Passive Skills represent skills that are either “always on” or skills that can only be used once per day but do not consume an instant or action. Typically they are not effected by Silence or other CC effects that prevent the use of skills. However GM discretion should be used to determine if a particular Passive Skill may not apply in a specific situation.
Passive skills are divided up into three categories:
Passive Type | Skill Name | Race Restriction | Class Restriction | Description |
---|---|---|---|---|
Racial | Willpower | High Elf | once/day, may elect at any time (even if critically hit) to automatically resist a single faith or spirit based attack, effect or de-buff | |
Racial | Animal Speech | Wild Elf | can understand animals and communicate with them on a basic level; may re-roll a failed Animal Training stat roll-off; during combat may dissuade animals from attacking (counts as an instant) if winning a charm vs resolve stat roll-off (results may vary by animal and effects are often temporary), if used against domestic/trained/mount animals the trainer/riders resolve may be used | |
Racial | Tunnel Sight | Dwarf, Gnome | retain a limited capacity to see in shades of grey while in natural subterranean darkness, at a range equal to 1/2 Perception | |
Racial | Implacable | Dwarf | Immune to all movement penalties, including difficult terrain and triple layering of armor but excluding those that effectively reduce movement to zero (i.e. Snared and Immobilized CC effects) | |
Racial | Light of Foot | Halfling, Gnome, Elf | Can sneak (move while hidden) at 3/4 speed instead of the regular 1/2 speed and always ignore naturally occuring Difficult Terrain movement penalties | |
Racial | Industrious | Human | Humans are exceptionally hard working and gain an additional secondary skill point at character creation, and again at level 5, 10, 15, and 20 | |
Racial | Outcast | Half-elf, Half-Orc | reputation gains with common and other mainstream groups are cut in half but doubled for outcast groups | |
Racial | Half-Breed | Half-elf, Half-Orc | may choose one other Racial Passive that represents a dominant trait from their elven or orcish heritage (I.e. Half-Orc could have Savagery or Thick Footed; while Half-elf could have Willpower, Animal Speech, or Light of Foot) | |
Racial | Savagery | Orc | after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of your NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration | |
Racial | Bull Charge | Minotaur | add straight line distance (in inches) as a damage bonus to a single melee attack made after moving on foot | |
Racial | Mule Kick | Centaur | can elect to make an additional 1d6 attack (frontal arc only) or an additional 3d6 attack (rear arc only), can equip + damage horseshoes to gain bonuses with Mule Kick | |
Racial | Flight | Kayden | can fly at twice their movement speed, distance is measured in 3D space, while airborne still count as moving even if stationary adding a further -5 to hit with ranged and reload-ranged weapons, can't wear back armor but have +3 armor from Dense Feathers | |
Racial | Large Race | Centaur, Minotaur | larger than average race, must oversize all armor; gain 1 free Secondary Skill point into any Brute Skill during character creation | |
Racial | Small Race | Halfling, Gnome | smaller than average race, must under-size all armor; +10% Critical Miss chance if wielding extra large (XL sized) weapons, however gain a natural +2 damage with any small (S sized) weapon that they have Proficiency with | |
Racial | Thick Footed | Halfling, Orc | don't suffer the -1 movement penalty if not wearing footwear/armor | |
Racial | Animal Feet | Kayden, Minotaur, Centaur | cannot wear conventional footwear/armor, but don't suffer the -1 movement penalty, can instead equip "beast" leg armor in their foot armor slot | |
Racial | Half-horse | Centaur | Centaurs do not benefit from mounted bonuses but always count as "Riding" for weapon bonuses; also cannot wear conventional leg or back armor, but instead use "horse" chest & shoulder armor respectively; can ignore penalty for not wearing leg armor | |
Title | Thrill Seeker | Barbarian, Marksman, Berserker | when attacking opponents that are 2 sizes larger than you, receive +3 damage and +10 hit with melee and ranged physical attacks, this bonus increases by +1 dam for every additional size beyond that | |
Title | Salute | Knight, Paladin, Samurai | when fighting a weaker and/or smaller opponent one-on-one the salute allows the combat to proceed without losing honor. This does not count as an instant or an action, but must still be stated prior to attacking. | |
