Xefas
2008-05-29, 11:25 AM
http://www.wizards.com/dnd/images/dmag_gallery/100208.jpg
Silverbrow Human
Abilities: +2 to any one ability score, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Normal
----
Languages: Common, Draconic
Skills: +2 Bluff
----
Bonus Feat: Any one bonus feat
Feather Fall: Whenever you are knocked prone, make an immediate saving throw to remain standing.
Bonus Power: One extra at-will power from your class list
Deepwyrm Drow
Abilities: +2 Dex, +2 Cha
Size: Medium
Speed: 6 squares
Vision: darkvision
----
Languages: Common, Undercommon
Skills: +2 Bluff, +2 Stealth
----
Trance: Spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of your surroundings.
Deepwyrm Blessing: Once per encounter, you may use either Cloud of Darkness or Guise of the Wyrm.
{table=head]Guise of the Wyrm (Deepwyrm Drow Racial Power)
Magical darkness begins to swirl around your form, clouding the senses of all who look upon you, and making it difficult to tell exactly where you are.
Encounter
Minor Action * Personal
Effect: Make a Stealth check. Until the beginning of your next turn, any enemies who attempt to target you with an ability must first make a Perception check opposed by the Stealth check that you rolled. If their check fails, they must select an alternative target. Abilities that effect an area are not affected by Guise of the Wyrm.[/table]
{table=head]Cloud of Darkness (Drow Racial Power)
A cloud of darkness obscures you, but your vision pierces it.
Encounter
Standard Action * Close Burst 1
Effect: A cloud of darkness is created that lasts until the beginning of your next turn. The cloud blocks line of sight for all creatures except you. Any creature who is entirely within the cloud is blinded (you are immune).[/table]
Fireblood Dwarf
Abilities: +2 Con, +2 Wis
Size: Medium
Speed: 5 (Dwarves are not slowed by wearing heavy armor)
Vision: Normal
----
Languages: Normal, Dwarven
Skills: +2 Endurance, +2 Dungeoneering
----
Dwarven Resilience: Use Second Wind as a minor action
Fire Resistance: You have Resist Fire equal to 5 + ½ your level
Heat Resistance: +2 racial bonus on all saving throws against abilities with the Fire keyword.
Glimmerskin Halfling
Abilities: +2 Dex, +2 Cha
Size: Small
Speed: 6 squares
Vision: Normal
----
Languages: Common, Draconic
Skills: +2 Acrobatics, +2 Heal
----
Nimble Reactions: +2 AC against Opportunity Attacks
Bold: +5 racial bonus on all saving throws against fear
Defense Bonus: +1 Reflex
{table=head]Touch of Luck (Glimmerskin Halfling Racial Power)
Your luck is focused outward instead of inward.
Encounter
Immediate Interrupt
Trigger: An enemy hits one of your allies within 3 squares
Effect: Force the enemy to reroll the attack. The enemy must take the new roll, even if it is lower. This ability cannot be used on yourself.[/table]
Viletooth Dragonborn
Abilities: +2 Con
Size: Medium
Speed: 6 squares
Vision: Normal
----
Languages: Common, Draconic
Skills: +2 Intimidate, +2 Stealth
----
Aquatic: You can breathe water as well as air
Bonus Skill: Stealth
{table=head]Acidic Bite (Viletooth Dragonborn Racial Power)
You produce a deadly acid that can be ejected from glands in your mouth.
Encounter * Acid
Minor Action Melee
Target: Adjacent creature
Attack: Con vs Fortitude
Hit: 1d6 + Con modifier damage and 5 ongoing acid damage (save ends)[/table]
Frostblood Orc
Abilities: +2 Str, +2 Con
Size: Medium
Speed: 6 squares (8 when charging)
Vision: Low Light
----
Languages: Common, Orcish
Skills: +2 Endurance
----
Cold Resistance You have Resist Cold 5
Fire Vulnerability You have Vulnerable Fire 5
{table=head]Warrior’s Surge (Orc Racial Power)
Encounter * Healing, Weapon
Standard Action * Melee
Target: Adjacent creature
Attack: Str vs AC
Hit: 1[W] + Str mod damage and you spend a healing surge.[/table]
Forestlord Half-Elves
Abilities: +2 Con, +2 Dex
Size: Medium
Speed: 6 squares
Vision: Normal
----
Languages: Common, Elven, Draconic
Skills: +2 Stealth, +2 Insight
----
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can select feats that have either elf or human as a prerequisite, as long as you meet any other requirements.
{table=head]Luring Gaze
For a brief moment, you enter the target's mind and fill it with an unnatural compulsion to come and stand before you.
Encounter * Charm, Gaze
Minor Action * Ranged 10
Target: One Creature
Attack: Int, Wis, or Cha vs Will
Hit: The target is pulled 3 squares[/table]
Stonehunter Gnome
Abilities: +2 Int, +2 Con
Size: Small
Speed: 5 squares, Climb 5
Vision: Low Light
----
Languages: Common, Draconic
Skills: +2 Athletics, +2 Endurance, +2 Stealth, +2 Dungeoneering
----
Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.
Sunscorch Hobgoblin
Abilities: +2 Con, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-Light
---
Languages: Common, Goblin
Skills: +2 Athletics, +2 Bluff
---
Defense Bonus: +1 Fortitude
{table=head]Thunderclap
By clapping your equipment together, stomping your foot on the ground, or some similar act, your draconic nature takes effect, amplifying the sound to a loud boom.
