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World of Warcraft: The Roleplaying Game
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==Classes== The WoW:RPG doesn't use the same set of classes as 3rd Edition D&D, though some of the same classes appear. In some cases (like with the Barbarian or Rogue) they are nearly identical, though in others (such as the Paladin or Druid) they are completely unrecognisable. *'''Arcanist''' - Your [[Wizard]]-analogue, gets a 9th-level spell progression and casts from a spell book, gets scribe scroll and metamagic/creation feats every now and then. The real meat is in the archetype-path that you choose. **'''Mage''' - Gets a familiar and the ability to summon an elemental whose size is dependent upon your level. Generally they make for good Evocation casters and damage dealers, because at later levels they get a free spell slot for each spell-level that can be used for Fire/Cold spells which are automatically cast with the Maximize Spell feat on it. They are also gain +1 caster level checks with these spells. **'''[[Necromancer]]''' - Guess what? they're good at Necromancy. From level one, they get the ability to make something they touch drop down dead with no save. This does scale with level, but it's still no guarantee of it working. They also become completely immune to Death spells and effects, and get the ability to Animate Dead and eventually Create Undead as supernatural abilities rather than as spells **'''[[Warlock]]''' - Demonic casters who make good Conjurers, with the ability to bolster and extend the duration of summoned creatures. They also get an Outsider companion who follows them around, and who isn't chosen from a list, they can just pick one as long as it's not above a certain HD total. *[[Barbarian]] - Identical to the D&D class. *'''Healer''' - Your [[Cleric]]-analogue, gets to turn/rebuke and get spontaneous conversion of spells like a cleric does but the target of turning and the actual spells they can convert depend on your path, they also get domains depending on the path they take, although the domains unlock themselves as the character levels up rather than being granted at the start and don't provide an extra spell slot just for domain spells. They can also Brew Potion regardless of the path they take. **'''Druid''' - Gains an animal companion, can pass without trace, can wild shape just like a Druid does. They turn/rebuke plants and animals and get ''summon nature's ally'' spontaneously which probably isn't that great at later levels, but would be useful as the group starts out. They can also ''Plane Shift'' themselves and other to the Emerald Dream. Eventually they become Immortal, because that's cool. **'''Priest''' - Turns/Rebukes Undead and gets spontaneous ''Cure'' or ''Inflict'' spells depending on their alignment. Their domains are heavily dependent on the religion they worship, but at least they get the choice, rather than having it fixed for them. Their class abilities are a combination of shielding buffs and smiting powers, which makes them good to have in a group, especially against undead or outsiders. **'''Shaman''' - They can both Turn ''and'' Rebuke Elementals though they have to choose the elemental type of one then get the opposite of the other, but like Priests they get spontaneous ''Cure'' or ''Inflict''. Their class abilities are quite varied, with the ability to use minor divinations, imbue their weapons with flame or frost, polymorph themselves into spirit wolves, dispel transmutations and eventually cast a spontaneous resurrection spell. *'''Hunter''' - A kind of bizarre [[Ranger]] analogue, but far more similar to the MMO idea, rather than the [[Drizzt|two-swords fighting]] and nature survivalist concepts that 3E provide us. They get a hunter's companion at 5th level and can eventually tame magical companions as well. Their whole class shtick is about "Aspects" which are like stances which provide them with passive bonuses to things, like giving them ''Evasion'' or improved land speed. They also get "Stings" which is basically the ability to apply poison to ranged attacks with out actually having poison items or worrying about them hurting themselves. *'''[[Paladin]]'''- NOT like the D&D paladin, while they are beholden to a code of conduct, it requires them to maintain a Good Alignment (not [[Lawful Stupid|Lawful Good]]) Yes they get divine spellcasting and they eventually get the ability to turn undead and lay on hands, their main ability is buffing their allies with Auras. *'''[[Rogue]]''' - Just like the core ruleset. *'''Scout''' - The nature aspects of the Ranger given their own class and magnified, or you could compare it to a Druid with no spellcasting ability. They get a lot of tracking and mobility bonuses, including ''Uncanny Dodge'' and ''Evasion'' and have the ability to manufacture healing poultices out of roots, berries and animal dung. *'''Tinker''' - an