This will be my first character post that does not start as a fresh level one toon, rather a prestige class with a total level count of 10! Originally, I was just going to write up an Orc Barbarian or Shaman, but something about “Blademaster” just had a nice ring to it. “Vorrk the Orc”, heh. Would the Two-handed Weapon Mastery Blademaster skill and Exotic Weapons Proficiency: Thorium feat stack (with Vorrk, that would add a 4x STR MOD bonus to damage, 2x from Two-handed Weapon Mastery and 2x from Exotic Weapons Proficiency: Thorium)? Due to the unpopularity of Warcraft RPG, I am sadly without answer. So I’d leave it up to the DM (I would personally allow it, especially with a Prestige class.)
Game: White Wolf Publishing’s Warcraft RPG
Books Needed: World of Warcraft RPG Core Book (First Edition), and Dungeons and Dragons Player’s Handbook (3.5 Edition).
Recommended Setting: Either in a campaign with a starting level of 10 or as an NPC (or optional villian if used in an Alliance campaign.) Best suited to Horde based campaigns, perhaps with a wartime, fighting arena, bounty hunter, or other similar campaign theme. Can function in all but the most extreme climates.
Name: Vorrkash “Vorrk” Spineshatter
Level (+Adjustment): 5 Barbarian/5 Blademaster (+0)
Class: Blademaster (Prestige class)
Alignment: Chaotic Good
Languages: Common, Orc.
Attributes (bonuses included in final score)
STR (MOD): 18 (+1 leveling bonus) (4)
DEX (MOD): 17 (3)
CON (MOD): 13 (+2 racial) (1)
INT (MOD): 14 (-2 racial) (2)
WIS (MOD): 14 (+1 leveling bonus) (2)
CHA (MOD): 16 (3)
Health Points: 65 (+1D12/Barbarian lvl or +1D10/Blademaster lvl)
Initiative: Not applicable.
Speed: 30ft (+10ft if in Medium or lighter armour not bearing a heavy load.)
Armor Class (10 + Armour Bonus + Shield Bonus + DEX MOD + Size Mod + Special Bonuses): 18
Base Attack/Grapple: +10/+0
Penalties: Not applicable.
Height: 6′ 3″
Religion: Orcish nature Gods and spirits, wolves are considered holy.
Description: Brown skin, grey eyes. Black hair that is just starting to fade at his temples, shoulder length with a wolf’s tail at the top, short beard. A bit on the short side for a male. Usually has white or red warpaint on his face, two dots below his left eye and a vertical line through his right eye. Most often wearing his armour or his light traveling clothes.
Uncanny Dodge (lvl 2 Barbarian) They can react to danger before their senses would normally allow them to do so. They retain their DEX bonus to AC (if any), even when caught flat-footed or struck by an invisible attacker (this bonus is lost if they are immobilized.)
Trap Sense (lvl 3 Barbarian) They have an intuitive sense that alerts them to danger from traps, providing a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by one for every three Barbarian levels thereafter.
Improved Uncanny Dodge (lvl 5 Barbarian) They can no longer be flanked, and can react to opponents on opposite sides of them as easily as a single opponent. This defense denies a Rogue the ability to sneak attack the Barbarian by flanking them, unless the attacker has at least 4 more Rogue levels than the target has Barbarian levels.
Supreme Cleave (lvl 1 Blademaster) Can take a 5ft step when using the Cleave or Greater Cleave feat if they have not moved yet that round. This ability can be used only once per round and qualifies as the user’s 5ft step for the round.
Command (lvl 2 Blademaster) Can call upon the power of their leadership to rally all nearby allies, granting +1 morale bonus to attack rolls for all allies within 20ft of the user. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. This bonus lasts a number of rounds equal to 1+ the user’s CHA MOD.
Two Handed Mastery (lvl 3 Blademaster) Adds 2x their STR MOD to damage rolls when wielding a two-handed weapon, instead of the usual 1.5x.
Strike Like the Wind (lvl 4 Blademaster) Becomes one with the flow of battle so much that they can turn invisible. This is considered a move action and lasts for a number of rounds per day equal to their Blademaster level. Each round (including the round in which the ability is used) counts against this limit. This ability otherwise functions like the Invisibility spell.
Critical Strike (lvl 5 Blademaster) The Blademaster’s overwhelming strength and power can cause greater than normal critical strikes. Once per day, when scoring a critical threat, they may declare it as a Critical Strike. If the critical confirms, they deal 1D4 points of temporary STR damage to the target in addition to the normal critical damage. They may attempt this twice per day at 7th level and thrice per day at 9th level. Each declared Critical Strike counts against the daily amount allowed, regardless of success or failure.
Low-Light Vision Can see 2x as far as Humans in starlight, moonlight, torch light, and other similar situations of poor illumination. They also retain the ability to distinguish colour and detail in these situations.
Battle Rage Can channel their warrior’s fury to become truly fearsome in combat, but becomes reckless and unable to defend themselves. Temporarily gains +4 to STR, +4 to CON (+2HP/level), and a morale bonus of +2 applied to Will saves, but takes a -2 penalty to Armour Class. While raging, they cannot use any Charisma, Intelligence, or Dexterity based skills (except Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. Nor can they cast spells or use magic items that require a command word, spell trigger, or spell completion to function. They can use any feat except Combat Expertise, item creation feats, and metamagic feats. The fit of rage lasts for an amount of rounds equal to 3+ the users CON MOD (including the addition from the rage.) They may choose to prematurely end their rage. At the end of the rage, the user is fatigued and suffers a penalty of -2 STR, -2 DEX, and cannot charge or run for the rest of the duration of the current encounter. Can be used only once per encounter and once per day. At 4th level and every subsequent four levels, they can use it one additional time per day (up to a max of 6 times at 20th level.) Entering a rage takes no time and can only be done during the user’s action, and not as a responsive action.
