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PostPosted: Tue Oct 20, 2015 4:00 pm 
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1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
D&D 4e

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
The setting is in the realm of Azeroth, the location for the popular MMORPG World of Warcraft. It is high fantasy, with steampunk technology in many cultures and locations.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4-6 players, no alts.

4. What's the gaming medium (NGA Forums, chat, e-mail etc.)?
No Goblins Allowed forums.

5. What is the characters' starting status (i.e. experience level)?
Level 1.

6. How much gold or other starting funds will the characters begin with?
Each player will start with a set of armor and/or shield, a weapon/implement, fifty gp, and the equipment listed in the standard adventurer's kit in the PHB equipment chapter. Wizards also start with spellbooks, and other classes start with their class-specific starting gear as well. Any ranged weapons start with twenty ammunition.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
The classes allowed are priest (cleric), warrior (fighter), druid, monk, paladin, hunter (ranger), rogue, shaman, warlock, and mage (wizard). These constitute all the classes in the PHB, two in the PHB 2 (druid and shaman), and one in the PHB 3 (monk).

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
We use homebrew races: Orc, human, Dwarf, Gnome, Troll, Tauren, Goblin, Draenei, Blood Elf, and Night Elf. Information on them can be found below.

9. By what method should Players generate their attributes/ability scores and Hit Points?
4d6, drop the lowest number. Do it on this thread, please.

10. Does your game use alignment? What are your restrictions, if so?
All good and neutral alignments are acceptable. Evil can be done well, but more often than not it wrecks the campaign, so I'd rather not be bothered with it. Keep in mind this is a tale of heroes.

11. Do you allow multi-classing, or have any particular rules in regards to it?
Multiclassing is complicated in 4e for both the DM and the player, so I'd discourage it, but it's up to you.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Just put the rolls in a spoiler. I'll be rolling certain perception and insight checks for them, but won't be alerting them, to preserve suspension of disbelief.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Homebrew races (and the homebrew monsters, but that's my division). Feats have changed in several ways:
Channel Divinity feats have been removed and replaced with some that match the deities of Azeroth
Feats for classes not in the list above (warlord, bard, etc.) have been removed
Feats for races have been redone to accommodate the homebrew races and can be found in the section on feats on this thread

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Something explaining why you are where you are is a minimum, anything beyond that completely up to you but appreciated!

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
It aims to provide a lovely stew of all the above things (served with rosemary and basil, of course!). Fourth edition doesn't necessarily focus on combat, but it definitely encourages one to elevated above others. This is by no means to say that this will be an endless arena grind (like real WoW ;) ), but expect to see more combat than puzzles (as in most D&D games, really). Roleplaying, roleplaying... well, what's the name of the game genre? Roleplaying is a must! There will definitely be opportunities for the more charismatic to shine or the less charismatic to describe how they do not shine.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
PHB and PHB 2.

17. When will we start and how can I contact you with my character sheet and questions?
We'll start when we have at least 4 characters. PM me any questions, as well as a pdf of your character sheet.

RACES OF AZEROTH


Troll
Racial Traits
Average Height: 6’4”-6’10”
Average Weight: 220-280 lb.
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Zandali
Skill Bonuses: +2 Athletics, +2 Nature
Beast Slaying: +1 to attacks against beasts.
Berserking: You can use Berserking as an encounter power.
Da Voodoo Shuffle: When an effect forces you to move – through a pull, push, or slide – you can move 1 square less than the effect specifies. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Regeneration: +1 to healing surge value, regeneration 1 when bloodied.
Troll Weapon Proficiency: You gain proficiency with the spear, javelin, and short bow.

Berserking (minor, daily): Until the end of the encounter, you deal an extra 1d8 damage with weapons and an extra 1d6 damage with spells.

The savage Trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races. Yet one exception among the trolls is the Darkspear tribe and its cunning leader, Vol’jin. Plagued by a history of subservience and exile, this proud tribe was on the brink of extinction when Warchief Thrall and his mighty Horde forces were driven to the trolls’ remote island home in the South Seas during a violent storm.
Led at that time by Vol’jin’s wise father, Sen’jin, the Darkspears abandoned their prejudices and worked together with Thrall’s Orcs to defeat a group of humans encroaching on the jungle isle. With unparalleled bravery, the Trolls fought side by side with the Horde to secure victory, but tragedy befell the Darkspears soon afterward. Intent on appeasing a mysterious sea witch, a frenzied band of Murlocs captured the isle’s defenders. Although a number of the imprisoned Orcs and Trolls managed to escape, the noble Sen’jin was slain by his captors.
In Sen’jin’s honor, Thrall welcomed the Darkspears into the Horde and offered them sanctuary in a new kingdom that he planned to create across the Great Sea. The Trolls accepted Thrall’s offer, and Vol’jin eventually led his tribe to the vibrant jungles of the Echo Isles located just off the rugged coastline of Durotar.
Not long after they settled on their new home, the Darkspears suffered a terrible betrayal from within. Driven to insanity by the dark powers under his control, the witch doctor Zalazane began enslaving his fellow tribespeople and amassing an army of mindless Trolls. For a time, Vol’jin and other uncorrupted Darkspears fled to Durotar’s coast and established Sen’jin Village. From this crude settlement, the Trolls struck at Zalazane’s forces, hoping to win back their home at any cost. The Darkspears’ efforts, however, failed to drive Zalazane from the Echo Isles.

