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[size=+2]Ganarsh Stormchaser[/size]


Male Tauren Fighter1


AL: N
Age: 18
Height: 7'5''
Weight: 350 lbs
Eyes: Brown
Hair: Black with white streaks
Skin: Brown
Deity: Earth Mother
Affiliation:
Speed: 30 ft.
XP: 1000
Next Level: 2000


STR: 22 (+6)
DEX: 14 (+2)
CON: 15 (+2)
INT: 14 (+2)
WIS: 13 (+1)
CHA: 13 (+1)


HP: 12 (1d10 + 2Con)
AC: 16 (10 + 1dex + 6armor) / 10 / 16
AC penalty: -6
Init: +1 (1dex)
Base attack bonus: +1


Saves:
Fortitude: +4 (2base + 2con)
Reflex: +2 (0base + 2dex)
Will: +1 (0base + 1wis)


Attacks:
Longspear: +8 (1base + 6str + 1racial), 1d10+9 damage, Threat 20/x3
Tauren Halberd: +7 (1base + 6str), 3d6+9 damage, Threat 20/x3
MW Tauren Totem: +8 (1base + 6str + 1MW), 3d8+9 damage, Threat 20/x2
Longbow: +3 (1base + 2dex), 1d10 damage, Threat 10/x3, Range 100ft


Skills:
Skill points: 16
Max Rank: 4
Climb: 2 (2ranks + 6str - 6ac)
Handle Animal: 7 (4ranks + 1cha + 2racial)
Jump: 2 (2ranks + 6str - 6ac)
Ride: 3 (2ranks + 1dex)
Survival: 7 (4ranks + 1wis + 2racial)
Swim: -4 (2ranks + 6str - 12ac)


Feats:
Lvl 1 - Power Attack
Fighter lvl 1 - Cleave


Languages:
Common
Taur-ahe


Equipment:
Banded mail [250gp]
Longspear [5gp]
Tauren Halberd [50gp]
Tauren Totem (MW) [320gp]
Longbow [75gp]
Arrows (40) [2gp]
Backpack [2gp]
Traveler's Outfit [1gp]
Rations (4 days) [2gp]
Waterskin [1gp]
Crowbar [2gp]
Winter Blanket [5sp]
Potion CLW (2) [100gp]

64gp 5sp


Race:
Plains Running: Tauren are bipedal creatures, but they can move at tremendous speed. When using the run action, the tauren's base speed increases by +10 feet.
Tauren Charge: On a charge, a tauren may lower his head to spear a target with his mighty horns. in addition to the normal benefits and hazards of a charge, this ability allows the tauren to make a single gore attack that deals 1d8 plus 1 1/2 times his strength modifier. A tauren may also use a ready action to set his horns against a charge, or use them as an attack on charge during plains running.
Powerful Build: The physical stature of Tauren lets them function in many ways as if they were one size category larger. Whenever a tauren is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the tauren is treated as one size larger if doing so is advantageous to him. A tauren is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A tauren can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Weapon Familiarity: Tauren treat tauren halberds and totems as martial weapons.
Weapon Proficiency: Tauren are automatically proficient with longspears and shortspears, and recieve a +1 to attack rolls with them.
+2 racial bonus on Handle Animal and Survival checks. These skills are also considered class skills for all tauren characters.


Class:
Bonus feats at lvl 1, 2, 4, 6 etc


Proficiencies:
Simple Weapons
Martial Weapons
All armors
Shields


Info:
Stormchaser was a respected member of his clan, residing peacefully with his brothers in the grasslands. His favourite hobby was as his name says; running after thunder clouds and standing in the pouring rain while lightning flared around him. His days were peaceful and most of his time was spent hunting (or storm chasing), until the Burning Legion came. His tribe was wiped out to the last creature except for him. He joined up with other Taurens left destitute by the invasion to fight against the demons, though his attempts were often somewhat unsuccessful. After the war, he journeyed to Thunder Bluff, where he was captured by a group of human brigands posing as merchants, after they fed him some alcohol tainted with a sleeping drug. The Tauren had developed a fatal flaw - being too fond of alcohol.

However, the time at the arena has allowed Stormchaser to train and refocus himself on his martial arts. He treasures his Tauran Totem, a weapon that he sees as the last connection with his lost tribesfolk. He misses his land greatly, but is also hungry for adventure and an opportunity to prove himself. He mistrusts firearms and all sorts of technological devices.
 
