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

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.

Tuesday, July 13, 2010

World of Warcraft RPG Campaign

I had my first WoW game in quite a while with a good set of players.  It was the best game I had without planning.  The campaign is produced like a T.V. show.

Episode 1 --
"The Fainting Disease, pt. 1"
The First Episode was unplanned, do to me not knowing everything about the characters.  It's a formula episode: go to a dungeon and fight monsters.  The quest was to find the cure for a goblin's fainting spells.  As far as the priest wanted, it was a component from a ghoul; however someone else was involved.

List of Players:

Ako -- Troll warrior who is sexually attracted to his own sex.  Played by Zegai.
Alanasorel Sunsorrow -- a High Elf who declared allegiance to the Blood Elves.  She is a scout/tinker with a colorful past.   Played by Demona.
A Blood Elf Paladin -- Who is actually a paladin of Tyranny (a lawful evil paladin), but is acting like the stereotypical D&D Paladin.  Pious, hypocritical, arrogant, willing to KILL!  Played by Brandon.
Magnus -- Magnus is a Blood Elf Warlock who seems to be talented with speaking many different languages, he has a gift of tongues.  He has a companion, named Adjoa.  Adjoa is a female forest troll who is trying to work on Ako and get him to be with her.  Played by Shadow_of_Corgon.

ACT I
The First Act was set in Booty Bay.  Getting everyone together wasn't at all easy.  It took an extended time to put everyone together and get them going.  A goblin merchant tried to pawn off stuff to Ako, whne Ako threatened him after the goblin suggested the slave market.  He suddenly fainted and his sister came to his rescue.  After getting everyone together, the goblin sister discusses the fainting disease that her brother had.

She mentions that the disease can be cured by getting a piece of a ghoul at the ruins of Jub'al.  The PCs all band together, and they take Alanasorel's blimp together.  However, a powerful thunderstorm raged, and she wanted to fly through it!  The heroes had a trying time to fly through the thunderstorm.  Lightning had hit the blimp and caused it to list.  It also put one of the crew in harm's way as she threatened to fall into the ocean. They managed to save the crew member and continue their voyage without any more mishaps. 

ACT II
They survived the storm and made it to an island inhabited by water elementals.  Here is where they met Alana's friend, who wandered on board topless.  She cursed, and ran downstairs and put something on more modest after realizing what was on board.  Ako also spotted an old enemy on the Island.  A warlock he tussled with.  He convinced everyone not to stop at the island.   Then the heroes continued on, driving through the air to the ruins of Jub'al.  The paladin, however, struck a "romance" with Alanasorel's friend.

ACT III
The group made it to Jub'al and landed the craft.  Ako and the paladin, with a sore bottom because Alanasorel's friend had spanked him for inappropriate advances; disembarked and was attacked.  They were attacked by two ghouls and a Sea Witch.  The Sea Witch attacks with a dirt to mud spell, and caused Ako and the blimp to start sinking in the mud.  Avoiding the attack, the Sea Witch casts another spell -- lesser ice bolt; at the paladin.  The ice bolt strikes and reduces his movement by half.

At this point everyone rolled initiative and we started combat.  The combat was fast and furious; but slow at play.  The Sea Witch took the brunt of the damage: she was bashed, burned, cut, and bashed again.  Also the ghouls managed to do an AoO on Ako.  But he was so well armored that they couldn't get through to him.  Finally, he critical striked the Sea Witch and a ghoul and managed to defeat them.  The other ghoul was dispatched by the Blood Knight paladin.  With their enemies defeated, they find out that the troll witch doctor Zulgordo hired the Sea Witch to slow down the goblin merchant or anyone affiliated with him.

Zulgordo managed to high tail it out of Jub'al to another ruin.  Although the right ghoul was found; the true perpetrator of the  curse or disease had eluded them.  The episode ended with everyone sure that they should pursue the malefactor.