Play a Troll if you want…
• to be savage, gruff, and mystical.
• to be cloaked in a past of dark magics and strange culture.
• to treat each fight like a hunt, whether it be against man, beast, or monster.
• to be a member of a race that favors the hunter, druid, shaman, and warrior classes.


Orc
Racial Traits
Average Height: 6’1”-6’5”
Average Weight: 200-250 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Orcish
Skill Bonuses: +2 Endurance, +2 Intimidate
Blood Fury: You can use Blood Fury as an encounter power.
Hardiness: When you would be stunned, make a +1 saving throw to avoid the stun.
Discipline of the Horde: You gain a +1 racial bonus to melee attacks against a target if another ally is adjacent to you.

Blood Fury (minor, encounter): Until the end of the encounter, you gain a +1 racial bonus to attack and damage rolls.

Unlike the other races of the Horde, Orcs are not native to Azeroth. Initially, they lived as shamanic clans on the lush world of Draenor. They abandoned their peaceful culture when Kil’jaeden, a demon lord of the Burning Legion, corrupted the Orcs and used them in his vengeful plot against the draenei, who were exiles from Kil’jaeden’s homeworld.
Because of the demons’ manipulation, most of the Orc chieftains drank the blood of a Burning Legion pit lord, Mannoroth the Destructor. This act infused the Orcs with power, but at a great price: they were now enslaved to the Legion. Constant exposure to fel energies turned the Orcs’ naturally brown skin to a sickly green, and the Orcs’ usage of fel magic caused their ancestral lands to wither and die.
As Kil’jaeden had planned, the Orcs succeeded in killing most of the Draenei population. Now Kil’jaeden was ready to test the Orcs’ effectiveness against another old enemy. Thousands of years before, the demons had launched an invasion of Azeroth that had ultimately failed, but this time the Orcs could fight in the Legion’s stead. To that end, the corrupted human archmage Medivh contacted the Orc warlock Gul’dan. Together they constructed the Dark Portal, which allowed the Orcs to travel to Azeroth.
After their arrival, the Orcs crushed the unsuspecting human kingdom of Stormwind. The mighty Orc armies, known as the Horde, then pressed north through the Eastern Kingdoms, and their victory was nearly assured for a time. Eventually, however, internal conflicts resulted in the Orcs’ defeat, and those who did not die in battle were rounded up and placed in internment camps. But a young slave named Thrall managed to escape from captivity and join a liberation force consisting of Warchief Orgrim Doomhammer and other free Orcs. When Doomhammer fell in combat, Thrall became the new warchief of the Horde and the inheritor of Doomhammer’s namesake weapon.
Thrall and his people later journeyed across the sea to the distant continent of Kalimdor. Within the forests of Ashenvale, the warchief and his mentor, Grommash Hellscream, confronted Mannoroth. In the end, Grom gave his life to kill the pit lord and remove the blood-curse from the Orcs forever. A new chapter began for the Orcs: war was no longer the driving focus of their culture, and they settled the land along Kalimdor’s eastern coastline, which Thrall named Durotar.

Play an Orc if you want…
• to be primal, fierce, and dutiful.
• to have a good grasp on military tactics.
• to be a descendant of exiles who seek to undo the mistakes of the past.
• to be a member of a race that favors the warrior, hunter, and shaman classes.


Tauren
Average Height: 6’2”-6’6”
Average Weight: 240-300 lb.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Taur-ahe
Skill Bonuses: +2 Diplomacy, +2 Nature
Earth Mother’s Blessing: Resist 5 thunder damage.
War Stomp: You can use War Stomp as an encounter power.
Endurance: You can use your second wind as a minor action instead of a standard action.
Cultivation: You receive a +2 bonus to Heal checks using herbs and plants.

War Stomp (standard, encounter): Strength vs. Fortitude: The target is dazed until the end of your next turn.

The peaceful Tauren—known in their own tongue as the Shu’halo—have long dwelled in Kalimdor, striving to preserve the balance of nature at the behest of their goddess, the Earth Mother. Until recently, the Tauren lived as nomads scattered throughout the Barrens, hunting the great kodo beasts native to the arid region.
Although split into different tribes, the Tauren were united by a common enemy: the marauding Centaur. These primitive horse-men terrorized central Kalimdor, leaving only death and suffering in their wake. Although the Tauren tribes struggled valiantly for survival against their foes, the relentless Centaur attacks continued. Over time, the Centaur wiped out the area’s wild game, threatening starvation for the beleaguered Tauren. During the Third War, the mighty chieftain Cairne Bloodhoof had a chance encounter with the Orcish Horde that would alter the destiny of the Tauren forever. After befriending Warchief Thrall, Cairne and his Bloodhoof tribe were able to fend off the Centaur as they journeyed to the fertile lands of Mulgore. Owing a blood-debt to the Orcs for their assistance, the Tauren joined Thrall on Mount Hyjal to defend Kalimdor from an invasion by the demonic Burning Legion.
Following the Legion’s defeat, the Tauren who helped defend Hyjal returned to their new home in Mulgore. Ruling from the majestic capital of Thunder Bluff, Cairne welcomed Tauren of every tribe to this secure refuge. Many Tauren who traveled to the capital were content with Cairne’s vision of a peaceful and harmonious future, but at least one tribe felt otherwise. The stern Grimtotem tribe looked upon Kalimdor’s other races as inferior and believed that its matriarch, Magatha, was the only one fit to rule the Tauren. Although Magatha constantly disagreed with Cairne over the direction of their nation, the elder crone nonetheless coexisted alongside him in Thunder Bluff without major incident. The Grimtotem tribe did not, however, join the Horde along with Cairne and the Tauren under his rule.

