blood elf classes

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Blood Elven Blood Knight (Paladin Variant) The Order of the Silver Hand dates back only a handful of years, yet the Order remained strong despite the collapse due to Prince Arthas' treachery. Priests collect young warriors, wishing to be the ultimate champions of good, and invest them with the powers of Light, given to them by their faith's devotion and practices. Paladins are both born and created. However, what happens when one turns from the Light? A paladin's faith is what holds the powers within his body. Without his faith, he has nothing to use to hold onto the Light itself, and looses his greatness. Blood elves are a special case. Ever since the fall of Quel'thalas, blood elves experienced a crisis of faith, and through this crisis, lost the chains to hold onto holy power. However, with the rise of the Scourge to the west and Zul'aman to the east, blood elves needed champions and true power. While a very small few blood elves remain with enough faith to hold onto their powers, most needed something else. Thus, by combining elven magics with their innate ability to drain magic, blood knights were created. Formed by transfering the powers of the holy Naaru into willing recipients, blood knights are paladins only in power. They fight for Quel'thalas, and the blood elven race, testing their new-found powers at every opportunity. However, many blood knights find their powers fleeting, the chains weaker than those faith wrought, and occasionally this power may flee the false paladin. However, without the blood knights, Quel'thalas would fall again, and most turn an ethical and moral eye away from this theft, for the sake of remaining alive. Blood Knight Alterations A blood knight may be of any alignment, though most favour Lawful. Furthermore, the blood knight does not gain the Aura of Good, Detect Undead, Lay on Hands, or Code of Conduct class features. Instead, she gains the following class features, at the indicated levels: 1st-level — Detect Magic (Sp): At 1st level, a blood knight may use detect magic as a spell- like ability at will. 1st-level — Strange Aura (Ex): This ability functions as the Aura of Good class feature, but works differently if the blood knight is not good. A non-good blood knight’s aura still shows as a Good aura when viewed by a detect good spell, but a DC 15 Spot check discovers the aura is tainted and hollow, as if it was fake. As this may lead to the discovery of the blood knight’s power source, most blood knights are forced to intimidate or even slay suspicious allies, simply to retain their powers and keep from being branded a traitor. 1st-level — Spell Shackles (Ex): Unlike other paladins, blood knights are loyal to Silvermoon City first and foremost; most because of choice, but a few because of force. They care little for morality, as the race has gone far beyond codes of ethics in their pursuit for power. The priests who invest new blood elves know of the corrupting influence of power, however, and installed several safeguards. If a blood knight committing a sin against the Sin’dorei, including allying oneself with an enemy or giving Silvermoon’s secrets away, she looses all blood knight class features and must atone before a blood elven

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Optional Class archtypes for the WoW tabletop rpg, made by one of the line authors.

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Blood Elven Blood Knight (Paladin Variant)The Order of the Silver Hand dates back only a handful of years, yet the Order remained strong despite the collapse due to Prince Arthas' treachery. Priests collect young warriors, wishing to be the ultimate champions of good, and invest them with the powers of Light, given to them by their faith's devotion and practices. Paladins are both born and created. However, what happens when one turns from the Light? A paladin's faith is what holds the powers within his body. Without his faith, he has nothing to use to hold onto the Light itself, and looses his greatness.

Blood elves are a special case. Ever since the fall of Quel'thalas, blood elves experienced a crisis of faith, and through this crisis, lost the chains to hold onto holy power. However, with the rise of the Scourge to the west and Zul'aman to the east, blood elves needed champions and true power. While a very small few blood elves remain with enough faith to hold onto their powers, most needed something else.

Thus, by combining elven magics with their innate ability to drain magic, blood knights were created. Formed by transfering the powers of the holy Naaru into willing recipients, blood knights are paladins only in power. They fight for Quel'thalas, and the blood elven race, testing their new-found powers at every opportunity. However, many blood knights find their powers fleeting, the chains weaker than those faith wrought, and occasionally this power may flee the false paladin. However, without the blood knights, Quel'thalas would fall again, and most turn an ethical and moral eye away from this theft, for the sake of remaining alive.

Blood Knight Alterations

A blood knight may be of any alignment, though most favour Lawful. Furthermore, the blood knight does not gain the Aura of Good, Detect Undead, Lay on Hands, or Code of Conduct class features. Instead, she gains the following class features, at the indicated levels:

1st-level — Detect Magic (Sp): At 1st level, a blood knight may use detect magic as a spell-like ability at will.

1st-level — Strange Aura (Ex): This ability functions as the Aura of Good class feature, but works differently if the blood knight is not good. A non-good blood knight’s aura still shows as a Good aura when viewed by a detect good spell, but a DC 15 Spot check discoversthe aura is tainted and hollow, as if it was fake. As this may lead to the discovery of the blood knight’s power source, most blood knights are forced to intimidate or even slay suspicious allies, simply to retain their powers and keep from being branded a traitor.

1st-level — Spell Shackles (Ex): Unlike other paladins, blood knights are loyal to Silvermoon City first and foremost; most because of choice, but a few because of force. They care little for morality, as the race has gone far beyond codes of ethics in their pursuit for power. The priests who invest new blood elves know of the corrupting influence of power, however, and installed several safeguards. If a blood knight committing a sin against the Sin’dorei, including allying oneself with an enemy or giving Silvermoon’s secrets away, she looses all blood knight class features and must atone before a blood elven

priest. As this involves re-bonding the blood knight to her powers, and the fact that loosingher powers means she’s a traitor, it will take some serious gift of gab to convince them to not simply execute the traitor instead.

