RACES OF THE HORDE:
Tauren
Large (7 RP): Tauren are large. Large creatures gain a +2 size bonus to Str and –2 Dex. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Flexible (2 RP): Taurens gain a +2 bonus to Con and Wis.
Skill Bonus (2 RP): +1 racial bonus on knowledge nature and survival.
Gore (1 RP): Gore attack with horns deals 1d8. The gore is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Xenophobic (0 RP): Tauren start with Taurahe. Tauren with high Intelligence scores can choose from the following: Common, Darnassian, Troll, Orcish.
(12 RP)
Troll
Standard (0 RP): +2 Dex, +2 Wis, -2 Cha.
Berserk (2 RP): Once per day, whenever a troll takes damage, it flies into a frenzy for 1 minute, when making a full attack action, the troll may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.), but a –2 penalty to AC.
Skill Bonus (2 RP): +1 racial bonus on knowledge history and survival.
Fast Healing (6 RP): Trolls regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Xenophobic (0 RP): Trolls start with Troll. Trolls with high Intelligence scores can choose from the following: Common, Darnassian, Orcish, Taurahe.
(10 RP)
Orcs
Standard (0 RP): +2 Str, +2 Con, -2 Int.
Low-Light Vision (1 RP): Orcs can see twice as far as a race with normal vision in conditions of dim light.
Ragefire Bloodrage (2 RP): Once per day, whenever an orc takes damage, it flies into a rage for 1 minute, gaining a +2 racial bonus to Con and Str, but a –2 penalty to AC.
Ferocity (2 RP): Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Command (1 RP): Handle Animal and Ride are always considered class skills for members of this race.
Resistant (2 RP): orc gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Weapon Familiarity (2 RP): Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Standard (0 RP): Orcs start with Common and Orcish. Orcs with high Intelligence scores can choose from the following: Draenei, Dwarven, Gutterspeak, Ogre, Taurahe, Thalassian, Troll.
(10 RP)
Goblins
Specialized (1 RP): -2 Str, +2 Int, +2 Cha.
Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Master Tinker (2 RP): Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Silver Tongued (3 RP): Goblins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Scavenger (2 RP): Goblins gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Gregarious (1 RP): When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.
Skill Training (1 RP): diplomacy and knowledge engineering skills are always considered class skills.
Linguist (1 RP): Members of this race start with Common plus their racial language (if any). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
(11 RP)
Blood Elves
Specialized (1 RP): -2 Con, +2 Int, +2 Cha.
Medium: Blood elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Blood elves have a base speed of 30 feet.
Spell Resistance (3 RP): Blood elves gain spell resistance equal to 11 + their character level.
Arcana Obsession (4 RP): +2 knowledge arcana and spellcraft.
World of Spellcraft (1 RP): knowledge arcana and spellcraft skills are always considered class skills.
Arcane Eyes (3 RP): blood elves are affected by detect magic as a constant spell-like ability. The caster level of the spell-like ability is equal to the user’s character level.
Arcane Siphon (3 RP): 1/day Dispel Magic as a spell-like ability. The caster level of the spell-like ability is equal to the user’s character level.
Magical Addiction (-3 RP): Each day a blood elf must use their Arcane Siphon on a source of magic other than their own. If they do not they awaken fatigued the next day, if three days pass without them doing so the fourth day they awaken exhausted. As the Sunwell’s power is restoring slowly, blood elves living in Silvermoon and the surrounding areas do not need to use Arcane Siphon.
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
(12 RP)
Undead
Any race can be undead, just add the following:
No need to breathe.
No natural healing.
When you rest at night you regain health equal to your level if you consumed flesh during the last 24 hours.
Darkvision 60 ft.
People think you are a creepy butt sandwich.
Finally add Gutterspeak to your racial languages.
EITHER HORDE OR ALLIANCE:
Pandarens
Flexible (2 RP): +2 Constitution, +2 Wisdom: Pandarens are hardy creatures with sharp senses and despite their rather wide frame they are no less dexterous then most humans.
Medium (0 RP): Medium races have no bonuses or penalties due to their size.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Low-Light Vision (1 RP): Pandarens can see twice as far as humans in conditions of dim light.
Healthy (2 RP): Pandarens gain a +4 bonus on Fortitude saves against disease and poison.
Stability (1 RP): Pandarens are wide round creatures and receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Gourmand (2 RP): Pandarens culture has a rich tradition of cook masterful food, all the children are required to help out in the kitchen. Pandarens gain a +2 racial bonus on skill checks made for Craft Cooking.
Quaking Strike (2 RP): Pandarens gain Improved Unarmed Strike as a bonus feat at 1st level.
Languages (0 RP): Pandarens begin play speaking Pandarens and Orc. Pandarens with high Intelligence scores can choose from the following: Common, Draconic, Elven, Goblin, Sylvan and Undercommon.
(10 RP)
RACES OF THE ALLIANCE:
Dwarves
Standard (0 RP): +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium (0 RP): Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady (-1 RP): Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision (2 RP): Dwarves can see in the dark up to 60 feet.
Defensive Training (1 RP): Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed (1 RP): Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred (1 RP): Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy (3 RP): Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (1 RP): Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (1 RP): Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity (2 RP): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages (0 RP): Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
(11 RP)
Humans
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Gnomes
–2 Str, +2 Int, +2 Cha: Gnomes are physically weak but surprisingly intelligent, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Night Elves
+2 Dex, –2 Con, +2 Wis: Night Elves are nimble, both in body and mind, but their form is frail.
Medium: Night Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Night Elves have a base speed of 30 feet.
Low-Light Vision: Night Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Night Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Shadowmeld: Night elves have Vanish as a spell-like ability 1/day. It only lasts 1 round.
Keen Senses: Night Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Night Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Night Elves begin play speaking Common and Darnassian. Night Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Worgen
Specialized (1 RP): +2 Str, +2 Dex, -2 Cha.
Medium (0 RP): Medium races have no bonuses or penalties due to their size.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Low-Light Vision (1 RP): Worgen can see twice as far as humans in conditions of dim light.
Running Wild (3 RP): Worgen can get a bit more speed if they slump down on all fours and barrel foreword. Worgen gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. In addition Worgen gain the Run feat as a bonus feat at 1st level.
Two Forms (3 RP): Worgen can assume the appearance of a single form of a Human. The form is static and cannot be changed each time it takes this form. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Bite (2 RP): Worgen have a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Claws (2 RP): Worgen have two claw attacks. These are primary natural attacks. That deal 1d4 damage.
(12 RP)
Draenei
Flexible (2 RP): +2 Wis, +2 Cha.
Medium (0 RP): Medium races have no bonuses or penalties due to their size.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Darkvision (2 RP): Daenei can see in the dark up to 60 feet.
Gift of the Naaru (1 RP): Daenei are blessed by the Naaru. Daenei have Cure Light Wounds as a spell-like ability 1/day.
Gemcutting (1 RP): Draenei have a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Heavenborn (3 RP): Draenei have a +2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level.
Lightbringer (2 RP): Prerequisites: None; Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Night Elves with high Intelligence scores can choose from the following:
(11 RP)