Dray

RACIAL TRAITS

Average Height: 1,87m – 2,03m
Average Weight: 100kg – 145kg
Ability Scores: +2 Charisma, +2 Strength or +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
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 have the Dragon Breath power.
Dragonfear: You are naturally intimidating at the best of times, and when passion strike, you are positively terrifying. You have the Dragonfear racial power.

Dragon Breath
Dray Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
EncounterAcid, Cold, Fire, Lightning or Poison
Minor ActionClose Blast 3
Targets: 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 +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution 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.

Dragonfear
Dray Racial Power
Your presence causes enemies to quake and tremble.
EncounterFear
Minor ActionClose Burst 5 (increase to close burst 10 at 21st level)
Target: Each enemy in burst
Attack: Strength +2 vs. Will or Charisma +2 vs. Will
Level 11: Strength +4 vs. Will or Charisma +4 vs. Will
Level 21: Strength +6 vs. Will or Charisma +6 vs. Will
Hit: The target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn.

Created many centuries ago by the sorcerer-king of Giustenal to serve as a race of sorcerous warriors, dragonborn or dray, as they call them selves are a strong, resilient race of dragonlike humanoids. Most dray were cast out of their home by their creator, Dregoth, and a handful of dragonborn survived when Giustenal was destroyed. From those ancient refugees arose a race of mercenaries, sorcer ers, and slave traders known for their calculating (and sometimes duplicitous) ways.

The dragonborn are not a numerous people. They live in tight-knit clans that often share a secret citadel or tower in the wastes. Clan members roam far from their mysterious retreats, looking after the group’s interests. Some dragonborn clans take part in the slave trade, hiring raiders or mercenaries of other
races to serve as their slave catchers. Dragonborn who object to trafficking in slaves often earn a living as deal brokers, moneylenders, or speculators. They are also renowned as sorcerers for hire. Dragonborn clans strike deals with the sorcerer-kings of various city states, paying richly for licenses or dispensations to practice arcane magic in those locations. Nobles, wealthy merchants, and templars have need of a sorcerer clan’s services and pay very well for them. Naturally, members of the Veiled Alliance (and anyone else suspicious of arcane magic) regard dragonborn with suspicion.

Dragonborn live by a brutally pragmatic philosophy rooted in their exile from Giustenal. They tend to be avaricious, sly, and amoral, although they carefully observe the exact wording of any deal or bargain they strike, since it’s good business to have a reputation for living up to agreements. The dray learned long ago that they can rely only upon one another, and they are fiercely loyal to their clan brothers and sisters. A clan gathers from far and wide to avenge an insult or an injury to one of its own, and the group won’t rest until the vendetta is settled.

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Dray

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