all-new class specifically about technology, which is a distinct thing in the Warcraft setting, you could probably compare them to Pathfinders's Alchemist Class in terms of feel and role. At their early levels, they make great pack mules and are good for scavenging knick-knacks of value from otherwise broken shit. They are great at throwing bombs, they get flat energy resistance against all energy types, and they can cobble together technological items in rapid time. They are not very good combat characters however, but give them cool items and they will probably munchkin the fuck out of the setting. *'''Warrior''' - See [[Fighter]], it's the same thing with a different name. ===Prestige Classes=== *'''Ace''' - A fighter dog-pilot or a tank commander, because those things exist in Warcraft. It's kind of like an enhanced member of the Tinker class, they still get their ability to manufacture stuff, but the real abilities are how the Ace controls and enhances vehicles. A lot of the terms apply exclusively for aircraft, but most of the abilities can be translated over to something else. *'''Archmage of Kirin Tor''' - Practically the same as the Archmage class that you got in the 3E Forgotten Realms campaign setting, you get High Arcana each level which allow you to manipulate your spells in cool and effective ways. This class is for Mage-Arcanists only, Warlocks and Necromancers need not apply. *'''Assassin''' - The same thing as 3E, with the same Evil alignment requirement that seems oddly restrictive. *'''Beastmaster''' (Horde OR Night Elf) - A cool fluffy prestige class that gives you an animal companion and lets you speak with animals. It also provides you with some natural weapons. *'''Berserker''' (Orc or Troll) - All about the [[Rage]], giving you unique abilities you can perform while raging, then you get some more RAGE! *'''Bone Crusher''' - Big slabs of muscle and fists, all about punching it til it dies, almost like a monk but with less enlightenment and funky abilities and far more "I punch it". *'''Brewmaster''' - Drunken Master: Warcraft edition. Gets a whole range of [[Monk]] abilities that cannot otherwise be found in the ruleset, like Flurry of Blows and Unarmed Strike bonuses. They are also quite customisable with "Drunken Stance" and "Spirit Channel" abilities, which you get to choose from, making it quite possibly the most customisable class in the entire setting. *'''Dark Ranger''' (Horde only) - Forsaken Rangers. A pretty good class that gets you access to divine spells, and sort of rogue-like abilities mixed in with archery bonuses. *'''Dead Shot''' - one of the many archer classes available, though this one is perhaps the most simple, it is essentially a whole bunch of archery combat feats, mingled in with the ability to stay in stealth through-out combat, much like a sniper. *'''Death Knight''' (Scourge only) - Again, this was before Wrath of the Lich King, so Death Knights only belong to the Scourge, so it's only there as an NPC class really. But it still pretty epic, being one of the few classes that properly combines martial ability (and vampiric runeblades that scale with level) and necromantic spell-like abilities. *'''Demon Hunter''' - 'Epic' class(don't have to be Epic level), burns out your eyes at level one and registers you as a demon to anyone who is looking, but gives you blindsense in trade. From there it only gets better; your weapons automatically become magically improved, and you get sneak attack bonuses against demons. Evasion and dodge bonuses also come into play, and at higher levels you gain more and more spell like abilities and eventually simply become an outsider. *'''Dragonsworn''' - Do you luv dragnz? Well you'd need to because it takes quite a bit of commitment to qualify for this class. What you get is half of a spellcasting progression, but you do get some fantastic customisation potential, with ''Secrets'' and ''Powers'' of the Aspects (of the Dragons). So you can give yourself things like a +2 to any stat of your choice ever second level, or reduce metamagic costs, or give yourself breath weapons, or wings. It's cool like that. *'''Duelist''' - Yeah, you've seen this before, prissy leapy fuckers with rapiers and grace. *'''Elven Ranger''' (Alliance only) - Any Elf will qualify, but like the Dark Ranger it's faction only. It is basically the core [[Ranger]] class condensed into ten levels, which therefore makes it better, since you get everything sooner. You get a favoured enemy every second level, you get divine spellcasting, the archery combat syle and the improved perceptions and tracking abilities. *'''Exemplar''' - You get a flag that behaves like a shield while you carry it, improving it's AC bonus as you level up. The flag itself is pretty cool, it nerfs enemies who can draw line of sight to it, and buff allies in the same radius. There are some other abilities in there, one of which revolves around casting