Next Episode:

"The Fainting Disease, Pt. 2"

Thursday, June 3, 2010

Who Owns the Firebolt Spell?

There is at least two different firebolt spells "owned" [as in monopolized] as far as d20 is concerned by at least three competing entities: Blizzard Entertainment and Sony Online Entertainment represent two of them.  One represents the Fireball spell from World of Warcraft, and the other the Firebolt spell from Everquest.


Here are the spells in question.  First the EverQuack -- I mean Everquest version.

Fire Bolt
Evocation [fire]
Level: Wiz 3
Spell Line: Flame Bolt
Mana: 7
Components: V, S
Casting Time: 1 action.
Recast: Instant.
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature.
Duration: Instantaneous
Spell Resistance: yes

A bolt of fire shoots from the caster's outstretched hand, dealing 4d8 points of fire damage.  The caster must make a ranged attack to hit the target. (from EverQuest the Roleplaying Game Player's Handbook)

Here is the WoW version.

Firebolt
Evocation [fire]
Components: V,S
Casting Time: 1 Standard Action.
Range: Medium (100 ft. + 10 ft / level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Reflex half; Fortitude negates.
Spell Resistance: yes.

A ball of molten flame is created in your hand and is hurled towards your target.  The target takes 1d6 points of fire damage per level (maximum 15d6), plus an additional +4 points of fire damage per round for the next four rounds. If the target makes its reflex save, it takes half damage from the initial blast and does not take the additional damage.  blah. .blah. . . blah.

(from More Magic and Mayhem).

Okay.., Question is . . . WHO HAS THE MONOPOLY ON THE WORDS FIRE AND BOLT when combined together?  Answer is strictly, no one.  However, they could both argue that their monopoly is mantained over the likeness of the two spells in question.  Hence, another reason why Copyright sucks. (BTW, what moron thought it would be great to include spell names as an inclusion to Product Identity?)

Tuesday, May 25, 2010

NPC Spotlight: Madame Bovary

NPC Spotlight from my Adventure: The Crystal Shard.  Today, I present Madame Bovary; a Warlock using the World of Warcraft RPG's class -- Warlock (technically, she'd be a witch).  In World of Warcraft, Gul'dan created the Warlocks; magic users which used demonic magic.  The modern warlock, however, seeks to control the demons and the power they use.  In my World, the Warlocks are basically the same; but they were given their secrets by Dragons rather than powerful demons from the Burning Legion (thus no Draenei). 

MADAM BOVARY

Key Info: Madam Bovary is the village warlock, one of the warlocks that completely disserted the Warlocks of Calais when they were battling the demons of Gehenna, the Land of Shadows.  She was only twenty-two back then, she’s forty years old now.  She left the group because she became disenchanted with the Warlocks of Calais and their thirst for power.  But she still trafficks with fiends.

Background: Madame Bovary is from the Warlocks of Calais.  Her real name is Marcelle Davereaux of Calais.  She was kidnapped from her parents by Corinne Davereaux and raised to be a warlock from then on.  She was indoctrinated in the knowledge of Demonology but was brought up without religion or spirituality.  At the age of sixteen, she completed her apprenticeship and learned how to bind an imp to her will.  Currently, she can bind a Shadow Demon, and a succubus bound to her will as well.  She gave up her Occitanian name and is known as Madam Bovary when she disserted.

Appearance: At first glance, Madam Bovary looks very good for a forty year old.  In fact, she still looks like she is eighteen.  Closer inspection means that she hides horns on her head and she smells faintly of sulphur.  If one is more observant, they might see the end of her barbed tail.  The tell tale marks of a Tiefling.  Her body is timeless, though.  She will never outwardly show any signs of age.