Play a Tauren if you want…
• to be taciturn, thoughtful, and respectful of the natural world.
• to have a close connection to nature and the elements.
• to be part of a society that loves peace but will not shirk from war if it is deemed necessary.
• to be a member of a race that favors the druid, shaman, and warrior classes.


Blood Elf
Average Height: 5’5”-6’1”
Average Weight: 130-180 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Thalassian
Skill Bonuses: +2 Arcana, +2 Religion
Magic Resistance: You gain a +2 racial bonus on saving throws vs. spells.
Arcane Affinity: You get a 10% discount on the cost of the Enchant Magic Item ritual; Blood Elves have a natural talent for enchanting.
Blood Elf Training: You gain a +1 racial bonus to your Will defense.
Arcane Torrent: You can use Arcane Torrent as a daily power.

Arcane Torrent (minor, daily): You can end certain spells and their effects.

For nearly 7,000 years, High Elven society centered on the sacred Sunwell, a magical fount that was created using a vial of pure arcane energy from the first Well of Eternity. Nourished and strengthened by the Sunwell’s potent energies, the High Elves’ enchanted kingdom of Quel’Thalas prospered within the verdant forests north of Lordaeron.
During the Third War, however, the High Elves were nearly scoured from Azeroth. Led by the death knight Arthas, a Scourge army stormed into Quel’Thalas, slaughtering almost ninety percent of the kingdom’s population. Arthas then used the mystical Sunwell to resurrect the fallen necromancer Kel’Thuzad, irrevocably tainting the fount in the process.
Fearing that the befouled well would obliterate his dwindling race, Prince Kael’thas Sunstrider gathered a group of Quel’Thalas’s defenders and destroyed the fount to avert catastrophe. Although the High Elves were spared from continued exposure to the Sunwell’s dark energies, in the fount’s absence they suffered terribly from withdrawal. As a result, Kael’thas desperately searched for a means to help his people—whom he had renamed the Blood Elves—and thus he set out for the shattered world of Outland. There he allied with the renegade demon Illidan Stormrage in the hopes of finding a cure for the Blood Elves’ crippling withdrawal.
Kael’thas had assured his people that one day he would return to Quel’Thalas and lead them to paradise, yet time revealed that his promises were nothing more than lies. On Outland, the prince became twisted due to his reliance on fel energy, the dark and corrupting essence wielded by the demonic Burning Legion itself. Unbeknownst to Illidan, Kael’thas also came under the sway of the Legion’s commander, Kil’jaeden.
At the bidding of his new master, the wayward prince eventually returned to Azeroth and seized the site of the Sunwell, hoping to use the fount as a means to usher Kil’jaeden into the world. Ultimately, Kael’thas was slain before his recklessness could bring ruin to Azeroth. In the wake of Kil’jaeden’s defeat, the Draenei prophet Velen purified the Sunwell with the Light-infused heart of a fallen Naaru, transforming the fount into a source of both holy and arcane energies.
Inspired by the Sunwell’s rebirth, the blood elves have since entered into a shining new era in their ancient race’s history. Although some Elves remain hesitant to abandon their dependence on arcane magic, others have embraced change for the betterment of Quel’Thalas. Yet only time will tell if the Blood Elves can avoid repeating the tragic mistakes of their past.

Play a Blood Elf if you want…
• to be a member of a fallen race that attempts to bring itself on high once more.
• to be one of the most magically talented races of Azeroth.
• to be a member of a race that favors the warlock, mage, and priest classes.


Goblin
Average Height: 3’5”-3’9”
Average Weight: 40-55 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Low-light
Languages: Common, Goblin
Skill Bonuses: +2 Diplomacy, +2 Thievery
Poison Resistance: Resist 5 poison damage.
Time is Money: You don't provoke attacks of opportunity when running.
Best Deals Anywhere: 5% discount bonuses on prices when buying and selling; Goblins are master dealers.
Goblin Weapon Proficiency: You gain proficiency with the blunderbuss.

Originally the slaves of jungle trolls on the Isle of Kezan, goblins were forced to mine kaja’mite ore out of the volcanic bowels of Mount Kajaro. The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja’mite generated a startling new cunning and intelligence in the goblin race.
Crafting powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had once been the goblins’ prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomized the goblins’ complex, unpredictable mindset. It was there that they built the foundations of an empire, and the natural elements of craftiness (some would call it duplicity) inherent to the race were honed to a razor edge. The goblins’ inventions would help them rule the world—or at least own a profitable percentage of it.
To the goblins’ great dismay, the effects of the kaja’mite began to wear off, and their intelligence waned. Even worse, the ore itself became harder and harder to find. Supplies dwindled. Desperation ensued. The goblins’ once-brilliant inventions started to look haphazard and makeshift (a look that has become synonymous with the term “goblin-made”), and Kezan’s native swindlers soon realized that they would need to find other ways to supplement their avarice.
The goblins’ remaining craftiness (coupled with undiminished natural greed) soon lifted the race to preeminence as masters of mercantilism. Prominent trade princes rose to power during the First War as the cleverest goblins took advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships.

