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Kal'dorei de Teldrassil

(druid, Hunter, priest, rogue, warrior) Standard of Living: Martial Suggested Callings: Unusual Calling: Cultural Blessing:
Moon's Blessing: While the Kal'dorei is in the dark (at night, underground, or in a dense forest), all his Attribute bonuses are based on his favoured rating.

Starting Skill Scores Common Skills


Awe Athletics Awareness Explore Song Craft 1 2 2 1 0 1 Inspire Travel Insight Healing Courtesy Battle 0 2 1 1 0 2 Persuade Stealth Search Hunting Riddle Lore 0 3 0 2 0 2

Weapon Skills
1) (swords) 2, bow 1, throwing knife 1 2) Great bow 2, long sword 1, dagger 1

Specialties: beast-lore, herb-lore, swimming, Teldrasil-lore, gardener, leechcraft Backgrounds Kaldorei Names:
Night elf names always have a special meaning. First names derive from an elven word or the name of a famous hero having a totemic or ancestral connection. Surnames are indicative of the family line and often date back millennia. Male Names: Ilthilior, Mellitharn, Khardona, Andissiel, Mardant, Tanavar, Glymir, Amorfyril, Thrithran, Anilmamir, Uraril, Isilman, Terion, Earindil, Varaldor, Norfin, Gadriendruil, Galdor, Amras Female Names: Keina, Deliantha, Meridia, Freja, Alannaria, Nevarial, Elriwien, Nilaviel, Anaya, Elrothien Family Names: Moonblade, Glaivestorm, Proudstrider, Oakwalker, Nightwing, Staghorn.

Adventuring Age: 300-500 Endurance and Hope Starting Scores Endurance = 22+heart Hope = 8+heart Cultural Virtues (5) Swordmasters: A skilled warrior can use his sword to deflect blows that would have otherwise hit their mark. You have learnt to fight defensively using your weapon to full advantage. When you are fighting in a defensive stance, your get a bonus to your Parry equal to the Encumbrance rating of your sword (either a sword or a long sword). Deadly Archery: Most members of your kin possess a natural talent for hitting the mark when using their bows. You seem to possess that quality yourself, as your arrows find their target with uncanny precision. When you spend a point of Hope to invoke an Attribute bonus on a ranged attack roll using a bow, you receive an additional bonus equal to your basic Heart score. Brothers to Night: When the moon is high in the sky and the world is fully revealed in an argentine glow, no sound escapes your ears, as the night speaks to you in the language of the Wild. Raise your maximum Endurance score by 3 points. Additionally, from now on your sight and hearing are greatly enhanced at night, and let you see or hear better than under the light of the sun, and at a greater distance: when you make a roll using a Perception skill at night you always add your Attribute score to the result, as if enjoying an Attribute bonus. The Path of Elune: - Elunes Light: You know how to make a torch or a lamp burn with a peculiar flame that attracts all mortals who see it. Spend a point of Hope to light a torch, or a lamp. Any speaking creature who sees its flame must try to get near it by any means possible, or spend a point of Hope (or Hate) to ignore the spell effect. You may snuff out the light at will, even from a distance, either to extinguish the flame quickly and quietly, or to cause it to flare suddenly to blind and confuse your enemies (those standing close to the flare are fight as if Weary for one round of combat).