Title | Heroism | Barbarian, Vigilante, Warrior | Once per day, activate at the start of your turn if standing alone in base contact with multiple targets that are at least the same size or larger than you; immediately us a single instant ability at no cost prior to taking the rest of your turn, and until no longer outnumbered if reduced below 0 HP may elect to remain conscious for an additional round and make an auto-crit main hand attack/skill | |
Title | Spirit Echo | Mage, Battlemage, Wizard | if spirit powers were used in a given combat, 25% chance that after the given combat has ended you will gain back 1d12+Intellect Spirit points | |
Title | Rousing Sermon | Cleric, Monk, Priest | Once per day may deliver an inspiring or condemning Sermon related to your chosen faith while in combat; must surrender an entire turn and become Vulnerable; if passing a Faith test entire party auto-hits their next attack OR all enemies that are from the 3rd Creation roll 1d10 where 1=convert & switch sides for battle, 2-3=convert & leave battle, 4-6= spend a turn pondering (Vulnerable), 7-9= become angry (+2 dam), 10= become enraged (+5 dam), generally does not work on PC's, NPC's, Bosses, or Mini-Bosses; if failing Faith test then Sermon has no effect and you lose all Faith | |
Title | Sneaky | Thief, Ranger, Assassin, Ninja | -3 Disadvantage when opponents are attempting to detect you while hiding | |
Title | Lawless | Vigilante, Zealot, Swashbuckler | when charged with lawless behaviour, arrested, put on trial, etc... Roll 1d10, 1=get off scot-free, 2-7=reduced sentence/effects, 8-10=no effect | |
Title | Lay on hands | Cleric, Priest, Paladin, Monk | once/day, bring targets health up by 50% of max, must touch, can be done in combat by using any healing power in base contact with target, effectively replacing that powers normal effects | |
Title | Survival Instincts | Shaman, Druid, Berserker, Ranger | receive a bonus +10% when resting and take 10% less damage from environmental effects and AoE style attacks | |
Title | Shield Master | Guardian | receive a bonus +5% block w/ shields and +2 dam to shield blows, cannot equip anything other than a shield in the off hand slot and cannot equip two handed melee weapons without the 'Shield' attribute or Strongman Rank 3, however may use crossbows while shield is equipped (deal with it your using a shield...) | |
Title | Challenge | Soldier, Warrior, Pit-Fighter | once/day, at the start of your turn you can challenge a single sentient target to single combat (circumstances permitting, i.e. typically needs to be a leader or commander of some kind), all other combat stops until challenge is resolved (by killing or knocking unconscious); winner = +5 hit/+1 dam for entire party, loser = entire party will flee until passing an resolve test, if target refuses then treat as a win for the challenger, cheat = auto lose | |
Title | Fanatical Beliefs | Zealot, Priest | once/day, may re-roll a failed Difficulty test | |
Title | Ninja...Vanish | Ninja | once/day, can always elect to hide regardless of LOS rules and current combat situation | |
Title | Deep Meditation | Runeweaver, Martial Artist, Shaolin | upgrades Standard Focus Meditation to also heal 1d6HP/2 lvls if not attacked or disrupted | |
Title | Final Absolution | Zealot | if convincing a target to admit to their crimes or profess their guilt, all future attacks made against that target have +50% critical hit chance until the target is slain | |
Title | Showmanship | Pit-Fighter, Marksman | Once per day, if fighting in front of an willing audience may re-roll a failed hit, this effect is refreshed if landing a killing blow | |
Title | Shield Wall | Guardian | Once per day, activate a the start of your turn, doubles the block chance or your shield but prevents any form of attacking, while active passing a strength test will knockback all targets in base contact by 1", effect lasts until failing to block (including due to a critical hit) or choosing to attack or otherwise voluntarily cancelling the effect | |
Title | Call of the Faithful | Cleric | Once per day, all friendlies within range equal to current Faith gain +3 Initiative (including Initiative Score), +3 Resolve and immediately loose any Vulnerable effects they current possess | |
Title | Kill Shot | Marksman | Once per day, roll vs. Perception to have your next ranged attack auto kill a target that is Large size or less, and is not a PC, NPC, boss, leader, commander, or other such special or named target; if failing immediately lose 2 Focus | |
Title | Tribal Power | Shaman, Priest | Once per day, may increase the critical cast chance of a power by 5% per tribe member or friendly in within 10" | |