Play a Goblin if you want…
• to be sly, fast-talking, and quick.
• to be a trigger-happy, technology-loving bugger who should never be underestimated – who knows what you have up your sleeve!
• To be a member of a race that favors the rogue, warlock, and hunter classes.


Night Elf
Average Height: 5’4”-6’0”
Average Weight: 130-170 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Darnassian
Skill Bonuses: +2 Nature, +2 Perception
Touch of Elune: You gain a +1 racial bonus to attacks at night.
Wild Step: You ignore difficult terrain when you shift.
Shadowmeld: You can use Shadowmeld as an encounter power.

Shadowmeld (move, encounter): You merge with the shadows, gaining a +5 racial bonus to Stealth checks until the end of your second next turn.

The ancient and reclusive Night Elves have played a pivotal role in shaping Azeroth’s fate throughout its history. More than ten thousand years ago, their heroics during the War of the Ancients helped stave off the demonic Burning Legion’s first invasion. When the scattered remnants of the Legion on Azeroth rallied together with the vile Satyrs centuries later, the Night Elves again rose to meet the threat. The ensuing War of the Satyr exacted a heavy toll from the Night lves, but ultimately they vanquished the forces that had set out to wreak havoc on their world.
The Legion’s emergence, however, had forever changed Night Elven society. The Night Elves had resolved to shun the practice of arcane magic because its reckless use had attracted the Legion to Azeroth. They cultivated a peaceful, naturalistic existence along the slopes of Mount Hyjal under the leadership of Tyrande Whisperwind. For many long years, Tyrande oversaw Night Elven governance, ever vigilant for signs of further demonic incursions. Much of this time was spent apart from her love, Malfurion Stormrage, who, alongside his fellow druids, upheld the balance of nature from within the Emerald Dream.

Play a Night Elf if you want…
• to be mysterious, in touch with nature, and one with the wild.
• to be of a peaceful race that has often been called upon to fight wars.
• to be a member of a race that favors the druid, rogue, and hunter classes.


Draenei
Average Height: 6’1”-6’6”
Average Weight: 175-280 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draenei
Skill Bonuses: +2 Heal, +2 Religion
Heroic Presence: You grant allies a +1 racial bonus to saving throws.
Unshakable Faith in the Light: You gain a +5 racial bonus on saving throws against fear effects.
Gift of the Naaru: Your healing powers heal for +1.
Shadow Resistance: Resist 5 necrotic damage.
Avenge the Krukol: +1 to attacks vs. demons.

Long before the fallen titan, Sargeras, unleashed his demonic Legion on Azeroth, he turned his baleful gaze upon the world of Argus and its highly intelligent inhabitants, the Eredar. Believing that this magically gifted race would be a crucial component in his dark quest to undo all of creation, Sargeras contacted the Eredar’s three leaders – Kil’jaeden, Archimonde, and Velen – and offered them knowledge and power in exchange for their loyalty.
Only Velen abstained, for he had seen a vision. In it, his people were transformed into hideous demons, and they joined the ranks of Sargeras’ Burning Legion: an army of unspeakable evil that would grow vast and decimate life on countless worlds. With the aid of the Naaru, benevolent energy beings who had resolved to combat the fallen titan’s nihilistic crusade, Velen gathered other like-minded Eredar and narrowly escaped Argus. Forever after, these renegades would call themselves the Draenei, or “exiled ones.”
Kil’jaeden, who had loved Velen like a brother, was infuriated by the Draenei’s flight from Argus and their ungrateful refusal of Sargeras’ offer. In retaliation, Kil’jaeden led the Legion’s armies on a relentless pursuit of the Draenei throughout the cosmos. Eventually, Velen and his beleaguered people eluded their hunters and found sanctuary on a remote world that they would name Draenor, or “Exiles’ Refuge.” Having been instructed by the Naaru in the ways of the Light, the Draenei developed an extraordinary society on their new home and came to know the shamanistic Orc clans native to Draenor.
Yet the Draenei’s peaceful existence did not last. Upon discovering the renegades’ home, Kil’jaeden corrupted the noble Orcs into a single, bloodthirsty force of destruction: the Horde. Blinded by rage, the Orcs wreaked havoc upon the Draenei, slaughtering over eighty percent of the race and forcing Velen and other survivors into hiding. Many Draenei also mutated into lesser forms known as the Krokul, or “Broken,” after being exposed to the fel energies wielded by Orc warlocks. Decades after the Horde’s genocidal campaign, the shaman Ner’zhul opened magical portals throughout Draenor, and the resulting magical stress tore the dying world apart.
In the wake of the calamity, what remained of Draenor – known henceforth as Outland – devolved into a battleground among the Burning Legion and other factions vying for control of the ruined landscape. To escape the mounting chaos, Velen and a number of his followers commandeered the Exodar, a satellite structure of the stunning Naaru dimensional fortress named Tempest Keep. Using this craft to search for new allies, the Draenei left Outland and later crash-landed upon the world of Azeroth.
Inspired by heroic tales of the Alliance and its victories against the Legion, the Draenei sought out and pledged their loyalty to this courageous faction.

