Average Height: 5´ 8˝–6´ 3˝
Average Weight: 130–220 lb.
Ability Scores: +2 Charisma, and +2 Wisdom either +2 Intelligence or +2 Wisdom[D397:2]
Speed: 6 squares
Languages: Common, Telepathy 5 (you can communicate with any other creature that has a language and is within line of sight and 5 squares of you; this allows for two-way communication)
Skill Bonuses: +2 Insight, +2 to choice of one other
Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make the saving throw against the effect at the end of your turn.
You can use bastion of mental clarity as an encounter power.
(Bastion of mental clarity
kalashtar racial power
Range: Close burst 5
Trigger: an enemy hits or misses against the user’s Will defense
Target: the user and each ally within this power’s area of effect
Effect: “Each target gains a +4 power bonus to Will until the end of your next turn.”)
Average Height: 6’4"-7’2"
Average Weight: 200-270 lbs.
Ability Scores: +2 Dexterity; +2 Strength or Constitution
Speed: 7 squares
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Athletics
Heat Endurance: You gain a +4 racial bonus to Endurance checks made to endure heat or stifling heat.
Wild Step: You may ignore difficult terrain when you shift.
The Scent of Blood: You have the scent of blood power.
(The Scent of Blood Tigerfolk Racial Power
The scent of your blood drives you for a brief time, giving you a little bit of needed strength to continue fighting.
Free Action Personal
Trigger: You target an enemy with an attack whilst you are bloodied.
Effect: You gain a +1 bonus to the attack roll. If the attack hits, you gain temporary hit points equal to your Strength modifier.)
Average Height: 6´ 2˝–6´ 8˝
Average Weight: 220–320 lb.
Ability Scores: +2 Charisma, and either +2 Strength or +2 Constitution[U:E2][HotFK:240]
Speed: 6 squares (30 feet)
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.
(Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter + Acid, Cold, Fire, Lightning, or Poison
Minor Action Close blast 3
Target: All creatures in area
Attack: Strength + 2 vs. Reflex, Constitution + 2 vs Reflex, or Dexterity + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Increase to Consititution modifier damage at 21st level.
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power’s damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character’s life and do not change the power’s other effects.)
Average Height: 4´ 3˝–4´ 9˝
Average Weight: 160–220 lb.
Ability Scores: +2 Constitution, +2 Strength or Wisdom
Speed: 5 squares
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move
— through a pull, a push, or a slide — you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Stoic and peaceful denizens of the deep forest, and ferocious warriors when stirred into action.
Average Height: 7’11" – 9’2"
Average Weight: 270-300 lb.
Ability Scores: +2 Wisdom; +2 Strength or +2 Constitution
Speed: 7 squares
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Endurance
Fey Origin: You have the fey keyword, so you are considered a fey for the purpose of effects that relate to creature origin.
Animate Plant: You are an animate plant, and have the plant keyword. You do not need food, but you do need to breathe, and you need light and water on a daily basis. When you sleep or rest, you transform into a tree.
Forest Walk: You ignore difficult terrain if that terrain is the result of trees, underbrush, plants, or natural growth.
Sharp Claws: Your claws are melee weapons with which you are proficient. You have two sets of claws, one in each hand. Each set of claws is a part of the light blade and unarmed weapon groups, deals 1d6 damage, has a +3 proficiency bonus, and has the off-hand property. When you are holding an item in one of your hands, you cannot use the claws in that hand to attack. You can enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust.
Magic of the Trees: When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a hamadryad utility power (Heroes of the Feywild, pages 26 & 27) of the same level or lower.
Tree Stride: Once per day you may use the Tree Stride ritual (Player’s Hanbook 2, page 217) as if you have the Ritual Caster feat and without expending components.
Deceptive Veil: You have the deceptive veil power.
Tree Form: You have the tree form power.
(Deceptive Veil Dryad Racial Power
With a bit of old magic, you take on a more comely appearance.
At-Will Star.gif Illusion
Minor Action Personal
Effect: Using an illusion, you can disguise yourself as any medium humanoid, including a specific individual. You gain neither the abilities nor mannerisms of the chosen form, nor the tactile or audible properties of the chosen form. You can dispel the illusion as a free action. A successful insight check opposed by your bluff check penetrates the disguise.)
(Tree Form Dryad Racial Power
You turn into a tree in order to rest and recover your injuries.
At-Will Star.gif Polymorph
Standard Action Personal
Effect: You transform into a medium sized tree. While in tree form, you cannot attack or move, you gain resist 5 + half level to all damage except fire, and your healing surge value is one quarter your hit points + your Wisdom modifier. You can end this effect as a standard action. While in tree form, your equipment becomes part of your tree form and you continue to gain the benefits of the equipment you wear.)