Encounter * Thunder
Standard Action * Close Blast 3
Target: All creatures in blast
Attack: Str, Con, or Cha vs Fortitude
Hit: 1d6 + Str, Con, or Cha damage and the target is dazed for 1 round[/table]
Silverbrow Human
Abilities: +2 to any one ability score, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Normal
----
Languages: Common, Draconic
Skills: +2 Bluff
----
Bonus Feat: Any one bonus feat
Feather Fall: Whenever you are knocked prone, make an immediate saving throw to remain standing.
Bonus Power: One extra at-will power from your class list
Deepwyrm Drow
Abilities: +2 Dex, +2 Cha
Size: Medium
Speed: 6 squares
Vision: darkvision
----
Languages: Common, Undercommon
Skills: +2 Bluff, +2 Stealth
----
Trance: Spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of your surroundings.
Deepwyrm Blessing: Once per encounter, you may use either Cloud of Darkness or Guise of the Wyrm.
{table=head]Guise of the Wyrm (Deepwyrm Drow Racial Power)
Magical darkness begins to swirl around your form, clouding the senses of all who look upon you, and making it difficult to tell exactly where you are.
Encounter
Minor Action * Personal
Effect: Make a Stealth check. Until the beginning of your next turn, any enemies who attempt to target you with an ability must first make a Perception check opposed by the Stealth check that you rolled. If their check fails, they must select an alternative target. Abilities that effect an area are not affected by Guise of the Wyrm.[/table]
{table=head]Cloud of Darkness (Drow Racial Power)
A cloud of darkness obscures you, but your vision pierces it.
Encounter
Standard Action * Close Burst 1
Effect: A cloud of darkness is created that lasts until the beginning of your next turn. The cloud blocks line of sight for all creatures except you. Any creature who is entirely within the cloud is blinded (you are immune).[/table]
Fireblood Dwarf
Abilities: +2 Con, +2 Wis
Size: Medium
Speed: 5 (Dwarves are not slowed by wearing heavy armor)
Vision: Normal
----
Languages: Normal, Dwarven
Skills: +2 Endurance, +2 Dungeoneering
----
Dwarven Resilience: Use Second Wind as a minor action
Fire Resistance: You have Resist Fire equal to 5 + ½ your level
Heat Resistance: +2 racial bonus on all saving throws against abilities with the Fire keyword.
Glimmerskin Halfling
Abilities: +2 Dex, +2 Cha
Size: Small
Speed: 6 squares
Vision: Normal
----
Languages: Common, Draconic
Skills: +2 Acrobatics, +2 Heal
----
Nimble Reactions: +2 AC against Opportunity Attacks
Bold: +5 racial bonus on all saving throws against fear
Defense Bonus: +1 Reflex
{table=head]Touch of Luck (Glimmerskin Halfling Racial Power)
Your luck is focused outward instead of inward.
Encounter
Immediate Interrupt
Trigger: An enemy hits one of your allies within 3 squares
Effect: Force the enemy to reroll the attack. The enemy must take the new roll, even if it is lower. This ability cannot be used on yourself.[/table]
Viletooth Dragonborn
Abilities: +2 Con
Size: Medium
Speed: 6 squares
Vision: Normal
----
Languages: Common, Draconic
Skills: +2 Intimidate, +2 Stealth
----
Aquatic: You can breathe water as well as air
Bonus Skill: Stealth
{table=head]Acidic Bite (Viletooth Dragonborn Racial Power)
You produce a deadly acid that can be ejected from glands in your mouth.
Encounter * Acid
Minor Action Melee
Target: Adjacent creature
Attack: Con vs Fortitude
Hit: 1d6 + Con modifier damage and 5 ongoing acid damage (save ends)[/table]
Frostblood Orc
Abilities: +2 Str, +2 Con
Size: Medium
Speed: 6 squares (8 when charging)
Vision: Low Light
----
Languages: Common, Orcish
Skills: +2 Endurance
----
Cold Resistance You have Resist Cold 5
Fire Vulnerability You have Vulnerable Fire 5
{table=head]Warrior’s Surge (Orc Racial Power)
Encounter * Healing, Weapon
Standard Action * Melee
Target: Adjacent creature
Attack: Str vs AC
Hit: 1[W] + Str mod damage and you spend a healing surge.[/table]
Forestlord Half-Elves
Abilities: +2 Con, +2 Dex
Size: Medium
Speed: 6 squares
Vision: Normal
----
Languages: Common, Elven, Draconic
Skills: +2 Stealth, +2 Insight
----
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can select feats that have either elf or human as a prerequisite, as long as you meet any other requirements.
{table=head]Luring Gaze
For a brief moment, you enter the target's mind and fill it with an unnatural compulsion to come and stand before you.
Encounter * Charm, Gaze
Minor Action * Ranged 10
Target: One Creature
Attack: Int, Wis, or Cha vs Will
Hit: The target is pulled 3 squares[/table]
Stonehunter Gnome
Abilities: +2 Int, +2 Con
Size: Small
Speed: 5 squares, Climb 5
Vision: Low Light
----
Languages: Common, Draconic
Skills: +2 Athletics, +2 Endurance, +2 Stealth, +2 Dungeoneering
----
Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.
Sunscorch Hobgoblin
Abilities: +2 Con, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-Light
---
Languages: Common, Goblin
Skills: +2 Athletics, +2 Bluff
---
Defense Bonus: +1 Fortitude
{table=head]Thunderclap
By clapping your equipment together, stomping your foot on the ground, or some similar act, your draconic nature takes effect, amplifying the sound to a loud boom.
Encounter * Thunder
Standard Action * Close Blast 3
Target: All creatures in blast
Attack: Str, Con, or Cha vs Fortitude
Hit: 1d6 + Str, Con, or Cha damage and the target is dazed for 1 round[/table]