Play a Draenei if you want…
• to be a member of a homeless race of valiant heroes.
• to be honorable, brave, and selfless.
• to be a member of a race that favors the priest, paladin, and mage classes.


Dwarves
Average Height: 4’3”-4’8”
Average Weight: 160-210
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load.
Frost Resistance: Resist 5 Frost damage.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Stand Your Ground: When an effect would force you to move, you can slide 1 less square than it indicates. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Dwarven Weapon Proficiency: You gain proficiency with the battleaxe and warhammer.
Stoneform: You can use Stoneform as an encounter power.

Stoneform (minor, encounter): Until the end of your encounter, you gain resist 3 to all damage and all poison and ongoing effects are removed.

The bold and courageous Dwarves are an ancient race descended from the earthen—beings of living stone created by the titans when the world was young. Due to a strange malady known as the curse of flesh, the Dwarves’ earthen progenitors underwent a transformation that turned their rocky hides into soft skin. Ultimately, these creatures of flesh and blood dubbed themselves Dwarves and carved out the mighty city of Ironforge in the snowy peaks of Khaz Modan.
For many long centuries, three Dwarven clans—€”the Bronzebeards, the Wildhammers, and the Dark Irons—€”lived united in Ironforge under the wise rule of High King Modimus Anvilmar. When Modimus passed away from old age, tensions boiled over among the clans, and war erupted for control of the city. Thus began the War of the Three Hammers, a savage conflict that raged for many years, during which time the Bronzebeard clan won sole ownership of Ironforge and expelled its rivals. The war severed relations among the clans, and they went on to forge new destinies apart from one another.
When the Orcish Horde invaded Azeroth, Ironforge’s d\Dwarves offered to join the Grand Alliance. Led by King Magni Bronzebeard, the city’s resilient inhabitants proved to be the backbone of the Alliance forces, helping to secure victory after victory against the Orcs. Ever since that time, Ironforge’s Dwarves have remained an invaluable part of the Alliance.
Apart from reveling in the prospect of battle, the Dwarves have long been interested in uncovering the truth of their enchanted past. Due to the efforts of dwarven archeologists scattered throughout the world, much has been learned about the race’s origins and the curse of flesh that afflicted the earthen. Many mysteries still remain, however, and the Dwarves have continued excavating Azeroth’s ancient sites for answers.

Play a Dwarf if you want…
• to be tough, gruff, and strong as bedrock.
• to be able to take as much punishment as you can dish out.
• to be a member of a race that favors the warrior, priest, and paladin classes.


Gnomes
Average Height: 3’4”-3’6”
Average Weight: 40-50 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Small
Speed: 5 squares
Vision: Low-light
Languages: Common, Gnome
Skill Bonuses: +2 Arcana, +2 Dungeoneering
Escape Artist: You gain a +2 bonus to saving throws made to avoid or escape being grappled and a +1 bonus on skill checks to escape bindings, cuffs, etc.
Arcane Resistance: Resist 5 damage from powers with the Arcane keyword.
Engineering Specialization: +2 bonus to skill or ability checks made involving machines (this includes diplomacy, knowledge of machines and their inner workings, repair or modification, construction, and sabotage).
Nimble Fingers: +2 racial bonus to AC vs. opportunity attacks when casting a spell.

The clever, spunky, and oftentimes eccentric Gnomes present a unique paradox among the civilized races of Azeroth. Brilliant inventors with an irrepressibly cheerful disposition, this race has suffered treachery, displacement, and near-genocide. It is their remarkable optimism in the face of such calamity that symbolizes the truly unshakable spirit of the Gnomes.
A race of diminutive beings, Gnomes have made their mark on Azeroth through the application of a collective intelligence and ambition overshadowing that of their larger peers. Gnomes are renowned mechanics, engineers, and technicians, widely respected for their knowledge of the scientific facets of the world and their ability to transform said knowledge into surprising tools, vehicles, armor, and weapons.
Little is known concerning Gnomish history previous to the Second War—even among Gnomes themselves. Much of gnomish philosophy is focused on forward-thinking, inventive concepts; little thought has ever been given to history or non-scientific records. However, recent developments have uncovered evidence of prehistoric mechagnomes created by the titans to help shape the lands of Azeroth. Like many of the titans’ creations, these helpers were afflicted with the curse of flesh, and they became what is known as the Gnome race today.
It wasn’t until their discovery by the Dwarves centuries later that Gnomes were recognized as a viable and important race. The Dwarves were impressed with the ingenuity and quickness of their smaller “kin” (for they had also been titan-forged and similarly cursed), and they assisted the gnomes in constructing a capital city, Gnomeregan, in the foothills of Dun Morogh near the dwarves’ own capital of Ironforge. From their wondrous techno-city, Gnomes provided invaluable support in weaponry, vehicles, and energetic troops to the Alliance of Dwarves, humans, and High Elves.
But when the Burning Legion invaded, the Gnomes strangely refused to send aid to their allies. It wasn’t until the war had ended that the Alliance learned the reason for the Gnomes’ withdrawal. Around the time of the Third War, an ancient menace had risen from the bowels of Azeroth to strike at Gnomeregan. Knowing that their allies’ priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was lost.
Most of the Gnome race was wiped out during the fall of Gnomeregan; some say that as much as 80 percent of the Gnomes died during those horrible days. The few survivors fled to the safety of nearby Ironforge. There they quietly went about rebuilding their forces, healing their wounds, and preparing to retake their ravaged city.

