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- LONGNECK
- RACIAL TRAITS
- Average Height: 4'5" - 6'5"
- Average Weight: 100lbs - 300lbs
- Ability Scores: +2 Strength, +2 Constitution
- Size: Medium
- Speed: 5 squares
- Vision: Normal
- Languages: Common, Longneck
- Skill Bonuses: +2 Endurance, +2 Perception
- 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.
- Scenting: You ignore the effects of Concealment, but not Total Concealment.
- Longneck Weapon Proficiency: You gain Proficiency in the Quarterstaff and Maul.
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- HARPY
- RACIAL TRAITS
- Average Height: 3'4" - 5'
- Average Weight: 50lbs - 100lbs
- Ability Scores: +2 Dexterity, +2 Charisma
- Size: Medium
- Speed: 5 squares, Fly 5 (Hover)
- Vision: Normal
- Languages: Common, Aviar
- Skill Bonuses: +2 Acrobatics, +2 Intimidate
- Harpy Tactics: You can use Harpy Tactics as an at-will power.
- Harpy Tactics - Racial Power
- You avoid your enemy’s blow and cleverly slink past his defences.
- At-Will
- Immediate Reaction, Personal
- Trigger: You are missed by a melee attack.
- Effect: You shift 1 square.
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- SERTHIS
- RACIAL TRAITS
- Average Length: 10'-15"
- Average Weight: 500lbs - 1000lbs
- Ability Scores: +2 Intelligence, +2 Charisma
- Size: Medium
- Speed: 7 squares
- Vision: Low-Light
- Languages: Common, Serpen
- Skill Bonuses: +2 Stealth, +2 Thievery
- Venomtouched: +5 racial bonus to saving throws against poison.
- Coiled Balance: You ignore the effects of non-magical Difficult Terrain. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
- Serpent's Coils: You gain the Serpent's Coils Racial power.
- Serpent's Coils - Serthis Racial Power
- You snatch a creature up in your coils and squeeze them, preventing them from moving.
- Encounter, Standard Action
- Target: One creature
- Attack: Dexterity + 4 (6 at 11 th level and 8 at 11 st level) vs. Reflex
- Hit: 1d6 + Dexterity modifier damage, and you grab the target. You may not take a move action for the duration of the grab. The target takes Your Strength modifier in damage for the duration of the grab. A saving throw ends both the grab and ongoing damage.
- Level 11: 1d6 + Dexterity modifier damage. Level 21: 3d6 + Dexterity modifier damage.
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- CENTAUR
- RACIAL TRAITS
- Average Height: 5' - 7'
- Average Weight: 600lbs - 1500lbs
- Ability Scores: +2 Dexterity, +2 Strength
- Size: Medium
- Speed: 7 squares
- Vision: Normal
- Languages: Common, Tauric
- Skill Bonuses: +2 Diplomacy, +2 Athletics
- Centaur Weapon Proficiency: You gain Proficiency in the Longbow, Crossbow, and Spear.
- Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
- Overpowering Charge: When you make a Bull Rush, the target falls prone as well as being pushed.
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- TALONOK
- RACIAL TRAITS
- Average Height: 3'-4'9"
- Average Weight: 40lbs - 70lbs
- Size: Medium
- Speed: 4 squares, Fly 6 (Hover)
- Vision: Normal
- Languages: Common, Aviar
- Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
- Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
- CORVEN:
- Ability Scores: +2 Dexterity, +2 Wisdom
- Skill Bonuses: +2 Arcana, +2 Insight
- RAPTORIK:
- Ability Scores: +2 Dexterity, +2 Strength
- Skill Bonuses: +2 Acrobatics, +2 Perception
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