NAEKARA:
Noble spirits of the sky, that surrendered their gifts to live the rest of their days among those of the land…
Origin: Natural (Spirit)
Average Height: 5′0″-5′7″
Average Weight: 100-145 lbs
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 7 Squares
Senses: Low-Light
Languages: Common, Supernal
Skill Bonuses: +2 Athletics, +2 History
Windspeed: Naekara have a +1 bonus to Reflex defense. In addition, they have a +2 bonus to saving throws against Ongoing Fire or Cold damage.
Great Caution: You gain a +1 bonus to AC while bloodied.
Lift of the Winds: You can use the following power.
LIFT OF THE WINDS Naekara Racial
You catch a mystic draft and soar over the land.
Encounter
Move Action Personal
Effect: You fly 6 squares. You must end your movement on a stable surface or you fall gently to the ground.
Play a Naekara if you want…
•To be a spirit character with a limited ability to fly.
•To have lived a past life as a spirit and surrendered that power for mortality.
•To be a member of a race that favors the Rogue, Wizard and Ranger classes.
BIAUR:
Drawn from below ground by the lure of the sun, the jewel-bodied that once fought against a great evil…
Origin: Elemental (Spirit)
Average Height: 5′3″-5′10″
Average Weight: 115-150 lbs
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 Squares
Senses: Darkvision
Languages: Common, Primordial
Skill Bonuses: +2 Dungeoneering, +2 Nature
Reactive Hardening: While bloodied, Biaur have Resistance 3 to all damage. This improves to Resistance 5 at 21st level.
Light: Biaur can use the “Light” cantrip as an Encounter power.
Biaur Magic: Biaur can use the following two powers.
ABSORBING SKIN Biaur Racial
You hold a gem to your flesh and it is subsumed into your body, decorating the skin and changing hue to match that of your ear and head shards.
At-Will
Free Action Personal
Special: You can only use this power once per round on your turn.
Effect: You can subsume up to 10 lbs worth of objects that each weigh 1 lb or less into your skin. This is in addition to your ordinary carrying capacity and lasts until you choose to release the objects (as a free action) or are reduced to 0 hp.
SHARD EMISSION Biaur Racial
The crystal shards on your head and ears glow in tandem with your eyes and strike an opponent dumb.
Encounter @ Charm
Standard Action Ranged 5
Target: One creature
Attack: Intelligence or Wisdom + 2 vs Will
Increase to Intelligence or Wisdom + 4 at 11th level and + 6 at 21st level.
Hit: The target is dazed until the end of your next turn.
Special: Whenever you use this power, you can choose whether to use your Intelligence or Wisdom modifier for it.
Play a Biaur if you want…
•To be a member of a race of elemental humanoid spirits.
•To be an exotic race tied to gemstones and the underground, with rare and unique magical abilities.
•To be a member of a race that favors the Wizard, Cleric and Warlord classes.
RUAYNI:
Amoral creatures born from the shadows of the worst of human emotion…
Origin: Immortal (Spirit)
Average Height: 4′8″-5′6″
Average Weight: 90-135 lbs
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 Squares
Senses: Low Light
Languages: Common, Supernal
Skill Bonuses: +2 Bluff, +2 Diplomacy
Unholy Majesty: Ruayni have a +1 bonus to all defenses against attacks made by bloodied enemies.
Inspire Cunning: All non-Ruayni allies within 5 squares of the Ruayni have a +1 racial bonus to all Skill checks.
Prestidigitation: Ruayni can use the “Prestidigitation” cantrip as an Encounter power.
Lost Soul: The Ruayni can make use of the following racial power.
LOST SOUL Ruayni Racial
Your motes smother your opponent with vile thoughts and dreadful sensations…
Encounter @ Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Charisma + 2 vs Will
Increase to Charisma + 4 at 11th level or Charisma + 6 at 21st level.
Hit: 1d10 + Charisma modifier psychic damage.
Increase to 2d10 + Charisma modifier psychic damage at 21st level.
Effect: All attacks against the target have combat advantage until the end of your next turn.
Play a Ruayni if you want…
•To play a creature that is either evil or skirting the line close to it.
•To play a demonic creature led entirely by its emotions.