Play a Gnome if you want…
• to be clever, spunky, and eccentric.
• to be enthralled in your chosen profession.
• to be a member of a race that favors the mage, warlock, and hunter classes.


Human
Average Height: 5’6”-6’2”
Average Weight: 135-220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level.
Bonus Skill: You gain training in one additional skill from your class list.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.

Recent discoveries have shown that humans are descended from the barbaric vrykul, half-giant warriors who live in Northrend. Early humans were primarily a scattered and tribal people for several millennia, until the rising strength of the troll empire forced their strategic unification. Thus the nation of Arathor was formed, along with its capital, the city-state of Strom.
After several centuries of peace, however, the increasingly prosperous and independent city-states of Arathor split into separate kingdoms: Gilneas to the west, Alterac, Dalaran, and Lordaeron to the northwest, Kul Tiras to the southwest, and Stormwind to the far south. Strom itself was renamed Stromgarde and remained a significantly powerful kingdom.
But disaster struck when the Orcish Horde appeared on Azeroth, reducing Stormwind to ruins during the First War between Orcs and humans. The city’s survivors, including the young prince, Varian Wrynn, fled to Lordaeron, where the leaders of the seven kingdoms resolved to unify once again in the Alliance of Lordaeron.

Play a human if you want…
• to be a decisive, resourceful hero with enough determination to face any challenge.
• to have the most versatility and flexibility of any race.
• to be able to excel at any class you choose.


A BRIEF HISTORY OF AZEROTH

Coming soon...

FEATS (racial and one Channel Divinity)

Action Surge (PHB)
Blessing of Elune - Channel Divinity class feature, must worship Elune - operates like Melora's tide (see PHB)
Covert Prowess - Night Elf, Dexterity 15 - When you critically hit on a sneak attack, the target takes a -1 penalty to all defenses against you until the end of your next turn
Diehard - Troll - Regeneration 2 instead of 1 when bloodied
Dodge Giants (PHB)
Draw From the Sunwell - Blood Elf - When spending your second wind, regain one spent daily power.
Dwarven Weapon Training (PHB)
Fierce Denial - Orc - +2 attack for one round after becoming bloodied
Fuss and Bluster - Goblin, Charisma 14 - +2 to Bluff and Diplomacy checks
Highborne - Blood Elf - On a critical hit, deal extra damage equal to your Charisma modifier
I'll Take Those Odds - Goblin - When you use an encounter power, you may choose to roll a d20. On a 10 or higher, regain that encounter power. Below 10 you lose a second encounter power (if you have no second encounter power to lose, you take a -2 to your next attack roll).
Life-Giving Light - Draenei - +1 to healing surges
Light Step - Night Elf - See PHB
My Chemical Romance - Goblin - +1 acid and poison damage
Power Surge - Tauren - When you spend your second wind, gain +2 to all attacks until the end of your next turn
Remember Boddypen - Gnome, Fighter - Once per day, invoke the power in memorium Boddypen and gain +4 to your next attack
Revel of Battle - Orc - On the first round of combat, +1 to attack rolls
Technomancy - Gnome - +1 to lightning and force damage
Thunderous Hooves - Tauren - +1 to damage when charging
Unmovable Stone - Dwarf - You are pushed two fewer squares instead of one as per Stand your Ground racial passive
Voodoo Shmoodoo - Troll - +1 damage with powers with the Primal keyword


Last edited by DungeonCrawlingGnome on Fri Oct 23, 2015 6:10 pm, edited 8 times in total.

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PostPosted: Thu Oct 22, 2015 8:23 am 
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New to 4e (Or D&D in General)? Read this!

Firstly, everything you do in D&D is decided by either yourself (should I go right or left?) or a roll of the dice. Do you climb that wall? Do you manage to slip past the Murloc's spear and gut him? The dice in the game are 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and 20-sided (there is also another d10 in multiples of 10 for rolling percents, but we don't use that very often).
The golden rule is that when you try to do something you'll roll 1d20 (one twenty-sided dice) and add any bonuses or take away any penalties.