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[size=+2]Windrunner Halfhorn[/size]


Male Tauren Scout1


AL: N
Age: 18
Height: 7'9''
Weight: 375 lbs
Eyes: Dark Brown
Hair: brown with white/black spots
Skin:
Deity: Earth Mother
Affiliation:
Speed: 30 ft.
XP: 1000
Next Level: 2000


STR: 18 (+4)
DEX: 14 (+2)
CON: 16 (+3)
INT: 10 (+0)
WIS: 15 (+2)
CHA: 08 (-1)


HP: 11 (1d8 + 3Con)
AC: 14 (10 + 2dex + 2armor) / 12 / 12
AC penalty: 0
Init: +2 (2dex)
Base attack bonus: +1


Saves:
Fortitude: +5 (2base + 3con)
Reflex: +4 (2base + 2dex)
Will: +2 (0base + 2wis)


Attacks:
MW Shortspear: +7 (1base + 4str + 1MW + 1racial), 1d6+4 damage, Threat 20/x2, Range 20 ft.
Tauren Totem: +4 (1base + 4str), 2d8+6 damage, Threat 20/x2


Skills:
Skill points: 24
Max Rank: 4/2
Heal: +6 (4ranks + 2wis)
Hide: +2 (4ranks + 2dex)
Knowledge (nature): +6 (4ranks + 2nature sense)
Jump: +4 (+4str)
Listen: +3 (2rank + 2wis)
Move Silently: +6 (4ranks + 2dex)
Spot: +4 (2rank + 2wis)
Survival: +10 (4ranks + 2wis + 2racial + 2nature sense)


Feats:
Lvl 1 - Follower of the Totem
Scour lvl 1 - Track


Languages:
Common
Taur-ahe


Equipment:
MW Shortspear [301gp]
Tauren Totem [20gp]
x3 shortspear [3gp]
Leather Armor [10gp]
Healer’s Kit [50gp]

516 gp


Race:
Plains Running: Tauren are bipedal creatures, but they can move at tremendous speed. When using the run action, the tauren's base speed increases by +10 feet.
Tauren Charge: On a charge, a tauren may lower his head to spear a target with his mighty horns. in addition to the normal benefits and hazards of a charge, this ability allows the tauren to make a single gore attack that deals 1d8 plus 1 1/2 times his strength modifier. A tauren may also use a ready action to set his horns against a charge, or use them as an attack on charge during plains running.
Powerful Build: The physical stature of Tauren lets them function in many ways as if they were one size category larger. Whenever a tauren is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the tauren is treated as one size larger if doing so is advantageous to him. A tauren is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A tauren can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Weapon Familiarity: Tauren treat tauren halberds and totems as martial weapons.
Weapon Proficiency: Tauren are automatically proficient with longspears and shortspears, and recieve a +1 to attack rolls with them.
+2 racial bonus on Handle Animal and Survival checks. These skills are also considered class skills for all tauren characters.


Class:
Track
Nature Sense


Proficiencies:
Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Shields

Info:
Windrunner has been the butt of many a joke about his horns. To some Tauren they simply aren't there. As if he is still a calf. These horns of his broke at an early age, and not in a honor-filled combat situation. When he became an adult the joke extended into his naming. Now known as Windrunner Halfhorn, much to his chagrin. He adventures to prove himself to his tribe, that he can do it. Trying to prove to them that he isn't a funny looking Tauren.
Windrunner was part of a failed adventuring party journeying into the land of Azeroth. There were tales of corrupted horde and alliance members joining the Undead Scourge. Windrunner's brother, Plainswatcher had been taken by slavers years earlier. Plainswatcher was never heard from again. Windrunner had been staying in ******, a prosperous port city. Information and rumors abounds here. A party of adventurers was going to set out across the sea to investigate. He overheard a group talking about the upcoming mission, saying they needed a person adept at wilderness survival. Windrunner jumped spoke up, almost desperate. He needed this chance. He could find out about his brother, and bring tales of his adventure back to his tribe. The group consisted of humans/High elves with slight Alliance ties, an orcish shaman, and Windrunner. The ship's voyage across the Maelstrom was easier than this expedition into Azeroth was. The group came to a dungeon populated with the scourge, though mostly minor enemies. That is until the abominations were released.
It was all a trap it seemed. Rumors planted about treasure in this dungeon, sounded great to the bravest(or dumbest) of adventurers. After this massacre took place, Windrunner fled. He doesn't know if the others made it out alive and feels horrible for running away.
Uncharacteristicly brooding, he finds himself now battling in the arena voluntarily. He throws himself into combat, as if to validate meaning in his life. He fights to live, and lives to fight.
 
