Individual spirits temporarily split from an eternal global community of omnivorous trees
| Dral |
| Average Height 6'0" - 7'0" |
| Average Weight 160 - 280 lbs. |
| Ability Scores +2 Wisdom, +2 Strength or +2 Intelligence |
| Size Medium |
| Speed 6 squares |
| Vision Normal |
| Languages Common, Choice of one other |
| Skill Bonuses +2 History, +2 Nature |
| Plant Origin You are the younger, ambulatory stage of a powerful tree-like entity, and are considered a plant creature for the purpose of effects that relate to creature origin. |
| Will of the Dral You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects. |
| Trance Rather than sleep, dral enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. |
| Consult Dralmind You have the Consult Dralmind power. |
| Consult Dralmind |
| The racial memories of your ancient people lend insight to aid you. |
| Encounter |
| Action None; Range Personal |
| Trigger You make an attack roll, a saving throw, a skill check, or an ability check, and you dislike the result. |
| Effect You add 1d6 to the triggering roll. |
Although a dral may have its own personality and identity, it can never escape the knowledge that it is but a tiny part of an unimaginably large entity. The tree-like dral have survived millenia of disaster and war, and have always bent with the wind rather than be broken. Now the dral perceive that it is time to bend the wind.
Play a Dral if you want...
* to have dimly remembered connections to the memories of an entire ancient species.
* to balance your personal identity with that of your whole race.
* to be a member of a race that favors the avenger, invoker, and warden classes.
Free-spirited heirs of a legendary heritage who are always ready to work an angle
| Meeri |
| Average Height 5'0" - 5'8" |
| Average Weight 110 - 140 lbs. |
| Ability Scores +2 Charisma, +2 Intelligence or +2 Constitution |
| Size Medium |
| Speed 5 squares |
| Vision Low Light |
| Languages Common, Meeri |
| Skill Bonuses +2 Diplomacy, +2 Insight |
| Swim Speed You have a swim speed of 7. |
| Cold Reistance You have resistance to cold damage equal to 5 + one-half your level. |
| Child of Sea and Stars Once per encounter, you can use either the Cloud of Fog or Starfire power. |
| Cloud of Fog |
| A shroud of unnatural, impenetrable fog rises around you, hiding you from sight. |
| Encounter |
| Action Minor; Range Close burst 1 |
| Effect The burst creates a cloud of fog that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects. |
| Starfire |
| A flickering halo of silvery light surrounds the target, making it easier to hit. |
| Encounter |
| Action Minor; Range Ranged 10 |
| Target One creature. |
|
Attack Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level oand +8 bonus at 21st level. |
| Hit Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. |
| Special When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects. |
Inquisitive, individualistic, and often avaricious, the meeri have a reputation for being cunning merchants and masters of the arcane. In their attitude they bear little resistance to the diligent warrior-priests of ancient times who battled titans and summoned a god. Their purple and pink skin and tentacled faces can be unsettling to strangers, but they are so well-traveled that few can claim to be strangers to meeri.
Play a Meeri if you want...
* to be a hero who prefers not to be bound by authority.
* the be good at tricking, intimidating, or persuading others to do your will.
* to be a member of a race that favors the bard, warlock, and psion classes.
Draconic warriors infused with barely-controlled magical energy
| Wyrmtouched |
| Average Height 4'4" - 4'10" |
| Average Weight 140 - 180 lbs. |
| Ability Scores +2 Charisma, +2 Strength or +2 Dexterity |
| Size Medium |
| Speed 6 squares |
| Vision Darkvision |
| Languages Common, Noble Draconic, Vulgar Draconic |
| Skill Bonuses +2 Athletics, +2 Intimidate |
|
Strong Tail When an effect forces you to move--through a pull, push, or a slide--you can move 1 square less than the effect specifices. This means that an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone. |
| Wyrmstep You can use Wyrmstep as an encounter power. |
| Wyrmstep |
| Wild magic courses through your veins and causes your body to flicker in and out of reality. |
| Encounter |
| Action Minor; Range Personal |
| Effect You are phasing until the end of your next turn. |
Wyrmtouched are kith who have inherited the natural magical abilities of their draconic ancestors. They are somewhat larger than their kin, and their scales are often colored like those of a dragon. Wild magic sometimes burns from their eyes when they are enraged.