Your bonuses are determined by your ability scores. These are the heart of your character. They are what define his personality and physical appearance (well, you define those but you arrange these scores so they reflect your vision). There are six abilities: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma. These determine how strong, agile, hardy, wise, smart, and charismatic your character is. To generate the numbers for each of these, you roll 4d6 (four normal dice) and drop the lowest number. You then add the sum of the other three. You will do this six times and assign them each to an ability score of your choice. The average roll is 11-13. If you're a warrior, Strength will be your highest score. If you're a hunter, Dexterity will be your highest score. Mage uses Intelligence, priest Wisdom, etc. For more information on these scores and your class, see the pdf file here: http://cadwe.free.fr/cadr/DD4/Player's%20Handbook.pdf

Your defenses are another thing. You have four: Armor Class (AC), Fortitude, Reflex, and Will. AC is determined by your agility and how much armor you're wearing, and is what other creatures will be focusing on to hit you. You or your enemy must roll equal to or higher to the opponent's AC (or any defense, for that matter) to hit them. Then you roll damage to see how well you hit. Fortitude is the defense against poisons and such, Reflex against many spells and traps, and Will against attacks on the mind, enchantments, illusions, psionic blasts, etc.
Tim wants to attack the Trogg. He rolls 1d20 and adds 2 for his proficiency with the battleaxe, 3 for his 17 Strength, and 2 because of a buff the priest gave him. He rolls an 8, add 7, 15! The Trogg's AC is 14, so he hits the Trogg. A battleaxe does 1d10 damage (plus his Strength modifier), so he rolls. A five! Plus 3, is eight. The Trogg takes eight damage.
Now in 4e you'll usually be using your at-will powers (those are explained in chapter four of the pdf).
Hopefully this has been helpful. I suggest you read chapters 2 and 4 of the pdf for a proper education on the game.


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PostPosted: Thu Oct 22, 2015 11:54 am 
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I will spend the next few days reading that handbook in my downtime and failing to grasp significant lengths of the games mechanics, and hopefully there will be more people when I complete a character card.


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PostPosted: Thu Oct 22, 2015 4:09 pm 
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Wow, I didn't realize how long it had been since I actually played 4e. Well, now I know the core rules for four editions of D&D, more or less. Can only be a good thing, I suppose, though it may also be indicative of an excessive amount of free time.
Which character sheet generator do you want us to use?

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PostPosted: Thu Oct 22, 2015 6:59 pm 
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Mythweaver is good.


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PostPosted: Thu Oct 22, 2015 7:59 pm 
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Okay, I'll try to make a character as soon as racial feats are up.

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PostPosted: Thu Oct 22, 2015 10:22 pm 
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Will do. Working on them now.


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PostPosted: Thu Oct 22, 2015 10:28 pm 
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By the way, I assume "Warrior" means "Fighter", not "Warlord"?

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PostPosted: Thu Oct 22, 2015 10:52 pm 
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Indeed it does. Feats up.


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PostPosted: Thu Oct 22, 2015 10:54 pm 
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So dwarves have three weapon proficiencies?

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Last edited by Urzamax on Thu Oct 22, 2015 11:08 pm, edited 2 times in total.

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PostPosted: Thu Oct 22, 2015 11:03 pm 
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Hadn't seen that. Fixed to only hammers and axes.


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PostPosted: Thu Oct 22, 2015 11:03 pm 
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Gnomes would probably enjoy a good blunderbuss. Also, I'm a little confused about the Draneai "Life-Giving Light"; does that only increase the power of your own healing surges, or does it extend to all healing surges triggered by things like healing word?
Maybe give Trolls and Tauren another feat, for classes which don't rely on primal damage or charging into combat.
Give Night Elves bonus Sneak Attack damage or somesuch? (Does that apply to magic?)
I doubt we'll see many Gnomish Fighters, given the recommendation classes and general traits for the race, though I do love "Remember Boddypen".
When you think about it, it's kind of silly that Dwarves, the least dodge-capable Small race, are given exclusive rights to "Dodge Giants". Though of course, that's just personal flavor nitpicking. Dwarves are traditionally flavored as the masters of Big-Thing takedown, after all.
By the way, do you intend to restrict the feats only to the ones provided here, or are all PHB non-racial feats fair game?

Last but not least, I love the names of these, particularly "My Chemical Romance". "Highborn" and "Revel of Battle" are also brilliant, awesome use of the design space.

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PostPosted: Thu Oct 22, 2015 11:23 pm 
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Only your own healing surges. I shall give them another feat each. And I'll give the Goblins the blunderbuss. And you can choose any PHB/PHB II non-racial feats.
And thank you. xD

Edit: Indeed, but whenever I see a Gnome fighter I get the urge to giggle. And I mostly did it for the reference. ;)
As for the Dodge Giants, it's true, Dwarves are the best at big take-downs. In traditional Dungeons and Dragons, Dwarves practice special techniques against their mortal enemies, the giants, ogres, and trolls - like in The Crystal Shard, when the Battlehammer Dwarves use axes on the hamstrings and hammers on the kneecaps.


Last edited by DungeonCrawlingGnome on Thu Oct 22, 2015 11:34 pm, edited 1 time in total.

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PostPosted: Thu Oct 22, 2015 11:33 pm 
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Yeah, I always think of Gimli taking on Ogres.
Still more thoughts: Should Night Elves get a Reflex save bonus? Seems appropriate, particularly since the Blood Elves have a Will bonus. I might be wrong, but it feels like the two groups are almost like mirrors to each other. Perhaps the Night Elves should also receive a longbow proficiency feat or some sort of magical bonus feat? And another Blood Elf Feat, perhaps, just to even things out and have every race get the same number of feats (more or less?)
By the way, are WoW warlocks flavorfully disparate from D&D warlocks, or about the same with a few superficial differences?
Do you plan on homebrewing any items, or any class powers?

