Monday, March 10, 2025

Azerothian Kobold & Furbolg for Old School Essentials (Classes & Species)

A lot of the early lore for Warcraft 3 and World of Warcraft has become so foundational, or alternatively so transformed and reinterpreted over the years, that it's easy to forget a large percentage of it was created by Chris Metzen and his tabletop group coming up with ideas for monsters, samurai, and furries while sitting around playing D&D and Teenage Mutant Ninja Turtles & Other Strangeness in the late '90s.

In my persistent, outsized fondness for the shambling titan, I've been inspired to bring a couple of Azeroth's denizens to an old school ruleset not unlike that which their earliest prototypes might've been played around in.


Azerothian Kobold (Class)

Requirements: Minimum DEX 9
Prime Requisite: DEX
Hit Dice: 1d6
Maximum level: 8
Armor: Leather, shields
Weapons: Any appropriate to size
Languages: Alignment, Common, Kobold, the secret language of rodents

Highly social, diminutive rat-people who make their homes in the caves and abandoned mines of Azeroth. Bullied by the larger peoples as bothersome and annoying, kobolds exist on the margins as consummate scavengers. Though stereotyped as not exceedingly bright, kobolds are actually very knowledgeable of traps, mining, and the making of their beloved candles, which keep the darkness of the deep earth at bay. Their timidity belies a fierceness that erupts into fire and whiskery fury when they or their teeming warrens are threatened.

Combat

Armor must be tailored to kobolds’ small size. Likewise, kobolds can only use weapons appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.

Defensive Bonus

Due to their small size, kobolds gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).

Detect Construction Tricks

As expert tunnellers and miners, kobolds have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.

Detect Room Traps

Due to their expertise with traps, kobolds have a 2-in-6 chance of detecting non-magical room traps when searching.

Speak With Rodents

Kobolds often keep rodents like mice or giant rats as pets and guard animals. They know the secret language of such creatures, although its vocabulary is limited such basic concepts as "Food", "Danger", and "Stop Biting!".

Thieving Skills

Kobolds can use the following skills, with the chance of success equal to that of a thief of the same level:

Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.

Hear noise (HN): In a quiet environment (e.g. not in combat), a thief may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.

You No Take Candle!

Kobolds cannot naturally see in the dark, despite mostly living underground. As such, they are highly reliant upon light sources, and this has had a profound impact on kobold culture and psyche. Kobolds gain a +1 bonus to all attack rolls and saving throws against fear while wearing a lit candle on their head.

After Reaching 8th Level

A kobold may construct a stronghold, which will form the basis of a new community of kobolds. Kobold communities—known as warrensare typically located in shallow caves or abandoned mines. The leader of the community is called the Foreman.

Azerothian Kobold Level Progression


Level


XP


HD


THAC0

Saving Throws

D

W

P

B

S

1

0

1d6

19 [0]

10

11

12

13

14

2

2,000

2d6

19 [0]

10

11

12

13

14

3

4,000

3d6

19 [0]

10

11

12

13

14

4

8,000

4d6

19 [0]

10

11

12

13

14

5

16,000

5d6

17 [+2]

8

9

10

11

12

6

32,000

6d6

17 [+2]

8

9

10

11

12

7

64,000

7d6

17 [+2]

8

9

10

11

12

8

120,000

8d6

17 [+2]

8

9

10

11

12

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

Kobold concept art by Samwise


Azerothian Kobold (Species)

Requirements: Minimum DEX 9
Ability modifiers: +1 DEX, -1 STR
Languages: Alignment, Common, Kobold, the secret language of rodents

Available Classes and Max Level

Assassin: 8th

Cleric: 7th

Fighter: 6th

Magic-user: 7th

Thief: 8th

Carry over the above class features for kobold characters using the Character Races optional rule for Advanced Fantasy: Combat, Defensive Bonus, Detect Construction Tricks, Detect Room Traps, Speak With Rodents, You No Take Candle!