Roleplaying Notes: Madam Bovary makes a good link to the past.  She can also train Warlock PCs, but willingly she trains them.  She doesn’t kidnap children just to train them, as she had been.  She hasn’t had children, this is simply because she doesn’t want children.  She is also single.  She isn’t unpleasant to be around, but bringing up what happened eighteen years ago causes her noticeable pain.  However, the other villagers respect her even though she keeps to herself and hangs around the village graveyard outside the Church because people avoid the graveyard.  She has full knowledge of the Dark Arts (Warlock magic) and defense against such magic.  She teaches these to children who are willing to learn.

Madam Bovary, 9th Level Tiefling Warlock
NE(N) Medium Outsider (native)

Init +0; Senses Darkvision 60 ft.; Perception +2

Defense: AC 10, Touch 10, Flatfooted 10; Hp: 34 (9d4+9); Fort +4, Ref +3, Will +7; Resist Cold 5, Electricity 5, Fire 5

Offense: Speed 30 ft.; Melee dagger +5 (1d4+1/19-20); Ranged light crossbow +4 (1d8/19-20); Special Attacks: Spells; Spell Like Abilities (CL 9th) 1/day – Darkness; Fel Companion, Summoner, Enslave Outsider

Warlock Spells known (CL 9th, Spellcasting: +9):
5th level: Curse of Asmodeus* (DC 35), Dismissal (DC 36), Hold Monster (DC 39), Drain Lifeforce** (DC 39), Drain Soul Energy** (DC 39)
4th Level: Charm Monster (DC 34), Curse of Nortorgo* (DC 32), Detect Scrying (DC 35), Dimensional Door (DC 34), Stoneskin (DC 36)
3rd Level: Fabricate Flamestone* (DC 31), Fiendish Skin** (DC 30), Shadow Bolt* (DC 30), Summon Monster III (DC 33), Tap Own Life* (DC 32), Water Breathing (DC 31)
2nd Level: Curse of Antaeus* (DC 26), Dispel Magic (DC 30), Hold Person (DC 26), Inflict Lesser Searing Pain* (DC 25), Major Image (DC 31), Summon Monster II (DC 28), Summon Swarm (DC 27)
1st Level: Decay (DC 20), Lesser Fiendish Skin** (DC 22), Lesser Immolate* (DC 20), Lesser Shadow Bolt** (DC 21), Magic Weapon (DC 22), Mount (DC 22), Protection from Good (DC 21), Summon Monster I (DC 23), True Strike (DC 22), Unseen Servant (DC 21)
0 level – Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Resistance, Sense Demons (DC 10)

Statistics

Abilities: Str 9, Con 13, Dex 11, Int 17, Wis 13, Cha 17
Skills: Craft (Alchemy) +16, Diplomacy +16, Knowledge (Arcana) +16, Knowledge (Planes) +16, Swim +9
Feats: Augment Summoning, Extend Spell, Scribe Scroll, Magical Blood, Spell Penetration, Enlarge Spell
Combat Gear: Wand of Shadow Bolt (3 charges), +1 dagger
Non Combat Gear: Normal clothes, manacles of pain, 200 gp.

Special Abilities:
Fel Companion (Ex): At 1st level, the warlock gains a fel companion. The warlock can summon the fel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to or less than the warlock’s arcanist path level (to a maximum of 10 HD).
Should the fel companion die while in service to the warlock, the warlock must attempt a DC 15 Fortitude save, at +1 DC for each HD of the companion. If the saving throw fails, the warlock loses 400 XP per warlock level; success reduces the loss to half of that amount. In addition, the warlock must make a DC 15 Will save or take 1d6 points of Stamina damage as the companion’s sudden loss tears away part of the warlock’s life force.
A warlock can obtain another fel companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant. Dismissing a fel companion is a free action, and a dismissed creature immediately returns to its plane of origin.

Summoner (Ex): The warlock receives the Augment Summoning feat for free. At 6th level, all conjuration (summoning) spells cast by the warlock have their durations doubled, as if the Extend Spell feat is applied to them. The level of an augmented conjuration (summoning) spell does not change; this ability stacks with the effect of the Extend Spell feat, which does the spell’s level (see Chapter 6: Feats).