down enemy flags, which might not come into play, unless you pester your GM and go hunting for enemy standard bearers. *'''Fel-Sworn''' - Make your way to Daemon-Prince with this class, you get a mutation every level like wings, claws or size increases. *'''Gladiator''' - [[Rip and Tear]] in class format, two handed weapon masters who are fantastic at cleaving and taking down opponents with big strikes. *'''Gunman''' - Both a musketeer and a pistolier. You get a firearms bonus and the ability to do cool stuff with your firearm, like draw, fire and re-holster ALL of the pistols you have in your possession, up to the number of attacks you get, in a single turn. *'''Hexer''' - Any non-Alliance; so Horde or Independent only. Basically all about penalising foes with Area of Effect powers, and unlike many magical effects they can last as long as you can maintain concentration. You can also make up voodoo dolls and troll your enemies, though that's not too great for PCs who would generally kill their opponent and be done with it. *'''High Divinist''' - Like the Archmage, but for Divine casters instead. You get similar spellcasting upgrades at each level, but you can also augment your domains and get the Master level ability for them. *'''Infiltrator''' (Alliance only) - Kind of like a Rogue with less backstabbing and more deception. All about concealing yourself under disguises and lies. *'''Lightslayer''' (Horde only) - another Forsaken only class, which is kind of like Rogue, but with specific focus on screwing Paladins and priests of the Holy Light religion. *'''Mountain King''' (Ironforge Dwarf only) - Note, you don't actually need to be a king, that's just the name of the class. You are an expert with Axes and Hammers, and of underground fighting, so you get even better while wielding an axe or hammer underground. You get a few nifty spell-like abilities, and the power to Avatar yourself briefly. *'''Mounted Warrior''' - it's self explanatory really, you get a mount, you get better while fighting from a mounted position, and your mount also improves as if it were your animal companion. Good if you were a Paladin or Warrior, since those classes don't get special mounts as standard. *'''Naga Anomaly''' (Naga only) - On the face of it, this class offers nothing other than Hit Dice, since it gives NO skill points, NO BAB or Save progression either. What you get is THREE mutations at each level, chosen from a bigger list than the Naga racial class, as well as the mutations from the racial class with limitations lifted. So you can give yourself a top BAB each level if you wanted to, or best saves if you wanted to. This is basically a create-your-own class. You can choose to give yourself spell-like abilities a number of times per day (some of which are unlimited), and continue to increase arcane casting thanks to the mutations from the racial levels. *'''Pandaren Transcendent''' (Pandaren only) - If it wasn't obvious, this is for pandas. It's nothing like a Monk though, instead you get improvements on Divine spellcasting and elemental abilities. You also get augmented touch attack rolls, so the class is good for those classes that have close-contact spells. *'''Plagueshifter''' - not as repellent as it sounds. It actually is about healing and growth so Druids make good examples of this class. Their class features eventually provide for a good base of operations, because they provide a replenishing source of food, sanctuary and magical allies. Their final ability allows them to plant a tree that grants them healing powers and allows them to resurrect at if they ever die. *'''Potion Doc''' - Alchemist all over again. Brews potions and poisons, it is essentially a crafting class, but also provides for some unique effects, like bombs, effervescent sprays, delayed activations and such. *'''Primal''' (Orc, Tauren or Troll) - Another Rage-boosting class, although this one provides more passive bonuses rather than only coming into play while raging. The class gradually morphs the character into something more powerful by increasing STR and natural AC. *'''Pyremaster''' (Orcs only) - Funeral Directors, the basic ability actually requires you to perform a funeral to get a bonus. Later abilities are more useful allow you to amplify your flame attacks, summon undead, create flame effects, heal when taking flame damage... basically if there is anything to do with fire, this class will somehow gain a benefit. *'''Sapper''' - You can manufacture your own bombs, and you gain bonuses when throwing them or setting them off. You also gain Evasion and improvements to existing Fire resistance, because inevitably something blowing up with an area of effect will eventually catch you in its area, so you're protected from yourself. *'''Savagekin''' - Requires you to have started as a druid, since you need to Wild Shape. The idea is that you've in fact spent far too much time in wild shape form and