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[size=+2]Throk Stormbalde[/size]


Male Orc Barbarian1 / Fighter1


AL: CN
Age: 29
Height: 6'7''
Weight: 265 lbs
Eyes: Brown
Hair: Black spikes
Skin:
Deity: Wolf Totem
Affiliation:
Speed: 40 ft.
XP: 1000
Next Level: 3000


STR: 18 (+4)
DEX: 15 (+2)
CON: 17 (+3)
INT: 10 (+0)
WIS: 13 (+1)
CHA: 14 (+2)


HP: 25 (1d10 + 1d12 + 6Con)
AC: 16 (10 + 2dex + 4armor) / 12 / 14
AC penalty: -1
Init: +2 (2dex)
Base attack bonus: +2


Saves:
Fortitude: +7 (4base + 3con)
Reflex: +2 (0base + 2dex)
Will: +1 (0base + 1wis)


Attacks:
MW Greatsword: +8 (2base + 4str + 1MW + 1focus), 2d6+6 damage, Threat 19-20/x2
Battle Axe: +6 (2base + 4str), 1d8+4 damage, Threat 20/x3
Dagger: +6 (2base + 4str), 1d4+4 damage, Threat 19-20/x2



Skills:
Skill points: 16+2
Max Rank: 4 (5)
Climb: 8 (5ranks + 4str - 1ac)
Handle Animal (wolf): 5 (1ranks + 2cha + 2racial)
Intimidate: 8 (4ranks + 2cha + 2racial)
Jump: 7 (5ranks + 4str - 1ac)
Listen: 3 (2ranks + 1wis)
Survival: 2 (1ranks + 1wis)


Feats:
Lvl 1 - Power Attack
Fighter lvl 1 - Weapon Focus (Greatsword)


Languages:
Common
Taur-ahe


Equipment:
Masterwork Greatsword [350gp]
Battle Axe [10gp]
Dagger [2gp]
Masterwork Chain Shirt [250gp]
Backpack [2gp]
2x Rations [1gp]
Traveler's Outfit [1gp]
Waterskin [1gp]
Flint & steel [.5gp]
Blanket, winter- furs [.5gp]
Potions:
Oil of Wagic Weapon +1 [50gp]
2x Potion of Cure Light [100gp]
Jump [50gp]
Shield of Faith [50gp]

32gp


Race:
Lowlight vision
Rage 1/day
+2 intimidate
+2 handle animal (wolf)
weapon familiarity: claws of attack
weapon proficiency: battle axe
+1 attack against humans


Class:
Fighter:
Bonus feats at lvl 1, 2, 4, 6 etc
Barbarian:
Fast Movement
Illiteracy
Rage 1/day


Proficiencies:
Simple Weapons
Martial Weapons
All armors
Shields


Info:
 
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[size=+2]Jultahk Warsinger[/size]


Male Orc Healer2


AL: NG
Age: 26
Height: 6'11''
Weight: 245 lbs
Eyes: brown
Hair: shaved, but black if it wasn't
Skin:
Deity: Shamanism
Affiliation:
Speed: 30 ft.
XP: 1000
Next Level: 3000


STR: 12 (+1)
DEX: 16 (+3)
CON: 17 (+3)
INT: 10 (+0)
WIS: 18 (+4)
CHA: 14 (+2)


HP: 22 (2d8 + 6Con)
AC: 17 (10 + 3dex + 4armor) / 13 / 14
AC penalty: -2
Init: +3 (3dex)
Base attack bonus: +1


Saves:
Fortitude: +6 (3base + 3con)
Reflex: +3 (0base + 3dex)
Will: +7 (3base + 4wis)


Attacks:

MW Battle Axe: +3 (1base + 1str + 1MW), 1d8+1 damage, Threat 20/x3
Coldiron Battle Axe: +2 (1base + 1str), 1d8+1 damage, Threat 20/x3



Skills:

Skill points: 20
Max Rank: 5
Concentration: 8 (5ranks + 3con)
Heal: 9 (5ranks + 4wis)
Intimidate: 9 (5ranks + 2cha + 2racial)
Sense Motive: 9 (5ranks + 4wis)


Feats:
Lvl 1 - Battle Cry
Healer lvl 1 - Brew Potion


Spells:
Spells per day: 4/2
DC: 10 + spell level + 4wis

Spells Prepared
0 (DC 14) - create water, detect poison, guidance, purify food or drink
1 (DC 15) - cause fear, d3ath watch, inflict light wounds