Enslave Outsider (Su): A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (the planes) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped.

Feat Notes:
Madame Bovary uses the Dynamic Spellcasting System from Advanced D20 Magic (which does contain math!).  The following feats and a new feat -- Magical Blood -- are changed or introduced in the Dynamic Spellcasting System.

Augment Summoning: The character can summon more potent creatures with his or her spells.  No basic change.

Extend Spell: The character can cast spells that last longer than normal.  An extended spell lasts twice as long.  A spell with a duration of concentration, instaneous, or permanent cannot be extended. an Extended Spell has its DC increased by +4.

Magical Blood:  The character has magical blood and spellcasting comes readily. He or she gains a +2 bonus to Fortitude Saves against drain and control checks.  If Dynamic Spellcasting isn't used or Ad20M is unavailable, use Combat Casting instead. 

Spell Notes:  Some spells are from the World of Warcraft RPG and More Magic and Mayhem.  Some spell names have been changed to protect the Innocent.


** Denotes a spell from the World of Warcraft RPG: Drain Lifeforce is Drain Life, Drain Soul Energy is Drain Soul; Fiendish Skin and Lesser Fiendish Skin is Demon Skin.


* Denotes a spell from More Magic and Mayhem: Curse of Asmodeus is Curse of Shadow, Curse of Nortorgo is Curse of TonguesCurse of Antaeus is Curse of Recklessness, Fabricate Flamestone is Create Firestone, Tap Own Life is Life Tap (which is simple to change); and Inflict Lesser Searing Pain is Lesser Searing Pain.  Shadow Bolt and Immolate has not been changed for a couple of reasons: Shadow Bolt is the name of a spell in Relics and Rituals, and there is not a good synonym for Immolate.


Dungeons and Dragons 4th Edition Conversion Notes: As you now know, the 4th Edition Warlock is different from the Warlock of WoW.  The WoW Warlock has a lot more flavor and is more in line with the Warlocks and Witches of History and Myth rather than the D&D Warlock.  The Warlock from WoW specializes in Demonology, Curses, and spells of a Destructive nature.  Converting the class would mean creating a new Wizard class.  Here are a few notes I came up with to guide you:

Shadow Bolt, Immolate, and Corruption become at will spells.  Shadow Bolt is similar to magic missile, while Immolate is similar to burning hands.  Corruption is a spell that deals 1d4 fel damage per around.  These spells are bread and butter spells.


All curses are per encounter.


Most of the Special Abilities of the Warlock become daily powers: Fel Companion and Enslave Outsider especially.  Best I can tell you is to play a Warlock in WoW or buy the WoW RPG and More Magic and Mayhem in order to convert the class more faithfully.




Licensing Notes: The picture is from the Elmore Character Clip Art and Color Customizing Studio.  And was used in accordance to the license provided by Larry Elmore.  The magic system is from Advanced d20 Magic, and the base Game System is based on Pathfinder (D&D 3.75).  Authors of Advanced d20 Magic are David and Michelle Lyons.  Authors of Pathfinder are the Pathfinder team at Paizo Publishing.  World of Warcraft and More Magic and Mayhem are copyright Blizzard Entertainment.

Sunday, December 13, 2009

WoW Spells Dynamized, pt. 1

No pictures tonight. Just some spells from More Magic and Mayhem converted for use with the Dynamic Spellcasting system presented in Advanced d20 Magic.

Abolish Disease
Conjuration (Healing)
Cleric Spell
Casting DC: 42
# of Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 day
Saving Throw: Fortitude Negates
Spell Resistance: Yes (Harmless)

Abolish Disease removes diseases normally affected by the remove disease spell. Also, abolish disease protects the target against further infection for twenty-four hours, granting the character or creature immunity to disease for the day. The subject of this spell feels calm and wellness in his being when the spell is cast.