•To be a creature suited to close servitude of another.
•To be a member of a race that favors the Warlock, Paladin and Cleric classes.
NWAKO:
Once potent spirits of fire that surrendered their flames for the gift of mortality…
Origin: Natural (Spirit)
Average Height: 5′7″-6′5″
Average Weight: 135-200 lbs
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 Squares
Senses: Low-Light Vision
Languages: Common, Supernal
Skill Bonuses: +2 Athletics, +2 Nature
Blood Rage: Nwako have a +1 bonus to attack rolls while bloodied.
Nwako Resistance: Nwako have Resist 5 Fire and Cold damage and a +1 bonus to Fortitude defense.
Alternate Form: Nwako can take on the physical appearance of an Apekar as a minor action. They cannot attack while in this form and can return to normal as a minor action. This form gives them a +2 bonus to Bluff checks to disguise themselves.
Flaming Aura: The Nwako can use the following racial power.
FLAMING AURA Nwako Racial
You set ablaze an enemy trying to attack you.
Encounter @ Fire
Immediate Reaction Personal
Trigger: An enemy hits you with a melee attack.
Effect: The attacker takes 5 fire damage. This improves to 10 fire damage at 11th level and 15 fire damage at 21st level.
Play a Nwako if you want…
•To be a hot-headed spirit of fire.
•To play a swift, deadly hunter that can cloak itself in the guise of an Apekar.
•To be a member of a race that favors the Rogue, Fighter and Ranger classes.
NYOKA:
Descendants of the once-great Dragons, seeking ever greater challenges…
Origin: Natural (Spirit)
Average Height: 5′8″-6′9″
Average Weight: 140-320 lbs
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 6 Squares
Senses: Normal
Languages: Common, Draconic
Skill Bonuses: +2 Arcana, +2 Intimidate
Vestigial Wings: Nyoka have a +2 racial bonus to Athletics checks made to jump, and they are always treated as having taken a running start for the purposes of Athletics checks to jump.
Draconic Heritage: Depending on the type of dragon, the Nyoka has certain additional traits as listed below. You pick one type of dragon at character creation and once chosen, it cannot be changed.
Red – +1 bonus to Fortitude, Reflex and Will defense.
Black – Can use Second Wind as a minor action.
Blue – +1 bonus to Fortitude defense and one additional healing surge.
Green – +1 bonus to Will defense and ignores difficult terrain while shifting.
White – When first bloodied in an encounter, gains 10 temporary HP.
Breath Weapon: You can use the following racial power.
BREATH WEAPON Nyoka Racial
You spray a short burst of your elemental essence at an enemy.
Encounter @ Fire, Cold, Electricity, Acid, Poison
Standard Action Ranged 5
Target: One creature
Attack: Strength, Constitution or Dexterity + 2 vs Reflex
Increase to Strength, Constitution or Dexterity + 4 at 11th level and + 6 at 21st level.
Hit: 1d6 + Strength, Constitution or Dexterity modifier damage.
Increase to 2d6 + Strength, Constitution or Dexterity modifier at 11th level and 3d6 + Strength, Constitution or Dexterity damage at 21st level.
Special: Depending on your draconic heritage, modify the attack as follows.
Red – Ranged 10, Fire damage, +2 bonus to damage (+4 at 11th, +6 at 21st).
Black – Close Blast 3, each creature in blast, Acid damage
Blue – Area Burst 1 Within 10 Squares, each creature in burst, Electricity damage
Green – Ranged 20, 2d6 (3d6 at 11th, 4d6 at 21st) + Strength, Constitution or Dexterity modifier Poison damage.
White – Cold damage, you can spend a healing surge.
When you create your character, choose Strength, Constitution or Dexterity as the ability score you use when making attack rolls and damage rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.
Play a Nyoka if you want:
•To be a dragon-like humanoid character.
•To be a tough and arrogant character that can back up words with action.
•To have a draconic heritage and be a rarity even in Adel.
•To be a member of a race that favors the Warlord, Fighter and Wizard classes.