- Starshard: The mage can call for a Holy light that sprouts out from his hand. This light is painful to the creatures of the Shadow, and prevents them from coming near the character. This use consumes one Hope point per Five minutes. It can be also used as an attack against specters and utterly corrupt creatures. To them it works like a normal ranged attack (Damage 9, Edge 10, Injury 18), using the Song skill as weapon skill. This costs one Hope point per attack. - Elunes Grace: In a burst of light the caster can stop all attacks in his vicinity, disabling the weapons directed against him for the next round. The caster expends one Hope point to do it. The Path of Cenarius - Forest Paths: The fellowship can reduce the terrain difficulty of traveling through forest by one, plus one per level of special success on the magic roll. One Hope point lasts one full day of travel. - Voice of the World: You have learnt how to communicate with almost everything, from any living being to grass, stone and water. This means, for example, that you can hear from the stones in a path who trod it recently, or sing to soothe an unquiet animal. To use this gift you must make an appropriate skill roll. Which skill you use depends on what you are trying to do and is at the Loremasters discretion, but here are a few examples: to interpret the words of the stones in a path requires a roll of Riddle; to restrain a scared horse requires a roll of Song; to listen to the voice of a river requires a roll of Insight. - Song of the Nature: With this magic the character and his allies add their Heart rating to their Parry score. The spell uses one point of Hope per round and lasts as long as the character keeps singing (as a free action in combat). Cultural Rewards (3) (moonglaive, warglaive, Orkenblade Description: In recent years night elves have learned to hate orcs, and many have developed weapons to slay these foul creatures. The orkenblade is one of the finest of these weapons, and is coveted by most night elf warriors, rangers and scouts. It is a handsome longsword, with a slender, sharp blade that shines silver in the light. The crossguard is simple but elegant, the handle wellwrapped in dark green leather, and the pommel a clean heavy disc set with a small yellow-green stone. Runes are etched along the blade, though these are only visible by moonlight. The orkenblades scabbard is dark green leather chased in silver, and bears the night elf runes for death and orc. Powers: This +1 keen longsword has an unusual gift when used against orcs. For every orc killed in a single encounter, the sword gains an additional +1 enhancement bonus for the duration of that combat, to a maximum +5. The gem in the pommel also functions as a foe register (see below). Strong evocation; CL 11th; Craft Magic Arms and Armor, Power Attack, orcbait*; Price 29,715 gp; Cost 15,015 gp + 1,176 XP. Demon Hunter WarBlades Description: These blades appear as a strange cross between a small buckler and a sharplooking, curved, two-bladed short sword. The demon hunters of the night elves wear these blades while they hunt the minions of the Scourge, the Burning Legion or other dark adversaries worthy of such weaponry. While many of the demon hunters rely on non-magic weapons, eventually most have either one of these double blades or a matching pair. Powers: This two-bladed +1 cold iron shorts word glows with a bluish-green light when within 100 feet of demons or undead. In addition, the buckler shaft of the blade provides a +1 armor bonus and gives the wielder the benefits of a protection from evil spell. Consider these blades to be an exotic weapon. Moderate abjuration; CL 4th; Craft Magic Arms and Armor, detect evil, protection from evil,creator must be a night elf; Price 18,640 gp; Cost 9,320 gp + 746XP. Nordrassil Chestguard

Nordrassil Chestguard (Item Level 133 - Requires Level 70) Binds when picked up Chest (leather); Classes: Druid 703 Armor, +64 Stamina, +47 Intellect, +31 Spirit Blue Socket, Blue Socket, Blue Socket (Socket Bonus: +5 Spell Power) Durability 165 / 165

Nordrassil Raiment (0/5) Nordrassil Chestguard Nordrassil Gloves Nordrassil Headguard Nordrassil Life-Kilt Nordrassil Life-Mantle (2)Set: Increases the duration of your Regrowth spell by 6 sec. (4)Set: Increases the final amount healed by your Lifebloom spell by 150. Sell Price: 1

Quel'dorei das Terras Agreste


Standard of Living: Frugal Suggested Callings: Unusual Calling: Cultural Blessing: Heart-Driven: The heritage of Quel'dorei is a tragic one, but the story of woe is one that resounds in the hearts of its people, giving them strength to fight for those most important to them. When the Fellowship Focus of a Quel'dorei is wounded, the damage added from great and extraordinary Successes is equal to the favoured Heart score. If the Fellowship Focus should die, then a permanent bonus equal to the Heart score is added to all Damage for the remainder of combat. Starting Skill Scores Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards Shield of Veth'talia. Description: The fighting sorceress Veth'talia was know as much for her combat abilities as her mastery if the arcane arts. Among her most prized possessions was this small shield carved from a single block of wood drawn from the heart of an ancient tree felleby lightning. The shield is unaturally light and easy to handle. Powers: This +2 light wooden shield confers no arcane spell failure penalties upon its owner. Any character can use it with proficiency, even if he does not have the apropriate feat. In addition to its armor protection, the shield also provides a +2 enhancement bonus to Constitution when used. Moderate transmutation; CL 10th;Craft Magic and Armor, bear's endurance; price 13,153 gp; cost 6,577 gp + 526 XP.