Title | Foresight | Druid | Once per day, see a glimpse of future events just before they happen, in combat this can be used to force a target that hit you to to re-roll the hit (must keep second roll) | |
Title | Prophecy | Druid | Once per day, if first passing a Faith test receive a detailed prophetic vision of a future event or inspiration revelation, in combat must surrender an entire turn and become Vulnerable PRIOR to rolling but if successful entire party gains immediate gains a free turn; if failing lose all faith | |
Title | Rhythms of Magic | Runeweaver | Once per day, if switching Attunements immediately cast an additional Spirit instant that has +10% Critical Cast chance | |
Title | Cheat Death | Thief | once per day, if taking fatal damage passing a Stealth Check will instead reduce Stealth to 0 and HP to your choice of either 1 or 0 | |
Title | Bathe-in-Blood | Berserker | if you struck a killing blow on your previous turn you may surrender your turn to hide, even if in LoS of an opponent, and convert all Fury into Stealth | |
Title | Funeral Dirge | Swashbuckler | once per day, must pass a Stealth check, "you tell the tale of the target's death to them from the shadows..." the next 2 attacks of any kind you make against the target do max damage if they hit | |
Title | Swift Hunt | Ranger | once per day, pass a Stealth check to make a free move (up to your full movement stat) that does not reduce or break Stealth in any way; does not count as Disengaging from Combat | |
Title | Silent Death | Assassin | Once per day, if undetected and passing a Stealth test, your next melee or ranged attack silently auto kills a target that is Large size or less, and is not a PC, NPC, boss, leader, commander, or other such special or named target; if failing Stealth is reduced to zero and you are no longer hidden | |
Title | Harness Chi | Shaolin | If failing a difficulty roll may choose to lose HP instead of Faith at a rate of 2HP Faith lost | |
Title | From The Shadows | Ninja | once per day, must be in shadows, next set of fist/kick/strike actions does not reduce stealth and grants the additional ability to move up to 3" away from target without counting as Disengaging from Combat, these actions only gives away your positron if failing a Stealth Check, regardless of which arc they attack from | |
Title | Volatile Magic | Mage, Wizard | Once per day, all powers cast on your next turn count as being Volatile powers; If already Volatile, then double the Crit Fail and Crit Cast modifiers for Volatile powers. | |
Title | Nullify Magic | Battlemage | Once per day, reduce your Spirit to zero to prevent any Spirit power from being cast in a 10" radius around you for 1 round; any existing Spirit effects are treated as though a Mass Dispel was cast; effects friend and foe | |
Title | One-Against-Many | Martial Artist | When in base contact with multiple targets gain one extra instant per additional target (must still adhere to the 4-3-2 rule) | |
Title | Mounted Exemplar | Knight | While mounted, increase the range and effect of all active Oaths as though you were 2 levels higher than your current level (up to a maximum of 22) | |
Title | Anointed Virtue | Knight | May select two Virtues at the start of every battle instead of only one | |
Title | Relic Defender | Knight | While wielding or defending your relic gain +3 Advantage on all Resolve tests and re-roll the first failed Resistance check, block, parry, or wardoff each round | |
Title | Benediction | Priest | Once per day, generate 1 Action Points (AP) per 2 Faith consumed, may assign AP to friendlies w/in 10" (distributed as you see fit) to redeem at any time during their own turn; 1AP=free instant, 1AP=free move, 2AP=free action, (max one each) | |
Title | Crusaders Glory | Paladin | Immediately gain 1 Faith every time you land a killing blow against at target that is directly related to you current Crusade | |
Title | Bannerman | Samurai | While carrying the banner of your Shogun affixed to your armor (or otherwise under orders from your Shogun) re-roll any failed Resolve test | |
Title | Burden of Secrets | Monk | +5% Critical Cast and +5 Critical faith on all Faith Powers; if critically failing a Faith power lose 1 Faith | |
Title | Mindless Rage | Berserker | Start each battle with Fury equal to your current level, however if during the battle Fury drops below this amount you go into a mindless rage and always attack (or move to do so) the closest target whether friend or foe | |
