IOMADI:
Born from the mother fox, the Iomadi were destined to lead…
Origin: Natural
Average Height: 5′4″-6′0″
Average Weight: 120–180 lb.
Ability Scores: +2 Strength, +2 Charisma or Intelligence.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, One other
Skill Bonuses: +2 Insight, +2 Diplomacy
Heritage: Iomadi qualify as human for prerequisites that require human as a race.
Iomadi Hardiness: Iomadi have a +1 bonus to Fortitude defense.
Iomadi Courage: While bloodied, Iomadi have a +1 bonus to attack rolls and saving throws against Fear.
Adaptability: At 1st level, choose an at-will power from any class. You can use that power as an encounter power.
Play a Iomadi if you want…
•To be one of the most numerous of Eden’s races.
•To be flexible, strong and sure of yourself.
•To be a member of a race that favors the cleric, paladin and warlord classes.
ATHIRUA:
Exotic and beautiful vagrants, roaming the land in search of purpose…
Origin: Natural
Average Height: 5′4″-5′10″
Average Weight: 125–150 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 7 squares
Vision: Low-Light Vision
Languages: Common, One Other
Skill Bonuses: +2 Acrobatics, +2 Diplomacy
Athirua Trick: You can use the “Prestidigitation” cantrip as an At-Will power.
Graceful Shift: You ignore difficult terrain when shifting, even if you use a power that allows you to shift more than one square.
Athirua Seduction: You can use the following power.
ATHIRUA SEDUCTION Athirua Racial Power
Your supernatural charm distracts your enemies.
Encounter @ Charm
Minor Action Ranged 5
Target: One creature
Attack: Charisma + 2 vs. Will
Increase to Charisma + 4 at 11th level and Charisma +6 at 21st level.
Hit: The target cannot see or hear your allies within 5 squares until the end of your next turn or until it is attacked by you or your allies. Your opponent is not aware you used this power unless it was aware of your allies before you used it.
Play an Athirua if you want…
•To attract the eyes and minds of all around you (for good or ill).
•To be an agile, attractive and exotic character.
•To confound your enemies with your beauty and cunning.
•To be a member of a class that favors the rogue, ranger and warlock classes.
CUPORO:
Short fey-like creatures of boundless energy and determination…
Origin: Fey
Average Height: 4′3″-4′10″
Average Weight: 90–130 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Elven
Skill Bonuses: +2 racial bonus to untrained skills. Increase to +3 at 21st level.
Cuporo Evasion: While bloodied, you gain a +1 bonus to all defenses.
Dabbler: At 1st level, you can choose an extra At-Will power from the Cleric, Fighter or Warlock classes. This power is learned addition to your At-Will powers from your class. If the power is an Implement power, you become able to (and must) use the proper Implement for that power depending on its class.
Play a Cuporo if you want….
•To be an otherworldly fey creature.
•To be knowledgeable in many trades.
•To be wise and well spoken beyond your years.
•To be a member of a race that favors the Paladin, Cleric and Warlock classes.
DAMAKRAN:
Cast out from the deadly seas, the shark people have adapted to land…
Origin: Natural
Average Height: 5′6″-6′4″
Average Weight: 130–240 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light Vision
Languages: Common, Deep Speech
Skill Bonuses: +2 Athletics, +2 Endurance
Water Adapted: Damakran have a racial swim speed equal to their land speed. They can remain underwater for an hour before succumbing to drowning. This does not prevent them from succumbing to drowning from powers, traps or rituals.
Damakran Resilience: You can use your second wind as a minor action.
Bloodhunger: You gain a +1 bonus to attack rolls against bloodied foes.
Spit Slime: You can use the following power.
SPIT SLIME Damakran Racial Power
You cough up slime at an opponent.
Encounter @ Acid or Cold or Poison
Standard Action Ranged 5
Target: One creature
Attack: Strength, Dexterity or Constitution + 2 vs. Reflex
Increase to Str/Dex/Con + 4 at 11th level and + 6 at 21st level.
Hit: 1d8 + Constitution modifier acid, cold or poison damage, and the target takes 5 more damage at the end of its next turn.