Anes Barbabronze de Altaforja


Standard of Living: Prosperous Suggested Callings: Unusual Calling: Cultural Blessing: Skin-Coat: Tales say that a warriors own courage will turn steel and iron better than the smiths hammer-work. When you are hit by a Piercing blow in combat, you may choose to reduce your Endurance score by a number of points before rolling for Protection, to lower the Injury rating of the blow by an equal number.

Starting Skill Scores Common Skills


Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards

Anes Martelo Feroz do Pico da guia


Standard of Living: Martial Suggested Callings: Unusual Calling: Cultural Blessing: "Hobbit's Sense" (hobbits of the shire) Starting Skill Scores Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards Leafmail Description: At first glance this looks less like clothing than protective camouflage, an almost random assortment of grass and leaves held together by twigs and sap. A second glance, however, shows this to be a cleverly constructed jacket or shirt, complete with hood. Wildhammer dwarves favor leafmail because it is lightweight, blends easily into their surroundings, and is easily repaired. Powers: Leafmail functions as +4 leather armor. If it is damaged, the owner can repair it simply by affixing more leaves and grass. Leafmail also grants its wearer a +6 bonus on Stealth checks to hide in areas of plant life. Strong transmutation; CL 12th; Craft Magic Arms and Armor, protective foliage*; Price 9,060 gp; Cost 8,900 gp + 712 XP. Stormhammer Description: The Wildhammer dwarves signature weapon, this dwarven battle hammer is beautifully crafted, with a lightning bolt pattern carved into the polished wooden haft and clouds and lightning etched into the faceted metal head. Even the leather wrapped around the handle is mottled to suggest clouds and rain.

Powers: The stormhammer is a +1 shock dwarven battle hammer. The wielder can swing the hammer can cause a copy of the weapon to appear and fly toward the target, allowing him to use it as a ranged weapon as well. When used in this way, the battle hammer has a range increment of 30 feet and a maximum range of 10 range increments (300 feet). The wielder is proficient in this use of the weapon if he is proficient with the battle hammer as a one-handed melee weapon. The ranged copies function just like the hammer, and the wielder adds her Strength bonus on damage rolls with them. Since she does not have to draw ammunition, she can make more than one ranged attack with the hammer in a round, even if she does not have the Quick Draw feat. Moderate evocation; CL 11th; Craft Magic Arms and Armor, lightning bolt; Price 28,330 gp; Cost 14,220 gp + 1,120 XP.

Gnomos exilados de Gnomeragan


Standard of Living: Frugal Suggested Callings: Unusual Calling: Cultural Blessing: "Redoubtable" (dwarfes of lonely mountain) Starting Skill Scores

Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards

Humanos da Nao de Stromgarde


Standard of Living: Frugal Suggested Callings: Unusual Calling: Cultural Blessing: "Furious" (beorning) Starting Skill Scores Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties

Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards Lordaeron Champions Description: The creation of Bertramson the Lost Smith of Lordaeron, only thirty-six suits of this armor were ever made. Legend says that each suit is fated to be worn by a great hero, and that hero shall be the last one to wear each suit. Champions armor exists in varying shapes, sizes and varieties (some are studded leather, some chain, some half-plate; and at least six sets of full plate exist). Powers: This suit of armor grants the wearer DR 5/ magic. Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Magic Arms and Armor, stoneskin,wish or miracle; Price +3 bonus.

Humanos da Nao de Dalaran


Standard of Living: Martial Suggested Callings: Unusual Calling: Cultural Blessing: Strong Willed: Being descendants of the Nmenreans, used to be set against the forces of the Enemy, the Dnedain are a brave people. They have grown to be fearless and resistant to the Shadow. When invoking an Attribute Bonus on Wisdom or Valor tests, Dnedain add their favored Heart score. Starting Skill Scores Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Khadgars Pipe of Insight Description: The innovative archmage Khadgar created the first of these pipes while studying with acolytes in Dalaran. Though the pipe of insight can look like any pipe, it is most often made with a stem of gnarled wood and a deep bowl made of yellowed bone. Sometimes the bowl has mystical lettering or runes carved into it. Power: When a character smokes this pipe, regardless of the tobacco, it emits a cloud of fl uorescent smoke that spreads around the user in a 25-foot radius. Everyone who remains in this area for an hour gains the effects of a full nights rest they are refreshed and healed. Spellcasters may prepare spells and meditate during this hour, as if they had slept for a full 8 hours. The pipe of insight functions once per day. Faint conjuration; CL 3rd; Craft Wondrous Item, cure moderate wounds; Price 12,000 gp; Cost 6,000 gp + 480 XP.