Languages:
Common
Orc


Equipment:
Masterwork Battle Axe [310gp]
Cold Iron Battle Axe [20gp]
Chain Shirt [100gp]
Healer's Kit ]50gp]
Backpack [2gp]
Barrel [2gp]
2x Rations [1gp]
Traveler's Outfit [1gp]
Waterskin [1gp]
Tindertwig [1gp]
Blanket, winter [.5gp]
Pot [.5gp]
6x Potion of Cure Light Wounds (1d8+2)
3x Potion of Shield of Faith
3x Potion of Sanctuary
3x Potion of Entropic Shield

37 gp


Race:
Lowlight vision
Rage 1/day
+2 intimidate
+2 handle animal (wolf)
weapon familiarity: claws of attack
weapon proficiency: battle axe
+1 attack against humans


Class:
Brew potion lvl 1
Bonus feat lvl 5, 10, 15, 20


Proficiencies:

Simple Weapons
Light armors


Background:
Jultahk grew up in the internment camps. All he knows of the first two wars are the nostalgic stories he heard there, and the sometimes conflicting human 'legends.' He was a violent youth, often punished with solitary confinement or lashes for his transgressions. When Thrall Durotan finally freed him and his camp mates, he was a rebellious, violent, and easily riled Orc.

Thrall changed that. He taught Jultahk what to him was a revelation: the way of shamanism. Peaceful, yet resilient. Unifying, yet unique. Thrall took the fledgling Orc on as a trainee, seeing the potential in the boy for great feats of spirit. However, when Thrall decided to leave Azeroth for distant shores, Jultahk elected to stay. He felt that he could best apply what he had learned of shamanism in a place where he knew there was still suffering and demon worship. He stayed because he knew that there were Orcs that would be left behind, and they would need someone to heal their body and spirit.


Personality:
For the most part, Jultahk is very easygoing. This was not always the case, and sometimes Jultahk's temper can flare dangerously. Above all, Jultahk believes in the way of shamanism, healing and protecting his race all at once. Now in the Arena, Jultahk sees his situation as an opportunity to apply his healing where it is truly needed.
 

[size=+2]Eldin Sunstrider[/size]


Male Half-Elf Rogue1 / Enchanter1



AL:
Age:
Height:
Weight:
Eyes:
Hair:
Skin:
Deity:
Affiliation:
Speed: 30 ft.
XP: 1000
Next Level: 3000


STR: 10 (+0)
DEX: 16 (+3)
CON: 10 (+0)
INT: 15 (+2)
WIS: 14 (+2)
CHA: 12 (+1)


HP: 9 (1d6 + 1d4)
AC: 13 (10 + 3dex) / 13 / 10
AC penalty: 0
Init: +3 (3dex)
Base attack bonus: +0


Saves:
Fortitude: +0 (0base)
Reflex: +5 (2base + 3dex)
Will: +2 (2base + 2wis)


Attacks:
Shortbow: +3 (3dex), 1d6 damage, Threat 20/x3, Range 60 ft.
Shortsword: +0, 1d6 damage, Threat 19-20/x2
Dagger: +0, 1d4 damage, Threat 19-20/x2



Skills:
Skill points: 20
Max Rank: 5
Bluff: 5 (4Ranks + 1cha)
Diplomacy: 5 (4Ranks + 1cha)
Disguise: 5 (4Ranks + 1cha)
Gather Information: 7 (4Ranks + 1cha + 2racial)
Hide: 9 (4Ranks + 3dex + 2stealthy)
Move Silently: 9 (4Ranks + 3dex + 2stealthy)
Spot: 6 (4Ranks + 2wis)
Listen: 6 (4Ranks + 2wis)
Knowledge (History): 6 (4Ranks + 2int)
Search: 6 (4Ranks + 2int)
Sense Motive: 8 (4Ranks + 2iws + 2racial)


Feats:
Lvl 1 - Stealthy
Wizard lvl 1 - Scribe Scroll


Spells:
Prohibited schools: Conjuration and Necromancy
Spells per day: 3/2
DC: 10 + spell level + 2int

Spellbook:
Cantrips: All except conjuration and necromancy
1: Sleep, Magic Missile, Disgiuse Self, Silent Image, Charm Person

Spells Prepared
0 (DC 12) - Ghost Sound, Mage Hand, Light
1 (DC 13) - Sleep, Silent Image, Disguise Self