SIMULANT:
Created as killers by dark, unknown masters, Simulants now try to live on…
Origin: Aberrant
Average Height: 5′4″-5′8″
Average Weight: 120-160 lbs
Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 6 Squares
Senses: Darkvision
Languages: Common, Deep Speech
Skill Bonuses: +2 Perception, +2 History
Alien Anatomy: Simulants have an extra healing surge.
Sense Danger: Simulant have a +1 bonus to Initiative.
Killing Mastery: Simulants have a +1 bonus to attack rolls against Bloodied creatures.
Racial Powers: The Simulant can utilize the following two racial powers.
SLASHING TENTACLES Simulant Racial
Your arm “blooms” like a horrid flower into writhing, sharp-ended tentacles.
At Will @ Polymorph
Minor Action @ Personal
Effect: You sprout a number of tentacles that together constitute one weapon in one hand. The tentacles are treated as a melee weapon of the unarmed and light blade groups. It has a +3 proficiency bonus, deals 1d6 damage and has the “Off-Hand” property. You can use these tentacles with any “Weapon” keyword power or for basic attacks, and you can enchant them and disenchant them as though they were normal weapons. You can retract the tentacles as a minor action. You are proficient with your tentacles.
MINOR SHAPECHANGE Simulant Racial
You change minor aspects of your physical appearance.
At Will @ Polymorph
Minor Action @ Personal
Effect: You can change minor parts of your physical makeup, such as your eye color, hair color, skin pigmentation. You can cover minor scars, grow or shorten your hair. You can grow a foot taller or shorter and change your figure by up to fifteen lbs. This gives you a +5 bonus to Bluff checks to disguise yourself. You cannot take the form of a unique individual, and it is possible to identify you with the Insight skill.
Play a Simulant if you want…
•To be an aberrant shapechanger.
•To be a dark and mysterious character.
•To be a terrifying aberrant hunter that can take a lot of punishment.
•To be a member of a race that favors the Rogue, Warlock and Fighter classes.
UBIANI:
Frigid half-ghosts denied eternal rest, striving to lose their “new life” properly…
Origin: Shadow (Undead)
Average Height: Varies
Average Weight: Varies
Ability Scores: +2 to any one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, One Other
Skill Bonuses: +2 Stealth, +2 Religion
Undead Traits: Ubiani do not need to sleep, eat, drink or breathe, though they can pretend to do these. This does not render them immune to any effects, and they must still rest in order to recover powers and action points as normal. In addition, Ubiani have a +1 bonus to saving throws against Poison and Charm effects.
Border of Life: Ubiani gain a +1 bonus to attack rolls and all defenses while bloodied.
Past History: Ubiani count as any one other non-Spirit race of Natural or Fey origin for the purposes of racial feats (but not racial paragon paths). This race is selected at character generation and once chosen cannot be changed.
Ghost’s Walk: You can use the following power.
GHOST’S WALK Ubiani Racial
You tune into your ghostly side and vanish from the face of the earth.
Encounter @ Illusion
Minor Action Personal
Effect: You become invisible until the start of your next turn or until you attack.
Play an Ubiani if you want…
•To play a ghostly character.
•To play an undead creature with memories of a past life.
•To be able to excel at any class you choose.
ANPE:
Faery spirits that inhabit the land while longing for the sky…
Origin: Fey (Spirit)
Average Height: 4′0″ to 4′4″
Average Weight: 60-90 lbs
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Small (See “Being Small”, PHB).
Speed: 6 Squares, Fly 6 (Overland) (see “Limited Flight” below)
Senses: Darkvision
Language: Common, Elven
Skill Bonus: +2 Nature, +2 Perception
Fey Trickery: You have a +1 bonus to attack rolls against enemies suffering from an ongoing condition that a save can end.
Insect Stridulation: Anpe can use the “Ghost Sounds” cantrip as an Encounter power.
Skill Training: Anpe gain training in Athletics as a bonus skill.
Limited Flight: Anpe fly overland, cannot fly more than 2 squares off the ground, and cannot double move in flight. If wearing armor heavier than cloth or leather, they can’t fly.
Play an Anpe if you want…
•To be a graceful, flying faery spirit.
•To be an insect-like humanoid.
•To be exotic, wily and mischievous.
•To be a member of a race that favors the Ranger, Rogue and Wizard classes.