Cultural Rewards Archmages Armor (leather armor) Description: Easily recognized by the symbol of a flaming staff that is etched on its surface, archmages armor is one of the most powerful armors in Azeroth. This enhancement allows an arcanist to cast spells with increased effect. Only light armor may be archmages armor.

Powers: The wearers spells are at +1 DC and the armors arcane spell failure chance is lessened by 15%. Once per day the wielder may apply the Empower Spell feat to a spell as he casts it (the spell does not use a higher-level spell slot nor does it take additional time to cast). This armor is also beast armor, enhancing two ability scores by +4 (see the Beast Armor sidebar). Strong abjuration; CL 16th; Craft Magic Arms and Armor, create spellstone*, spell resistance; Price +5 bonus. Magisters Crown (helm) Powers: The wearer of a magisters crown may attempt a counterspell once per day as an immediate action. Normally the wearer must ready an action to attempt a counterspell. Moderate abjuration; CL 9th; Craft Wondrous Item, greater dispel magic; Price 36,000 gp; Cost 18,000 gp + 1,420 XP; Weight 1 lb.

Humanos da Nao da ilha de Kul Tiras


Standard of Living: Martial Suggested Callings: Unusual Calling: Cultural Blessing: Born on Legs: The Men of Dorwinion are born travellers, and their culture lives on the interchange between other cultures. Every Man of Dorwinion is so used to journeying and its perils that he can fulfil two roles during the travel phase if necessary (e.g. he can be both Hunter and Scout). At the same time, his unfailing sense of direction and knowledge about routes lets him add his Attribute to every Lore roll when preparing a journey. Starting Skill Scores Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards

Humanos da Nao de Ventobravo


Standard of Living: Martial Suggested Callings: Unusual Calling: Cultural Blessing: "Stout-hearted" (barding) Starting Skill Scores Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills

Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards Bastion of Stormwind (mail armour) Description: Specially designed for Stormwinds defenders and emblazoned with its coat of arms, this armors enchantments protect vital areas more effectively. When a critical hit or sneak attack is scored on the wearer, there is a percentage chance that the critical hit or sneak attack is negated and the attack deals normal damage instead.
Bastion Type Light Moderate Heavy Chance for Normal Damage 25% 75% 100% Base Price Modifier +1 bonus +3 bonus +5 bonus

Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above). Shield of Honor (shield) Description: These powerful shields were once employed by the greatest generals of Lordaeron. The shields are pentagonal in shape, with a dragon carved into the steel surface. When a commander takes up the shield, the creature seems to move and twist on the facing, and low growls and hisses issue forth. In combat, the dragon periodically roars, bolstering the confidence of the bearer's allies. Powers: This +5 heavy steel shield of command provides the bearer and all allies within 20 feet complete immunity to fear as long as it is visible; and the character carrying it does not fall unconscious or die and is recognized by his allies as their leader. Strong enchantment; CL 15th; Craft Magic Arms and Armor, calm emotions caster must have at least 2 commander feats; Price 64,170 gp; Cost 32,085 gp + 7,567 XP.

Humanos da Nao da ilha de Theramore


Standard of Living: Martial Suggested Callings: Unusual Calling: Cultural Blessing: Merchants Eye: Having dealt with many cultures, you see easily into the heart of men. When testing Insight, roll the Feat die twice and keep the higher result. Starting Skill Scores Common Skills
Awe Athletics Awareness Explore Song Craft 0 0 0 0 0 0 Inspire Travel Insight Healing Courtesy Battle 0 0 0 0 0 0 Persuade Stealth Search Hunting Riddle Lore 0 0 0 0 0 0

Weapon Skills Specialties Backgrounds Endurance and Hope Starting Scores Endurance = Hope = Cultural Virtues Cultural Rewards

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