lose your connection to civilization. The up side is that you get more abilities while in Wild Shape form, including the ability to [[Rage]], unlimited Wild Shape usage, a second animal companion. The downside is that when you use most of your abilities, you might temporarily forget that you are an actual person and be unable to cast spells or revert back to your natural state as well as suffering a huge INT drop to for a number of hours until you snap out of it. *'''Scarlet Battle Mage''' (Scarlet Crusade, Humans only) - Another NPC class, since the faction isn't for players. Which is a shame because it's pretty good at dealing out fire damage, making attacks as swift actions, and casting quickened spells with reduced metamagic penalties. *'''Scarlet Inquisitor''' (Scarlet Crusade, Humans only) - A divine focused [[Inquisitor]], coming with all of the torture bonuses and enchantment spells to get information out of their targets. The odd thing is that these guys are meant to be hunting undead, who are mostly immune to their abilities...but whatever. Probably meant to be another point for the Scarlet Crusade being crazed fanatics who've lost their reason and logic in their zeal. *'''Shadow Ascendant''' (Forsaken only) - The idea here is to eventually turn your fleshy undead, into a spectral ethereal undead. It's a bit like the Shadowdancer core prestige class, in that you steadily get more stealthy, more mobile and can summon shadow servants. It is a low better because there are so many class features that find usefulness in many situation. *'''Shadow Hunter''' - Voodoo priests, they continue their divine spellcasting progression, but every few levels they get choose an ability that can provide them with useful utility during the game, like a healing spell-like ability, or turn undead, or improved initiative. *'''Sister of Steel''' - Essentially what the Dwarven Defender prestige class should be, but for women only. You don't need to be a Dwarf though or technically be of any affiliation. You get steadily improving damage reductions and resistance to critical hits, eventually culminating in you becoming an elemental creature of stone and metal. *'''Spirit Champion''' - Very much like a monk/sword saint, you get a mystical warrior who has the spirits on his side. He works best in light or no armour and gains AC bonuses, temporary feats or even temporary magical weapon bonuses. *'''Spirit Walker''' - Pretty much a specific type of shaman. You get the game's closest equivalent of bardic lore, as the spirits just tell you stuff, and you grant yourself other temporary bonuses as you level up too. You can eventually turn yourself incorporeal and can summon ancentral warriors to lend you a hand. *'''Spymaster''' (Horde only) - The counterpart to the Infiltrator, nearly the same class but with the ability to turn invisible rather than influence peoples minds. *'''Subversive''' - Ninja-Druids, so the perfect class for Night Elves. Very similar to the Ranger class. You get 4 level divine spellcasting, wild empathy and a range of trap abilities, defensive boosts to AC and environmental enhancements to damage rolls that work in a similar way to sneak attacks, but are scaling fixed numbers rather than additional dice. *'''Techslayer''' - Fantastic at taking out constructs, or anything with armour on. His attacks DO perform critical hits on constructs and he ignores the first few points of AC a target has with each strike. *'''Ursa Totemic''' (Furbolg only) - Qualifies itself as a "sort of extension" to the Furbolg racial class, it makes you MOAR BEAR. You get better natural bear weapons, bear wrestling moves, a kind of [[Rage]] class feature with its own conditions, and ALL the natural AC bonuses. *'''Vindicator''' - Vengeance is Mine! They are particularly focused on finding and kicking the crap out of a single targeted individual. They also get a form of Rage ability that has its own conditions, *'''Warden''' (Alliance only) - A very peculiar class that operates entirely on using Spell-like abilities, you get a list of them and you can use them a combined number of times per day equal to your level. It's a bit bizarre, but at least you get full BAB progression as well as improved "spellcasting" ability. *'''Wilderness Stalker''' - Another Ranger variant, this time with favored terrain rather than enemy. Incredible for Throwing builds. You still get the swift tracking and wild step abilities you'd come to expect as well as the 4th level spell casting. They really did just dismantle the Ranger class and spread it out. *'''Windwarrior''' - Remember how Wildhammer dwarves rode Griffons? Well this is how, although anyone can join the class. It's like the mounted warrior class, although it gives less combat focus and more utility, like the ability to call your mount with a totem, or the ability to determine changes in the weather
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