World of Warcraft
Dodge now gives a flat bonus to AC
Improved Doge now gives an additional +1 to AC.
Demoralizing Shout save is now (DC 10 + half your character level + your Charisma modifier) to negate the effects. WoW RPG
War Stomp: the Balance check is now(DC 10 + half your character level + your Strength modifier) or fall prone. WoW RPG
Great Build perquisites are now Tuaren, Str 15, Sta 17
Benefits: Increase one ability score by two.
Special: humans may take this feat multiple times, its effects don’t stack.
Perquisite: Blood or High Elf
Benefits: An elf with an Intellect of 10 or higher can cast four 0-level spells chosen from any arcane spell list each day as spell-like abilities. Their caster level is that of their character level.
Perquisite: Arcane Ability or Limited Arcane Ability
Benefits: All arcane spells are cast at +1 caster level, except for spell-like abilities.
You gain additional mana points to supplement those you already had.
Prerequisite: Having a mana point reserve.
Benefit: When you take this feat for the first time, you gain 4 mana points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of mana points you gain increases by 1 (for example, you gain 5 mana points if you take this feat a second time).
The blood elf releases a torrent of powerful arcane energy, stunning those around him.
Prerequisites: Mana Tap
Benefit: By expending stolen mana (through the use of the mana tap feat) and a standard action, those within 30 feet of you must succeed on a Will saving throw or be stunned for 1d4 rounds. The DC to resist this ability is equal to 10 + the number of stolen spell slots expended + Charisma bonus. You must expend a minimum of 1 stolen spell slot to use this ability.
Special: Blood elf casters may instead expend up to 4 spell points, 0-level, or 1st level spell slots as a standard action to use this ability.
Blessing of Naaru (Su)
Benefit:The draenei is able to call on the Naaru to aid herself or an ally. Once per day as a standard action, the draenei may target herself or a single creature up to 30 feet away, healing the target for 1d6 points of damage per point of Spirit modifier (minimum 1d6 points of damage). Undead creatures take damage instead, and require a ranged touch attack to affect.
Benefit: All divine spells are cast at +1 caster level, except for spell-like abilities
Benefits: You gain a +3 racial bonus vs spells and spell like effects.
Earthen Legacy (su)
Perquisite: Stone Form
Benefits: You may gain the use of the Stone Form feat one additional time per day. While in Stone Form you are immune to poison, disease, and bleed effects, if you are under their influence when activating Stone Form the effect is suppressed for the duration of Stone Form.
Perquisite: High Elf
Benefits: Once per day, you may apply the Empower Spell feat to an arcane spell as you casts it. The spell does not take any additional time to cast and does not use a higher-level spell slot.
Fire Magic Affinity
Perquisite: Dark Iron Dwarf
Benefits: All fire spells are cast at +3 caster level.
Benefit: The Forsaken gains a natural armor bonus of +1 and an additional +1 every five levels (to a maximum of + 5 at level 20.)
Benefits: You gain a +2 racial bonus to attack rolls and a +4 doge bonus to AC versus Giants.
Inspiring Aura (Su)
Benefit:Once per day, the Draenei is able to produce a holy aura of divine power around her body, which instills encouragement in her surrounding allies. The draenei and her allies receive a +1 sacred bonus to attack rolls, and an additional +1 per three levels. The aura extends from the draenei in a 30-foot radius and affects the draenei and all allies within this area. Activating an aura is a move action. The aura lasts for one round per level.
This aura acts like a paladin’s aura , functioning in exactly the same way except where noted above. Draenei paladins with the Auras class feature may add this aura to their known auras.
There is no limit on how long such a draenei paladin may maintain Inspiring Aura.
Mana Tap (Su)
Perquisite: Blood Elf
Benefits: You may, through a single touch, steal mana from a target and use it for itself. If the blood elf spends a standard action and succeeds on a touch attack that provokes an attack of opportunity, he steals one spell point, 0-level, or 1st level spell slot from the target. If the target has no more mana, or is unable to cast spells, this ability does nothing.
You may then use this spell energy to power one of his spell-like abilities, or an appropriate blood elf feat. Alternately, a caster may use this stolen spell energy to cast any 0-level or 1st level divine spell he has prepared or add one spell point to their pool. Lastly, the blood elf may expend one unit of stolen mana to sate his magic addition for a number of days equal to 1 + his spirit modifier, as if he drank demon blood.
You must expend this stolen mana within one hour of the theft, or the energy fades away harmlessly. At any one time, you may store no more than 3 + his Intellect modifier in stolen mana. Any mana stolen past this amount fades away.
Perquisite: Night Elf
Benefit: The night elf gains resistance to cold and fire 5. This value increases by +1 for every four character levels.
Dark Iron dwarves’ association with Ragnaros grants them some protection against fire.
Perquisite: Dark Iron Dwarf
Benefits: A Dark Iron dwarf has resistance to fire equal to twice his character level.
Perquisite: Wildhammer Dwarf
Benefits: When a Wildhammer dwarf charges a foe, he gains a +4 bonus on his attack roll and takes no penalty to his AC when he charges.
Perquisite: Night Elf
Benefit:At night or in low-light environments, the night elf gains a +10 circumstance bonus on Stealth checks while stationary.
Benefit: The Forsaken gains a slam attack that deals 1d6 points of damage (plus Strength modifier).
Stone Form (su)
Perquisite: Earthen Heritage and (Ironforge Dwarf or a dwarf with levels in shaman.)
Benefits: Once per day as a free action, you may gain a Stamina modifier . This feat may be taken more than once.
Benefit: On a charge, a tauren may lower his head and use his horns instead of a melee weapon. Resolve the charge normally. In addition to the usual benefits and hazards of a charge, the tauren horns deliver a single gore attack that deals double the regular horn damage.
Benefit: The troll gains fast healing equal to half his Stamina modifier, rounded down, to a minimum of 1. For example, a jungle troll with a 22 Stamina has fast healing 3. This trait replaces the rapid healing trait.