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 | 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 |