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===Alliance=== *'''Human''' - Got to start somewhere, and it might as well be with humans. They have the same bonus feat and extra skill points as normal for D&D, but they ''also'' get racial bonuses on certain interactions, crafting checks and against fear. They also don't like Orcs, and so get racial bonuses when fighting them too, but the feeling is mutual. No racial class for them. *'''Ironforge Dwarf''' - It's a [[Dorf]], what more can you expect? They have the same CON/CHA adjustments, the same slower speed, resistance to poison and come with Stonecunning, craft and appraise bonuses, so yes... Dorf. They do however get a racial class which beefs up their strength score, gives them the ability to turn to stone once per day and good bonuses against magic and when fighting Giants (which aren't ''too'' common in a Warcraft setting) *'''High Elf''' - Lets get a couple of things out of the way, when they made this RPG, the Burning Crusade expansion hadn't come out yet, so no-one knew where Kael'thas took the Blood Elves or how they got back. So they're not in the game short of a Web Enhancement that you can't get any more. So we get High [[Eldar|Elves who are nearly extinct]] because of the whole Sunwell thing. Unlike D&D Elves, they have bonuses to INT rather than DEX since they are such good Arcanists, however they are addicted to magic so they need to spend more time preparing each morning unless they have access to a moonwell. Their racial class gives is like its own spellcasting class, giving access to 0-level spells and improves the primary arcane caster level too. If your GM allows you ''could'' also play these guys in Horde as Blood Elves, since they are practically the same thing. *'''Night Elf''' - Sexy ninja-druid wood elves. Not too much to look at on their own. They make for good divine casters, but only have some shitty nature and survival skill bonuses. Their racial class is impressive though, giving them insane stealth bonuses when they don't move, DEX increases, exotic weapon proficiencies and Cold/Fire resistances that scale with character level. *'''Half Elf''' - Kinda like a human, they get an extra feat at 1st level, and a range of interaction and magical racial skill bonuses. They can also take a unique feat that give them some 0-level spells if they wanted to. There are rules for playing variants: Half Blood Elves are practically the same thing, but with access to warlock spells, while Half Night Elves get a different set of skill bonuses and access to a more limited form of shadowmeld rather than the ability to cast 0-level spells. *'''Gnome''' - Unlike core D&D, these midgets have a nack for technology rather than illusion, and make for better general craftsmen than dwarves do and come with a +1 bonus to all saves because they are lucky. They start the game with an extra technology feat. No racial class for them.
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