Fortitude: +4 (Barbarian) +4 (Blademaster) +CON MOD
Reflex: +1 (Barbarian) +1 (Blademaster) +DEX MOD
Willpower: +1 (Barbarian) +1 (Blademaster) +WIS MOD
Class Skills (Skill Ranks [Modifier +Bonuses not included in rank]) (+2+INT MOD skill points/Blademaster lvl, +4+INT MOD skill points/Barbarian lvl)
Bluff 10 (CHA)
Climb 5 (STR)
Handle Animal 4 (CHA, +2 racial for handling Wolves)
Intimidate 10 (CHA, +2 racial)
Jump 3 (STR)
Knowledge: Military Tactics 5 (INT)
Listen 6 (WIS)
Ride 5 (DEX)
Sense Motive (WIS)
Survival 5 (WIS)
Swim 3 (STR)
Non Class Skills (Skill Ranks [Modifier +Bonuses not included in rank])
Balance 4 (DEX)
Heal 4 (WIS)
Spot 4 (WIS)
Cleave (see Supreme Cleave, which allows the 5ft step) If they deal enough damage to a target to make it drop, they get an immediate bonus melee attack against another target within reach. They cannot take a 5ft step before making this attack. The extra attack is with the same weapon and bonuses as the previous attack. This ability can be used once per round.
Greater Cleave They can wield a weapon with such power that they can strike multiple times when foes are felled. Works like Cleave, but there is no limit to the number of times it can be used per round.
Power Attack Before making attack rolls for the round, they may choose to subtract a number from their melee rolls and add that number to all melee damage (this number cannot exceed their base attack bonus.) The penalty of attack rolls and bonus to damage apply until their next turn. If attacking with a two-handed weapon or a one-handed weapon wielded with two hands, instead add twice the number subtracted to their melee damage. This feat cannot be utilized with light weapons (except unarmed strikes or natural weapons) but the attack roll penalty still applies.
Exotic Weapons Proficiency: Thorium Understands how to use thorium weapons, which are twice as heavy as normal weapons to add more weight to their attack. Adds 2x their STR MOD to weapon damage when wielding a two-handed thorium weapon or 1.5x when wielding a one-handed thorium weapon.
Equipment (all located in backpack unless stated otherwise)
Flint and Steel
Trail Rations (dried elk jerky) ×10 days (for rider and mount)
Vial; Empty x3; Full x2 (Spider Venom x1, Antitoxin x1)
Goblin Army Knife
Spidersilk Rope x50ft (+2 to Use Rope checks)
Sling Ammo x25 (belt pouch)
Crossbow Bolts x25 (quiver sewn into side of backpack)
Military Saddle (+2 circumstantial bonus to Ride checks, if knocked unconscious while secured there is a 75% chance they stay in the saddle)
Warpaint x2 (white and red)
Warhammer Medium size, 1D8, bludgeon damage, x3 critical, one-handed. One for each hand.
Sling 1D4, bludgeon damage, x2 critical.
Thorium Orcish Double Axe Medium size, two-handed, 1D8/1D8, slashing damage, x3 critical. +2x STR MOD to weapon damage due to thorium composition.
Heavy Repeating Crossbow Medium size, 1D10, piercing damage, x2 critical on 19-20. Primarily used for long range hunting.
Breastplate Medium armour, +5 armour bonus, +3 maximum DEX bonus, -4 armour check penalty, 25% arcane spell failure, speed 20ft.
Dire Battle Wolf Thu’nak, female, black fur, will only let Vorrk ride her. Large size mount, Claws: 1D6, Bite: 1D8, 50ft speed, +4 natural armour. STR 21, DEX 13, CON 19, INT 2, WIS 13, CHA 6. Low-Light Vision and Scent abilities. (Based on 7th level Druid Wolf companion.)
Background Descended from the Mag’har Orcs of Nagrand, far off in the Outlands, the Spineshatter clan (named for an ancestor who used two battle hammers and would throw them with enough might and precision to shatter bone) made their home in Durotar and Azshara, pleased to live under Thrall’s rule and join the cause of the Horde. They were a very militaristic and brutal clan, filled with Warriors, Hunters, and Barbarians and very few spellcasters (though casters are respected by them.) His clan has a strong faith in nature spirits and considers wolves to be holy vessels, and thus will never kill or harm a wolf (excepting as a mercy killing.) Wolves are protected fiercely, as well as raised by the Spineshatter, his own mount and companion was born and raised by his family. For much of his life, Vorrk was illiterate and antisocial and resented his grunt status within the Horde. Until he was introduced to the Blademaster of Orgrimmar and discovered a respect and skill for the art of the blade that went hand in hand with its power and beauty. As he lived in Orgrimmar, studying under the Blademaster, he learned not only to wield a blade properly, but how to read and write and utilize leadership and diplomacy, even becoming more sociable (but only slightly.) He grew to revere the Warchief and enjoy his rising rank in the Horde, as well as the more sophisticated lifestyle he could lead in the Capitol as opposed to his primitive, tribal upbringing. In older age, after becomig a Blademaster himself, he took up the trail as an Ambassador and recruiter, seeking out other like minded young Orcs to help them find their calling and place in both the Horde and life. He was gifted a rare Thorium Orcish Double Axe from his master once his training was complete; it is his most prized possession.