Class | Hulk | Barbarian | Can choose to re-roll a HP dice upon level up (taking the higher of the two rolls), gain +1 fury each time causing damage (i.e. 1H wpn grants +2, crit +3; 2H wpn grants +3, crit +5) | |
Class | My Word is My Oath | Knight | Begin each battle with a number of codes pre-stacked equal to current honor divided by 5 (rounded up); Also begin each battle with an additional Oath activated above beyond your selected Oath or Virtue, as follows: Level 1-5 = 1 extra, Level 6-10 = 2 extra, Level 11-20 = 3 extra; may use an instant to swap out a single Oath or Virtue during battle | |
Class | Stance Mastery | Soldier | Offensive: melee strikes cost 2 less, Defensive: +5%/rank Block or Parry & taunt is free, Focus: +1 rng dam/rank, Warmaker: can use vigor ability on primary attack | |
Class | Arcane Mastery | Mage | When using powers from the Arcane Domain, gain +1/5 lvls damage and bonus critical hit chance equal to current Max Spirit divided by 20; all Arcane spirit costs are reduced by 10% (minimum 1 reduction but never reducing costs below 1) | |
Class | Elemental Mastery | Mage | When using powers from the Elemental Domain, gain +1/5 lvls damage and bonus critical hit chance equal to current Max Spirit divided by 20 | |
Class | Natural Mastery | Mage | When using powers from the Natural Domain, gain +1/5 lvls damage and bonus critical hit chance equal to current Max Spirit divided by 20 | |
Class | Dedication | Priest | All Tier0 powers become instant abilities and have no movement or defense penalties; can re-roll a failed difficulty test once per battle, if failing a second time subtract the faith for both failures, however, if passing the second roll, subtract the balance of 1 failure & 1 success; -1 difficulty to all Holy or Demonic Faith powers | |
Class | Master of Stealth | Thief | Stealth costs of all actions are reduced by 1; may re-roll any failed Stealth Check; taking a Stealth Check at the start of your turn to become undetected no longer not takes up an instant and instead is done for free | |
Class | Combo Strike | Martial Artist | If hitting with an unarmed attack or kick as an instant, the entire next action counts as a strike and adds current Focus as bonus physical damage. If attacking twice as part of a single action, the 2nd attack is guaranteed effects (unless glancing) so long as the first attack of the action hits. | |
Class | Blood and Honor | Vigilante | Anytime fury is consumed the next attempt at stacking a code has a +30% success. Anytime a code is stacked gain +1 fury. | |
Class | Bred for Battle | Warrior | All vigor/fury actions cost 1 less if they were preceded by an instant of the opposite type (i.e. Fury instant -> Vigor action OR Vigor instant -> Fury action) | |
Class | Elemental Fury | Shaman | Whenever inflicting damage with a power from the Elemental Domain gain +1 fury (+2 for a critical hit) and whenever using a fury ability your next offensive power from that base category has +10% crit; gain +2 damage with Elemental Shock and Strike powers; all Elemental spirit costs are reduced by 10% (minimum 1 reduction but never reducing costs below 1) | |
Class | Natural Fury | Shaman | Whenever inflicting damage with a power from the Natural Domain gain +1 fury (+2 for a critical hit) and whenever using a fury ability your next offensive power from that base category has +10% crit; gain +2 damage with Natural Shock and Strike powers | |
Class | Militant Faith | Zealot | If using a faith-based ability to benefit a party member or inflict damage, gain +1 fury (2 if crit). Also, gain +1 to their difficulty roll if they caused physical damage in previous round; -1 difficulty to any direct-target offensive Faith powers | |
Class | Caged Fury | Berserker | Passively gain 1 fury per round of combat while hiding; any stealth ability that does not cause direct damage generates 1 fury; using ANY fury instant or action immediately cancels hiding but converts all available Stealth directly into Fury (up to max Fury); cannot Hide again until Fury returns to zero | |
Class | Foul Temper | Pit-Fighter | whenever Focus is lost as a result of failing a Resolve test, immediately gain 50% of fury max on top of current fury | |
Class | The Best Defense | Guardian | If using an instant Honor skill of any kind to defend an ally, the next Vigor action has +10hit & +1dam per 5 lvls; activating Defensive Stance or any Vigor skill with a taunt effect also allows a chance to stack a code | |
Class | Spiritual Authority | Wizard | Consuming a code returns 0.5 spirit/lvl and any time a spell causes a critical hit automatically gain an extra code stack; all Natural spirit costs are reduced by 10% (rounded up to 1 but never reducing costs below 1) | |