Level 21: 2d8 + Constitution modifier acid, cold or poison damage and 10 damage.
Special: When you create your character, choose Strength, Constitution or Dexterity as the ability score you use when making attacks with this power. In addition you choose the power’s damage type – Acid or Cold or Poison. These two choices remain through your character’s life.
Play a Damakran if you want…
•To be able to walk the land or swim in the rivers, lakes and oceans.
•To be a tough, strong, predatorial creature.
•To be a member of a race that favors the Fighter, Warlock and Ranger classes.
DROMIDAE:
The aberrant masters of the sky, come from the stars seeking earthbound life…
Origin: Aberrant
Average Height: 5′4″–5′10″
Average Weight: 120–150 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Deep Speech
Skill Bonuses: +2 History, +2 Perception
Perfect Lifeform: Dromidae have a +1 bonus to Fortitude, Reflex and Will defenses.
Psychic Ability: Dromidae can use the “Mage Hand” cantrip as an Encounter power.
Void Psychosis: You can use of the following power.
VOID PSYCHOSIS Dromidae Racial Power
You show an opponent a glimpse of alien horror…
Encounter @ Psychic
Minor Action Ranged 5
Target: One creature
Attack: Intelligence or Charisma + 2 vs. Will
Increase to Intelligence or Charisma +4 at 11th level and +6 at 21st level
Hit: 1d6 psychic damage and the target has a -2 penalty to attack rolls against you until the end of your next turn.
Level 11: 1d8 psychic damage
Level 21: 1d12 psychic damage.
Special: When you create your character, choose Intelligence or Charisma as the ability score you use when making attacks with this power. This choice remain through your character’s life.
Play a Dromidae if you want…
•To be a member of a strange and enigmatic race.
•To be intelligent and authoritative.
•To be an aberration walking within society.
•To be a member of a race that favors the Wizard, Cleric and Warlock classes.
RHONNU:
Devilish creatures with dark hearts and secret impulses…
Origin: Natural (Spirit)
Average Height: 5′0″-5′6″
Average Weight: 80-130 lbs
Ability Scores: +2 Constitution, +2 Intelligence
Size: Medium
Speed: 6 squares
Senses: Low-Light Vision
Language: Common, Infernal
Skill Bonuses: +2 Streetwise, +2 Bluff
Rhonnu Arrogance: Rhonnu have a +1 bonus to fortitude, reflex and will defenses.
Rhonnu Anger: Rhonnu have a +1 bonus to damage rolls when bloodied.
Coil Darkness: Rhonnu can use “Coil Of Darkness” as an encounter power.
COIL OF DARKNESS Rhonnu Racial
You strike your opponent with a fleeting ray of inky black threads that blinds him to your presence.
Encounter @ Necrotic
Standard Action Ranged 3
Attack: Constitution or Charisma + 2 vs Reflex
Increase to Constitution or Charisma +4 at 11th level and +6 at 21st level.
Hit: 1d6 + Constitution or Charisma modifier necrotic damage.
Level 21: 2d6 + Constitution or Charisma modifier necrotic damage
Effect: The target grants you combat advantage until the end of your next turn.
Special: When you create your character, choose Constitution or Charisma as the ability score you use when making attack rolls and damage rolls with this power. This choice remains throughout your character’s life.
Play a Rhonnu if you want…
•To be a spirit creature with a dark side.
•To unleash dark powers upon your enemies to gain an advantage.
•To be arrogant and ambitious.
•To be a member of a race that favors the warlock, warlord and rogue classes.
SETAH:
Lycanthrope offshoots, struggling with their inner beast…
Origin: Fey (Spirit)
Average Height: 5′5″-6′4″
Average Weight: 125-220 lbs
Ability Scores: +2 Strength, +2 Wisdom or Charisma
Size: Medium
Speed: 6 Squares
Senses: Darkvision
Languages: Common, one other
Skill Bonuses: +2 Perception, +2 Nature
Bloodreaver: You have a +1 bonus to attack rolls against bloodied enemies.
Fey Willpower: You have a +1 bonus to saving throws against Charm and Fear.
Animalistic Rage: Setah can use “Animalistic Rage” as an encounter power.