Their special status gives wyrmtouched automatic breeding rights, but that privilege often carries heightened expectations for greatness.
Play a wyrmtouched if you want...
* to look like a dragon.
* to be a mobile warrior, able to move through obstacles and even foes.
* to be a race that favors the sorcerer, barbarian, and paladin classes.
Raised from cast-offs to powerful warriors on their own merits, few are more proud
| Kith |
| Average Height 4'2" - 4'8" |
| Average Weight 135 - 165 lbs. |
| Ability Scores +2 Strength, +2 Dexterity or +2 Constitution |
| Size Medium |
| Speed 6 squares |
| Vision Darkvision |
| Languages Common, Vulgar Draconic |
| Skill Bonuses +2 Endurance, +2 Acrobatics |
|
Strong Tail When an effect forces you to move--through a pull, push, or a slide--you can move 1 square less than the effect specifices. This means that an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone. |
| Draconic Ferocity You have the Furious Assault power. |
| Draconic Ferocity |
| The wrath of your draconic ancestors burns inside you, giving strength to your attack. |
| Encounter |
| Action Free; Range Personal |
| Trigger You hit an enemy. |
| Effect The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't. |
No mere kobolds these, the kith are born to fight. Their culture is strictly meritocratic, and they place high value on expert craftsmen, productive harvesters, and victorious warriors. Nearly all kith are women, and the highest honor one can earn is the right to breed and strengthen the clan.
With the exception of a few "insane" members of their race, this right to continue their lines motivates most kith even when personal glory, wealth, or the strength of the clan does not.
Play a kith if you want...
* to be a powerful warrior, able of inflicting tremendous destruction.
* to seek glory in battle and with other feats of physical prowess.
* to be a race that favors the fighter, monk, and runepriest classes.
Small in stature, but masters of the open skies
| Vriak |
| Average Height 3'8" - 4'0" |
| Average Weight 60 - 80 lbs. |
| Ability Scores +2 Wisdom, 2 Dexterity or +2 Charisma |
| Size Small |
| Speed 5 squares |
| Vision Low Light |
| Languages Common, Vriak |
| Skill Bonuses +2 Perception, +2 Stealth |
| Group Awareness You grant non-vriak allies within 5 squares of you a +1 racial bonus to perception checks. |
| Falling Resistance Any place that the you have enough space to open your wings, you take no damage from falls. |
| Wing-Assisted Jumps Any place that you have enough space to open your wings, any jump you make is considered to have a running start. |
| Vriak Flight You can use Vriak Flight as an encounter power. |
| Vriak Flight |
| You spread your wings and take to the skies. |
| Encounter |
| Action Standard; Range Personal |
| Effect You gain Fly speed of 8 until the end of your next turn. You cannot use this power to hover. |
| Sustain As a Standard Action you sustain Vriak Flight until the end of your next turn. |
|
Special At level 11, this power's initiation and sustain action become Move actions.
At level 21, this power's initiation and sustain action become Minor actions. |
Vriaks prefer to live as simply and as close to nature as their circumstances allow. They guard their homelands using stealth and deadly arrows from the skies. Their homes tend to occupy high spaces like the tops of large trees or hills.
Vriaks tend to be quiet and introspective when among strangers or in dangerous situations, but rowdy and talkative when relaxed and among friends. They love music and good food, and flying in an open sky.
Play a Vriak if you want...
* to be able to fly.
* to lead your companions through the wild places of the world and attack your enemies from afar.
* to be a member of a race that favors the cleric, ranger and seeker classes.