Class | Selfless Resolve | Paladin | If using an honor-based ability to benefit a party member in a given round (including oaths), any faith power used that same round has -1 difficulty | |
Class | Teller of Tales | Swashbuckler | Successfully stacking a code causes next stealth ability to have +2 hit/lvl, using a non-direct damage stealth ability causes next code consumed to count has having 1 bonus stack, & so long as stealth is >= 50, cannot lose honor | |
Class | Honor in Battle | Samurai | While any oath is active, any damage taken that is 5 or less does not reduce focus and as such, no Resolve test is required (stacks with similar Specialist Skills); any time a 'Perfect' is scored automatically gain an extra code stack | |
Class | Adrenaline Casting | Battlemage | While in base contact with an enemy, can use a non-melee action-based spirit powers as an instant if self-casting or casting on a target that is not in base contact (LOS still applies), but if doing so cannot cast for your action; gain +10 to hit with Shock and Strike powers or physical attacks that have been Imbued; gain +10 to all resistances while any self-cast Ward power is active | |
Class | Warrior Priest | Cleric | If in close combat gain +0.5%crit & +1 hit & +0.5dam per lvl on melee-based offensive powers & all defensive powers; bonus doubles if used a vigor action in previous turn | |
Class | Hit and Run | Ranger | If Ranger used a stealth ability (actions only) in the previous round gain +1 movement this round and moving out of base contact does not count as disengaging from combat, after moving regain 1 vigor | |
Class | Unwavering Aim | Marksman | Any time a 'Perfect' is scored automatically gain 2 vigor per 5 lvls. Any time a 'Critical' is scored with a Vigor ability gain +1 to next focus dice roll | |
Class | Arcane Insight | Druid | Any successful Spirit power from the Arcane Domain generates 1 Faith; Faith can also be consumed in place of Spirit to cast Arcane powers | |
Class | Elemental Insight | Druid | Any successful Spirit power from the Elemental Domain generates 1 Faith; Faith can also be consumed in place of Spirit to cast Elemental powers | |
Class | Natural Insight | Druid | Any successful Spirit power from the Natural Domain generates 1 Faith; Faith can also be consumed in place of Spirit to cast Natural powers; Natural Domain spirit costs are reduced by 10% (minimum 1 reduction but never reducing costs below 1); -1 difficulty to all Primal Faith powers | |
Class | Utility Caster | Assassin | Spells that do not cause direct damage of any kind (i.e. crowd control, buffs, de-buffs, etc...) cost 15% less spirit to cast (cannot reduce cost below 1) and increase stealth by 1d4; | |
Class | Arcane Focus | Runeweaver | Any time a 'Perfect' is scored the next Arcane Domain power costs half as much and has +1% crit per level, also self-casting any Arcane 'Boon', 'Empower', 'Ward', or 'Shield' Spirit power automatically regenerates 1 focus; upgrades standard Focus Meditation to allow simultaneous use of Spiritual Attunement | |
Class | Elemental Focus | Runeweaver | Any time a 'Perfect' is scored the next Elemental Domain power costs half as much and has +1% crit per level, also self-casting any Elemental 'Boon', 'Empower', 'Ward', or 'Shield' Spirit power automatically regenerates 1 focus; upgrades standard Focus Meditation to allow simultaneous use of Spiritual Attunement | |
Class | Natural Focus | Runeweaver | Any time a 'Perfect' is scored the next Natural Domain power costs half as much and has +1% crit per level, also self-casting any Natural 'Boon', 'Empower', 'Ward', or 'Shield' Spirit power automatically regenerates 1 focus; upgrades standard Focus Meditation to allow simultaneous use of Spiritual Attunement | |
Class | Pacifist | Monk | If in the previous round the monk caused no direct damage they gain +10% crit chance w/ faith powers and have -1 required stealth per 5 lvls; also -1 difficulty & no Stealth loss for any Faith power that heals or directly benefits a party member | |
Class | Meditative Faith | Shaolin | When using standard Focus Meditation may also simultaneously activated any Tier0 Faith power; successful faith actions cause next unarmed/kick to do 50% more damage; -1 difficulty to all Psionic Faith powers | |
Class | Silent Killer | Ninja | While hiding kicks/fist attacks count as strikes, if preceded by a stealth instant then focus actions gain +1 dam/5 lvls; if using both a focus instant and action in the same round only apply the stealth reduction for the instant; Focus Meditation can be activated for free when spending a whole turn to hide |