Blood Elven Blood Magus (Warlock Variant)Blood elves often have little patience with demons, preferring to fan the fires of their hatred upon their enemies. Despite the moniker, blood magi are actually warlocks. The typical blood magus walks onto the field with an air of superiority, waving his hand and casting burning curses upon his enemies. While a blood magus still may summon demons to serve him, he is much more comfortable with summoning hellish flames, much like a hellcaller.

Blood Magus Alterations

Blood magi gain the following arcana instead of the normal warlock arcana:

1st-level — Fel Companion (Su): The blood magus may still bond fel companions. Due to their focus with fire, however, the blood magus is more likely to bond fire-loving creatures, such as grel or imps.

4th-level — Orbs of Vengeance (Su): At 4th level, the blood magus gains the ability to summon three fist-sized burning orbs as a standard action. These globes orbit the blood magus’s head, and may move at his mental suggestion. They may be used in combat as a weapon; the orbs may strike anything up to 60 feet away with a ranged touch attack, dealing 1d6 points of fire damagus. If the blood magus has iterative attacks, he may attack additional times per round with his orbs.

8th-level — Vengeance (Ex): At 8th level, the blood magus channels his burning fury into his fire spells. When casting a damaging fire spell, half of the spell’s damagus is fire damagus. The other is divine in nature, which may not be resisted.

12th-level — Fire Mastery: The blood magus becomes a master of wielding fiery magics. Mastering the fire arts allows the blood magus to cast spells with the fire descriptor at +1 caster level, and the save DC for such spells increases by +2.

16th-level — Summon Phoenix (Su): The pinnacle of a blood magus’ power, the blood magus calls forth a great, fiery bird from the Elemental Planes. Summoning a phoenix is a full-round action that provokes an attack of opportunity, and uses the highest available spell slot available.

The phoenix appears at the end of the round, and follows the blood magus’ commands. A phoenix remains either for one encounter or is slain permanently by destroying any eggs it drops. The warlock may dismiss the phoenix at will, sending it back to the Elemental Planeas he wishes.

New Monster: Phoenix

Large Elemental (Fire)

Hit Dice: 19d8+57 (142 hp)

Initiative: +3

Speed: Fly 60 ft. (perfect)

Armor Class: 24 (–1 size, +3 Dex, +12 natural), touch 12, flat-footed 21

Base Attack/Grapple: +14/+23

Attack: Bite +19 melee (2d6+7 and 2d6 fire)

Full Attack: Bite +19 melee (2d6+7 and 2d6 fire)

Space/Reach: 10 ft./5 ft.

Special Attacks: Burn, spell-like abilities

Special Qualities: Darkvision 60 ft., damagus reduction 10/magic, immolation, rise from the ashes, spell resistance 12, fire subtype, elemental traits

Saves: Fort +9, Ref +16, Will +7

Abilities: Str 20, Dex 17, Con 17, Int 11, Wis 13, Cha 12

Skills: Escape Artist +12, Knowledge (Elemental Plane) +9, Listen +14, Spot +14

Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Lightning Reflexes, Power Attack, Weapon Focus (bite)

Environment: Warm land

Area: Firelands (The Elemental Plane)

Organization: Solitary

Challenge Rating: 12

Treasure: —

Alignment: Usually neutral

Advancement: 20–26 HD (Huge); 27–32 HD (Gargantuan)

Level Adjustment: —

<i>The wondrous bird is about 18 feet long with a sleek, feathered body that dances with bright flames. Its colorful feathers range from yellow to orange to red. A crest of spiky feathers runs down the center of its back, and its wingspan stretches out to 30 feet.

Description

The phoenix is a natural predator of the Elemental Plane known for being so hot it burns itself to ashes. From the short minutes between birth and death, it spends its life hunting through the air — in fact, it lacks any legs that might enable it to land. Every aspect of the phoenix is aflame, even shed feathers. Even after death it often rises again from its own ashes to continue the hunt.

Combat

A phoenix is a fearless, aggressive predator of aerial prey. A phoenix prefers to attack from

above and behind with ranged fire attacks. Once dazed and weakened, it follows up opponents by remaining close to burn its victims while continuing to strike with its beak. Aphoenix fights fearlessly in battle, knowing its death is not only temporary, but deadly.

Burn (Ex): When a phoenix hits with its bite attack, the opponent must succeed at a DC 22 Reflex save or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. Theburning creature can use a full-round action to put out the flame.

Spell-like Abilities (Sp): At will — firebolt, lesser immolate. 3/day — fireball. 1/day — blast wave. Cast as a magus equal to the phoenix’s hit dice.

Immolation (Su): A phoenix burns so hot that it constantly burns itself as well anything it touches. The phoenix is permanently under the effects of an immolation spell. If this effect is dispelled, the phoenix reignites the following round. Furthermore, it takes 2d6 points of damagus per round from its own immolation, which its fire subtype offers no protection.

If the phoenix dies (of any reason, including its own self-immolation), it falls to the ground beneath. Upon impact, it explodes in a mighty fireball, dealing 15d6 points of damagus to anything within 20 feet burst (DC 22 Reflex half). Where the phoenix once was now lays anegg.

Rise from the Ashes (Ex): From the ashes of a downed phoenix appears an immolated egg. The egg hatches after 1d4 rounds, and a new phoenix rises from the ashes at full health.

This Medium egg has the flaming aura, fire subtype, and elemental traits abilities. The egg can be attacked. It has an AC of 19 (–5 Dex, +14 natural) and 60 hit points (8d8+24 HD). The phoenix within is destroyed and will never rise again if the egg is reduced to zero or fewer hit points before it hatches.

Spell Resistance (Su): A phoenix has spell resistance equal to 5 + 1/2 its hit dice (14 for a typical phoenix).