Racial Passives are automatically granted at character creation based upon which race you choose. Many races are granted more than one Racial Passive.
Passive Type | Skill Name | Race Restriction | Class Restriction | Description |
---|---|---|---|---|
Racial | Willpower | High Elf | n/a | 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 | n/a | 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 | Ingenuity | Gnome | n/a | An uncanny ability to make split second adjustments to avoid a variety of disastrous failures. Re-roll any critical miss, miscast or misfire once per battle (must abide by second roll). |
Racial | Tunnel Sight | Mountain Dwarf, Hill Dwarf, Gnome | n/a | 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 | n/a | 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 | Lucky | Halfling | n/a | once per day, may re-roll a single undesirable dice roll, but must abide by second roll (this can include forcing an enemy to re-roll) |
Racial | Light of Foot | Halfling, Gnome, High Elf, Wild Elf | n/a | 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 | n/a | 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 | n/a | reputation gains with common and other mainstream groups are cut in half but doubled for outcast groups |
Racial | Half-Breed | Half-elf, Half-Orc | n/a | 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, Desert Anakim | n/a | 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 | n/a | add straight line distance (in inches) as a damage bonus to a single melee attack made after moving on foot |
Racial | Mule Kick | Centaur | n/a | 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 | n/a | 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, Anakim | n/a | larger than average race, must oversize all armor; +10% Critical Miss chance if wielding small weapons; gain 1 free Secondary Skill point into any Brute Skill during character creation |
Racial | Small Race | Halfling, Gnome | n/a | 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 | n/a | don't suffer the -1 movement penalty if not wearing footwear/armor |
Racial | Animal Feet | Kayden, Minotaur, Centaur | n/a | 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 | n/a | 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 |
Racial | Brute Magic | Anakim | n/a | Natural melee damage bonus from Strength is added as bonus spell power with spirit or faith powers |
Racial | Anakim Bloodline | Anakim | n/a | Anakim must select a bloodline, granting them two additional unique racial passives |
Racial | Thick Skinned | Hill Anakim, Hill Dwarf | n/a | Hill races are incredibly thick skinned due to exposure to the elements and gain +1 Max HP per level |
Racial | Voracious Hunger | Hill Anakim | n/a | Hill Anakim that have not eaten within the last 12 hours it may act irrationally or go into a feeding frenzy (GM can dictate behaviour as appropriate and may require resovle tests), for the duration suffer -3 disadvantage on all stat tests |
Racial | Toughness | Mountain Anakim | n/a | Tough races reduce all incoming damage by 1 (at lvl 1, by 2 at level 5, by 3 at level 9, by 4 at level 13, by 5 at level 17) |
Racial | Anablephobia | Mountain Anakim | n/a | Anablephobic races become unsettled when only open sky is overhead, suffering -3 disadvantage on all stat tests |
Racial | Fire Hardened | Volcanic Anakim | n/a | Fire hardened races reduce damage from fire and heat by half |
Racial | Cold Sensitivity | Volcanic Anakim | n/a | Cold sensitive races suffer double damage from frost and cold |
Racial | Frost Hardened | Arctic Anakim, Frost Dwarf | n/a | Frost hardened races reduce damage from frost or cold by half |
Racial | Heat Sensitivity | Arctic Anakim | n/a | Heat senstive races suffer double damage from fire and heat |
Racial | Willpower, Open-sky | Sky Anakim | n/a | Sky Anakim have exceptional willpower when open sky is overhead; 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 | Claustrophobia | Sky Anakim | n/a | Claustrophobic races become unsettled if they cannot see the sky or stand at their full height, suffering -3 disadvantage on all stat tests |
Racial | Amphibious | Sea Anakim | n/a | Can breath normally in and out of water, swim at 2x movement speed, and are naturally adapted for deep water pressures |
Racial | Xerophobia | Sea Anakim | n/a | Xerophobic races become unsettled if they cannot see water, suffering -3 disadvantage on all stat tests |
Racial | Natural Empath | Forest Anakim | n/a | Can keenly feel and understand the emotions, needs, or general well being of any beast or plant life, even allowing them to communicate on a simplistic 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 | Metal Aversion | Forest Anakim | n/a | May act irrationally around sources of metal, increasingly so as the amount of metal increases (GM can dictate behaviour as appropriate and may require resovle tests), while under the effects of this irrational behaviour they suffer -3 disadvantage on all stat tests |
Racial | Nomad | Desert Anakim | n/a | Nomadic races do not like to linger anywhere for too long, if spending more than 3 days in the same place (town, city, fortress, dungeon, cave, etc...) they suffer -3 disadvantage on all stat tests |
Racial | Darksight | Deep Anakim | n/a | Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Racial | Malformed | Deep Anakim | n/a | Malformed races are hideous to behold and permanently suffering -4 Charm and -1 Agility |
Racial | Subrace | Dwarf | n/a | This race has several subraces available, each adding two additional unique racial passives and providing a unique selection of racial secondary skills |
Racial | Bouyant | Island Dwarf | n/a | Bouyant races are naturally bouyant and will always float in water unless heavily weighed down |
Racial | Bravery | Island Dwarf | n/a | Every generation of island dwarf must overcome their fear of water, making them an exceptionally brave people group and granting +2 Advantage on any Resolve test |
Racial | Tunnel Fighting | Mountain Dwarf, Frost Dwarf | n/a | These dwarves are well adapted to fighting in cramped tunnels and excel at defending thier holdings beneath the surface, gaining +5 hit/cast with any type of attack while fighting underground or in tunnels |