ANIMALISTIC RAGE Setah Racial
You draw upon your inner animal and strike ferociously against a single foe.
Encounter
Minor Action Personal
Effect: You gain a +2 bonus to the next attack roll and damage roll you make against the last creature to have dealt damage to you before the start of your turn, until the end of your next turn.
Play a Setah if you want…
•To be a beastial yet humanoid character.
•To be strong, swift and predatorial, and adept in the wilderness.
•To invoke an animal rage that lends you devastating combat power.
•To be a member of a race that favors the Ranger, Fighter and Paladin classes.
AINYU:
Minor celestial spirits trying to lead people to the right path…
Origin: Natural (Spirit)
Average Height: 5′5″-5′11″
Average Weight: 120-180 lbs
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 6 Squares
Senses: Normal
Languages: Common, Supernal
Skill Bonuses: +2 Religion, +2 Heal
Shield of the Holy Lords: You have 5 resistance against both necrotic and poison damage, a +1 bonus to your Fortitude defense and are immune to disease.
Radiant Light Array: You shed dim light to a distance of 3 squares.
Positive Potency: You regain 2 extra hit points whenever you would regain hit points, and your allies regain 2 extra hit points whenever they would regain hit points from a power you used. This improves to 4 at 21st level.
Swiftspark: You can use the Swiftspark racial power.
SWIFTSPARK Ainyu Racial
The motes of light that surround you soar towards an enemy and burn over it.
Encounter @ Radiant
Minor Action Ranged 5
Target: One creature
Attack: Wisdom or Charisma + 2 vs Reflex
Increase to Wisdom or Charisma +4 at 11th level and +6 at 21st level
Hit: All attacks against the target have combat advantage until the end of your next turn.
Special: When you create your character, choose 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.
Play an Ainyu if you want…
•To be a kind, warm, and friendly spirit.
•To turn others from evil actions and help them make amends.
•To stand as a beacon of goodness and community.
•To be a member of a race that favors the Cleric, Fighter and Wizard classes.
INAW:
From the flesh of another, a new race is born…
(Blood Servant)
Origin: Shadow (Undead)
Average Height: 5′4″-6′0″
Average Weight: 115-180 lbs
Ability Scores: +2 to any one physical ability score
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, One other
Skill Bonuses: +2 Athletics, +2 Acrobatics
Undead Traits: Inaw 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, Inaw have a +1 bonus to saving throws against Poison, Fear, Sleep and Charm effects.
Components: Inaw can attach components to the arms and shoulders. They suffer no penalty for attaching a two-handed weapon to a component slot in their main-hand arm.
Killing Mastery: Inaw have a +1 bonus to attack rolls against bloodied or helpless creatures.
Physical Defense: Inaw have a +1 bonus to AC and Fortitude defense.
(Adept Vassal)
Origin: Shadow (Undead)
Average Height: 5′2″-5′8″
Average Weight: 100-150 lbs
Ability Scores: +2 to any one mental ability score
Size: Medium
Speed: 6 squares
Vision: Low-Light Vision
Languages: Common, two others
Skill Bonuses: +2 Arcana, +2 Religion
Undead Traits: Inaw 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, Inaw have a +1 bonus to saving throws against Poison, Fear, Sleep and Charm effects.
Components: Inaw can attach components to the arms and shoulders.
Cantrips: As an Encounter power, an Inaw can use one of the Cantrips from the Wizard class. It chooses which Cantrip to use each time it uses the Encounter power.
Fortifying Mastery: Whenever an Inaw targets a bloodied ally with a utility power, the Inaw gains a +1 bonus to attack rolls until the end of its next turn.
Spell Defense: Inaw have a +1 bonus to Reflex and Will defense.
Note: Rules for component parts can be found here. Inaw use the same rules as the Warforged in this regard.
Play an Inaw if you want…
•To play as an undead, manufactured character.
•To have once been a servant to a dark and terrible lord.
•To be a member of a race that favors the Fighter, Ranger and Rogue classes (Blood Servant).
•To be a member of a race that favors the Wizard, Warlock and Cleric classes (Adept Vassal).