Invulnerable Shield of the Templar
Abjuration
Templar Spell
Casting DC: 39
Number of Slots: 2
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: none

The templar transforms a tiny shield into a large shield made of steel. The shield floats near you and protects you from harm. The hanging shield grants you a +9 bonus to AC. Also, the shield grants you spell resistance 10 + caster level. The shield is impervious to damage of all kinds. When the spell expires, the shield returns to its normal size and falls to the ground.

Intensify Magic
Abjuration
~ Wizard spell ~
Casting DC: 34
# of Spell Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: yes

This spell intensifies the effect of any damaging or healing spells on the target. So, if a spell that harms or heals is cast on a subject, the amount of damage it inflicts or repairs increases by +1 point per caster level (maximum 15 points).


Mage's Detonation (pg. 68)
Evocation (Force)
~ wizard spell ~
Casting DC: 38
# of Slots: 2
Range: 20 ft.
Area: All creatures within a 40 ft. diameter burst centered on you
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

A wizard causes a burst of energy that explodes outward around him. This detonation of energy deals 1d6+1 points of force damage per level (maximum 15d6+15). All creatures in the area are affected except yourself.


Aquatic Form (pg. 69)
Transmutation
~ Druid Spell ~
Casting DC: 25
# of Slots: 1
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

You transform into an aquatic mammal such as a dolphin, porpoise, or seal. This form grants you extraordinary movement speed under the water but rendering you incapable of attacking. You gain a swim speed that is equal to double your base movement. While in this form, however, you cannot cast offensive spells without the Natural Spell feat.

(Aspect of the Grove is too WoW Specific for any adaptation, see page 69 of More Magic and Mayhem)
Aspect of the Grove
Transmutation
~ Druid Spell ~
Casting DC: 47
# of Slots: 3
Range: Personal
Target: You
Duration: 1 round/level


Visage of the Lich
Necromancy
~ Necromancer Spell ~
Casting DC: 54
# of Slots: 4
Range: Personal
Target: You
Duration: 1 round/level

This spell allows you to take on the terrifying appearance of a lich, and many of their abilities. The spell makes your skin and bones harden and grow pale. This grants you a +8 natural armor bonus and DR 15/Bludgeoning and magic. In addition, you also gain +6 bonus to Intelligence, Wisdom, and Charisma. you also gain a touch attack that deals 1d8 points of cold damage per 2 levels (maximum 15d8). This also paralyzes the target. And at last, creatures and characters of 5 HD or fewer who gaze upon you must make a will save (DC equal to the spell's DC) or be panicked for 1 round per caster level. Creatures who make their save against this fear affect see past your spell.

Ring of Fire
Evocation (Force Fire)
~Wizard Spell ~
Casting DC: 42
# of Slots: 2
Range: 30 ft.
Area: all creatures within a 30 ft. radius burst centered on you (60 ft. diameter)
Duration: Instant
Saving throw: Reflex half
Spell Resistance: Yes

This spell calls into existence a ring of fire that quickly spreads from you to push back all nearby enemies and objects. The spell deals 1d8 points of fire damage per caster level (maximum 20d8) to all enemies within the area of effect. Creatures who fail their reflex saves are knocked prone and continue to burn, taking 3d6 points of fire damage for 2 additional rounds. Unattended objects also take damage and are knocked back 30 ft.


Sovereign's Blessing
Transmutation [Blessing]
~Paladin Spell~
Casting DC: 34
# of Slots: 2
Range: Close
Target: 1 creature
Duration: 5 minutes
Saving throw: Will negates (harmless)
Spell Resistance: Yes

This spell will imbue your target with holy power, granting him a sacred bonus to all ability scores equal to +1 per 4 caster levels (maximum +4). The blessing gives a feeling of confidence to the target.

~ next: the spells from pages 70-75!

All spells' game statistics are under the Open Game License.
Section 15:

COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment

World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment

World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment

d20 Advanced Magic Copyright 2005, Guardians of Order, Inc.; Authors David and Michelle Lyons.

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.