Languages:
Common
Thalassian
Dwarven
Orc


Equipment:
Spellbook [15gp]
Shortbow [30gp]
20 Arrows [1gp]
x2 Daggers [4gp]
Shortsword [10gp]
Backpack [2gp]
Waterskin [1gp]
x10 Trail Rations [5gp]
x3 torches [3cp]
Theives' tools [30gp]

797 gp 9sp 7cp


Race:
Lowlight vision
Elven blood
+1 racial bonus on saving throws against spells or spell-like effects
+2 racial bonus on Gather Information and Sense Motive checks


Class:
Rogue:
Sneak attack +1d6
Trapfinding
Wizard:
Familiar
Scribe Scroll
Bonus feats lvl 5, 10, 15, 20


Proficiencies:
Simple Weapons
Light armors


Background:
Eldin Sunstrider was always an afterthought since before he was born. He was always just there, never celebrated, barely even noticed. Even his own mother saw him as merely a side-effect, never truly an individual.
In the wake of the second war against the horde, an High Elven sorceress returned from the alliance's army, with child. It was quite obvious to her and anyone who knew her that this was no elvish child, as she had been assigned to a human regiment for the whole war. It didn't matter much to her, for sorcery was not so active a profession that a pregnancy would disrupt it now that she no longer participated in combat, and the last few weeks of laying prone were treated more like a small vacation than anything else. By that time, the sorceress had enough resources that she could live for a time without working, anyway.
The day came, and her child was identified as a half-breed, as she knew it would. But she couldn't even pay it enough attention to give it a unique name, instead re-using a name she had heard off the street. A non-unique name, unheard of in elvish society. But this child was no elf, and thus unworthy, in their eyes, of being unique.
The half-breed's fast growth was a reminder to everyone who knew him that his lifespan would be short. Eldin himself had to stare that reality in the face from the day he learned what death was. He would be but a page in even his mother's life, dead before she had a single wrinkle on her face. While other elves spoke of events they would witness a thousand years from now, Eldin could only hope he lived to the end of the century and was able to witness his childhood friends' coming-of-age. Other elves understood this, too, and treated Eldin like a pet, with the knowledge that he'd never be able to comprehend a 'full life' among the elves. He was going to last so little time that nobody wanted to put much effort or resources into training the boy. He probably wouldn't last long enough to learn anything useful. Neither could his mother leave him upon the steps of one of the universities, as he might not even live to complete their course of study.
However, by the age of twelve it was obvious to his mother that he was indeed bright enough to learn magic. She began teaching him simple incantations, cantrips and decoration spells to keep the house clean while she was away at work. He didn't really have much of a choice, so he did his duties, keeping the house clean and cooking the food. As a reward, his mother taught him a few minor illusions with which he could entertain himself. Now she need not pay him any more attention than to feed him and make sure he did his chroes.
One day, after spending all afternoon perfecting an illusion of a beam of soft sunlight, Eldin realized he had been so engrossed in his spells that he had forgotten to do any of his chores. He panicked, remembering that the penalty for neglecting his chores was that his mother 'neglected' to feed him dinner. As skilled as he was, he had no spells that would instantly organize the bookshelf, so he stuffed all of the loose books under his bed, and cast an illusion of a collection of well-organized books on the shelf. He was fed well that night, and later, after his mother had gone to sleep, organized the real books.
He had realized the practical uses of magic, and they were many. He began sneaking out of the house during the day, and illusioning the house clean. He visitied the library any time his mother was away from the house, taking advantage of the very little attention paid him by the elven guards to begin studying more advanced spells. After a few years, he was not only an accomplished illusionist, but an experienced pilferer, as well. He was beginning to look to his future, and decided to escape to human lands where he could further take advantage of his skills.
He made it out of the city with little trouble, and ventured south, living as a travelling entertainer, visiting human towns and putting on shows with some of his flashier illusion spells. He used his skill at not being seen to evade the soldiers that sometimes visited towns beseiged by the horde, fearing that he might be identified as a rogue wizard and turned in to the Kirin-Tor. This lasted for several years, until he was found out.
He was taken to Dalaran, and left to rot in the dungeons until it was decided what would be done with him. But then, the Scourge struck, Dalaran fell, and Eldin escaped in the confusion, along with an armful of spell scrolls and other items he could loot from the city before he slipped out under the collective rotting noses of the Scourge.
He travels south, in search of civilization...
 

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