Twig Whiskersnoot from Folk & Fairy Tails of Azeroth


Furbolg Tracker (Class)

Requirements: Minimum CON 9, minimum WIS 9
Prime Requisite: STR
Hit Dice: 1d8
Maximum level: 8
Armor: Leather, shields
Weapons: Any except crossbows and swords
Languages: Alignment, Common, Ursine, Darnassian, Taur-ahe

Gentle, ponderous bear-folk of Kalimdor's northern forests who've endured generations of suffering. They enjoy a deep, spiritual bond with the land and its Wild Gods, but that same connection also makes them vulnerable to corruption; most furbolg tribes are maddened and feral in the wake of the demonic Burning Legion's invasion. The remainder struggle just to survive, let alone keep their ancient traditions alive in a world that is rapidly, violently changing.

Claws

Furbolgs may make 2 melee attacks per round with their sharp, deadly claws, inflicting 1d6 damage each.

Combat

Furbolgs lack metallurgy, and often trust in their claws and thick hides over manufactured arms and armor. Even so, trackers can use any weapon except crossbows and swords, and can use leather armor and shields.

Corruption Resistance

Generations of fel corruption at the hands of demons invading their forest homes have maddened countless furbolg tribes. Those lucky few who escape this fate have built up a resistance to fel magic and other forms of corruption, granting them a bonus to saving throws versus fear, charm, insanity, mind control, and other effects that cause loss of control and sense of self. This depends on the furbolg's CON score, as follows:

▶ 6 or lower: No bonus

▶ 7–10: +2

▶ 11–14: +3

▶ 15–17: +4

▶ 18: +5

Divine Magic

Spell casting: From 2nd level, due to a deep connection with the spirits of nature and the shamanic traditions of their people, a furbolg tracker gains the ability to cast spells. The power and number of spells available to a tracker are determined by the character’s experience level. Trackers use the druid spell list.

Natural Armor

Furbolgs have thick, furry hides in a range of colors which grant them a natural Armor Class of 7 [12]. Standard leather armor does not further improve their AC.

Tracking

Forbolg trackers can identify and follow, well, tracks. This skill has a chance of success equal to that of a ranger of the same level.

After Reaching 8th Level

A furbolg tracker may build a hunting lodge, attracting 2d6 apprentice furbolgs of 1st level. These apprentices will serve the character with some reliability so long as the tracker works to protect the land from corruption and despoliation; however, should any die, the PC will not be able to attract apprentices to replace them. Hunting lodges often take the form of huge, hollowed-out logs deep in the wilderness where game is plentiful.

Furbolg Tracker Level Progression


Level


XP


HD


THAC0

Saving Throws

Spells

D

W

P

B

S

1

2

3

1

0

1d8

19 [0]

12

13

14

15

16

-

-

-

2

2,250

2d8

19 [0]

12

13

14

15

16

1

-

-

3

4,500

3d8

19 [0]

12

13

14

15

16

2

-

-

4

10,000

4d8

17 [+2]

10

11

12

13

14

3

-

-

5

20,000

5d8

17 [+2]

10

11

12

13

14

3

1

-

6

40,000

6d8

17 [+2]

10

11

12

13

14

3

2

-

7

90,000

7d8

14 [+5]

8

9

10

11

12

3

3

-

8

150,000

8d8

14 [+5

8

9

10

11

12

3

3

1

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

"Basic Furbolg" by Chris Metzen

Furbolg (Species)

Requirements: Minimum CON 9, minimum STR 9
Ability modifiers: –1 INT, +1 STR
Languages: Alignment, Common, Ursine, Darnassian, Taur-ahe

Available Classes and Max Level

▶ Barbarian: 8th

Beast Master*: 8th

Druid: 7th

Fighter: 6th

Ranger: 8th

* Found in Necrotic Gnome's Carcass Crawler Issue #3, p 6-7.

Carry over the above class features for furbolg characters using the Character Races optional rule for Advanced Fantasy: Claws, Corruption Resistance, Natural Armor.

Furbolg Shaman by Samwise

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