the Worgen to d20. But someone else has already converted the Worgen to d20 as a Player Race. I've been beaten to the punch, so to speak.




The Worgen are the new Alliance Race, the inhabitants of Gilneas. As the Graymane Wall kept people out of Gilneas, the Worgen curse had ravaged the inhabitants of Gilneas transforming them all into the deadly Worgen. These werewolves of Azeroth are the humanoid combination of humans and dire wolves, looking much more beastial than human.

The Foresaken fear and revile the Worgen, and the Foresaken Queen Sylvanas Windrunner has marched an army upon the Gilneans and the Greymane tribe of Worgen. To help fight the Foresaken, the Stormwindans and the Darnassans come to their aid, but led by a secret Druid sect. The Druid sect bring Druidism to Gilneas, which a significant number of Worgen embrace. Now armed with the powers of Nature, the Worgen fight off the Foresaken and begin their new lives in the World of Warcraft!

Classes: True to their humanity, the Greymane Worgen can become arcanists, warriors, priests, and rogues. But the night elves teach the Greymane Worgen hunting and a new religion or path of spiritualism: Druidism. As druids, the Greymane Worgen can tap into their beastial natures. As hunters, their beastial natures can aid the Worgen in their relationship with animals. Especially wolves.

Appearance: Greymane Worgen are the combination of humans and dire wolves. They look mostly humanoid, except with claws on their hands, a wolf's hind legs, and a wolf's head. They are also furred and the average Greymane worgen stands about seven feet in height.

Region: Gilneas. The Greymane Worgen are confined to Gilneas until the Cataclysm brought about by Deathwing. Like Duskwood, the kingdom of Gilneas is plagued by darkness.

Affiliation: Alliance. The Night Elves had come to induct the Worgen into the Alliance. Greymane is their rightful ruler, as they are attacked by the vile Foresaken. The Worgen are now the Alliance's wild, bestial race.

Faith: The Light and the Wyld. Some, or most of the Gilneans still belong to the Church of the Light. The Church of the Light thrives among the Worgen as part of the human heritage. But their beastial natures and teachings of the Druids of Darnassus has coverted a significant number to Druidism. The Druidic Worgen embrace the Wyld and lead a good number of Gilneans to spiritual peace with Azeroth.

Names: the Greymane Worgen use human names or they may use Worgen names for their children. Worgen names include: Whitemane, Furyclaw, Scarpelt, and Greyhide.



Shapechanger Subtype: The Greymane Worgen are humanoids with the Shapechanger subtype.

  • Strength +2, Intellect -2, Charisma -2. Worgen are mighty, but their bestial natures detracts from their reasoning and their social interaction.
  • Medium: as medium creatures, the Worgen have no special bonuses or penalties due to their size.
  • Worgen land base speed is 30 ft.
  • Shifting (Su): A Greymane worgen has two forms: human and Worgen. The base form is Worgen. As a standard action, a Greymane Worgen may shift from human to worgen or from worgen to human. This can happen at anytime of the day, thanks to advanced Alchemy. The act of shifting from human to worgen transforms the human into a monster, and gives the Worgen the barbarian rage.
  • Access to Shifter feats: A worgen may gain access to the Shifter feats presented in Races of Eberron and the Eberron Campaign Setting, and may take the Shifter traits of Longtooth, Wildhunt, or Dreamsight.
  • Claws: The claws that the Worgen has offers 1d4 pts of damage in an unarmed attack.
  • Low-Light Vision: Worgen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to discern color and detail under these conditions.
  • +2 racial bonus on Balance, Climb, and Jump checks: the Worgen's bestial nature enhances many of his physical skills.
  • Favored Class: Hunter. A multiclass Worgen class does not count when determining whether he takes an experience point penalty or not when multiclassing.
Also, the Worgen may take Worgen levels to tap more fully into his Worgen heritage. A new Worgen Racial class is found at my resources page.