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PostPosted: Thu Oct 22, 2015 11:38 pm 
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Instead of a Reflex bonus (they already have +2 Dex) I'll give them a bonus to AC against AoO. And you're correct, eventually I'll probably speak in the campaign of lore, and you'll see just how different the two races are.

I have to go now, but I'll address the warlocks tomorrow. No homebrew powers, and many homenbrew items - guns, goggles, gadgets, etc. Because swords are all nice, but who'd turn down an auto-reloading musket? ;) Goodnight!


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PostPosted: Thu Oct 22, 2015 11:44 pm 
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Indeed! Goodnight, thanks for putting up with my incessant questioning.
My Melvin is now satisfied. Everyone has 4 racial bonuses (except Orcs and Trolls, but I'll manage, because their total bonus amount adds to 8, and 8/2=4, and all of their abilities are both dripping with flavor and reasonably powerful.)
I love the new Troll and Tauren feats. I'm amazed that you could come up with both of those so quickly, and have them be so cool.

Blood Elf feat idea (Disclaimer: Please let me know if this conflicts with/has already been done by anything in the PHBs. I haven't memorized it yet, and have not yet found a good copy of the PHB2. The wording may not be quite right. It might also be overpowered as a racial feat.)
Draw from the Sunwell: When spending your second wind, you may regain one spent daily power.
Might work better as "Choose one daily power you already possess at the beginning of each day. You may use it twice in that day."
Could be "encounter power" instead, of course.

Goblin feat idea (See disclaimer).
Alternatives: You may use any encounter power as if it were another encounter power you possess.
Could sub "encounter" for "daily" instead. Probably more balanced that way, and possibly more interesting. Could still get really OP at higher levels, though. Maybe restrict it to a certain tier, or within tiers?
Another possibility--
Escape Route: When moving away from an enemy, gain +1 movement speed. Gain +1 to attack rolls if you moved at least five squares away from an enemy this turn.
Could instead offer an enhancement to shifting.
Yet another possibility--
Fuss and Bluster: When making a persuade or deceive check, gain a +2 bonus.
Could instead be combat related, maybe "Whenever you perform a sneak attack, you may perform a Charisma v Will attack. If you succeed, the target is dazed for a turn."
Still another possibility:
"I'll Take Those Odds": Whenever you use an encounter power, you may roll a d20. On a 10 or higher, regain use of that encounter power. On a 9 or lower, lose use of that power and another encounter power, chosen at random.

Draneai feat idea (See disclaimer again).
Radiance: +1 damage to all powers marked with the Divine Keyword.
A little boring, but in line with the role the Draneai seem to serve.
Another possibility--
Avenge the Krukol(or Righteous Vengeance/Righteous Indignation): +2 damage and +2 attack against [Infernal Creature]. All saving throws made against your abilities suffer a -1 penalty. This penalty is increased to -2 against [Infernal Creature].
Not really sure what the lore-appropriate term for "Demons" is. Still just "Demons"? I probably also phrased the bit about saving throws incorrectly.
And another--
Shield the Meek: Gain +2 to AC whenever an ally uses you as cover.
Maybe also a Fortitude/Will bonus? Not sure.

Night Elf feat idea (See disclaimer one last time).
Covert Prowess: Do an additional 1d6 Sneak Attack damage.
Could also be "Whenever you perform a Sneak Attack, you may roll a d20. On X or higher, your next attack will also be a Sneak Attack." (I'm thinking X=15, but that's up to you.)
Could use Escape Route instead of Goblin, perhaps call it "Tactical Retreat"?

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PostPosted: Fri Oct 23, 2015 6:29 am 
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Decided to join, tentatively. You can pull me in if you don't have enough players or if someone leaves the game.

Rolling for ability scores:

chinkeeyong rolled 4d6 and got a total of 11:
1, 1, 5, 4
chinkeeyong rolled 4d6 and got a total of 18:
4, 5, 5, 4
chinkeeyong rolled 4d6 and got a total of 19:
5, 2, 6, 6
chinkeeyong rolled 4d6 and got a total of 12:
5, 4, 1, 2
chinkeeyong rolled 4d6 and got a total of 17:
6, 5, 2, 4
chinkeeyong rolled 4d6 and got a total of 10:
2, 2, 3, 3

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Fri Oct 23, 2015 6:45 am 
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The dice tag supports dropping the lowest keeping the highest, just as a fyi.
Code:
[dice]4d6b3[/dice]

Mown rolled 4d6b3 and got a total of 8:
1, 6, 1, 1

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PostPosted: Fri Oct 23, 2015 6:51 am 
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Welcome, Chinkeeykong!

And I love your ideas! I'll be adding Draw From the Sunwell (daily), Fuss and Bluster, and "I'll Take Those Odds." I'll make Covert Prowess "When you crit on a sneak attack, the target takes a -1 penalty to all defenses against you until the end of your next turn." How's that sound?
As for Avenge the Krukol, I'll give them a +1 racial bonus against demons (indeed, they are called demons still).


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PostPosted: Fri Oct 23, 2015 10:14 am 
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Do we get background bonuses from PHB2?

Assuming we do, I made my character: John the Footman

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YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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