Chapter 7 Origins

7.1 Human

7.1.1 Origin Stats

Size Medium
Movement 6
Main Racial Ability Choose any
Secondary Racial Ability -
Race Skill List -

7.1.2 Origin Features

Human of Action: When you take a Full Rest, gain an additional Action Point.
+1 to Action Point Checks.
Gain Advantage on attacks made with an Action Point.

Human Recovery: When using Second Wind, you can roll a save to avoid spending a Vitality point. Gain +3 Surge Value (increase to +6 at level 11, +12 at level 21).

Human Skill: Gain Skill Training as a bonus feat.

7.2 Elf

7.2.1 Origin Stats

Size Medium
Movement 7
Main Racial Ability Dexterity
Secondary Racial Ability Wisdom or Charisma
Race Skill List Perception, Nature

7.2.2 Origin Features

Elven Step: Each turn, you can ignore 1 square of extra movement cost due to Difficult Terrain.

Elven Accuracy: Gain the Elven Accuracy power.

7.2.3 Origin Powers

Elven Accuracy - Elf 1

Utility - Encounter

Free Action (Interrupt) - (Trigger: You miss an enemy with an attack) -

Effect: You reroll the attack against the triggering enemy.

7.3 High Elf

7.3.1 Origin Stats

Size Medium
Movement 6
Main Racial Ability Wisdom
Secondary Racial Ability Charisma or Intelligence
Race Skill List Arcana, Lore

7.3.2 Origin Features

Elvish Beauty: Enemies you haven’t attacked on your last turn gain -1 Hit against you.

Elvish Charm: Gain the Elvish Charm power.

7.3.3 Origin Powers

Elvish Charm - Elf 1

Utility - Encounter - Reliable

Minor Action - Ranged 5 - targets an enemy you haven’t attacked this turn. - Primary Ability +2 vs Wil

Effect: You Charm the target until end of your next turn.
(A Charmed enemy can’t attack you, is not affected by your Taunts, and doesn’t provoke Opportunity Attacks from you. Effect ends when you attack the target).

7.4 Halfling

7.4.1 Origin Stats

Size Small
Movement 6
Main Racial Ability Dexterity
Secondary Racial Ability Charisma or Constitution
Race Skill List Stealth, Trickery

7.4.2 Origin Features

Halfling Nimbleness: Resist(Opportunity Attacks).

Halfling Dodge: Gain the Halfling Dodge power.

Halfling Innocence: Partial Resist(Psychic)

7.4.3 Origin Powers

Halfling Dodge - Halfling 1

Utility - Encounter

Minor Action -

Effect: The next time an enemy attack hits you before the end of the encounter, reroll the attack with -1 Crit Range.

7.5 Dwarf

7.5.1 Origin Stats

Size Small
Movement 6
Main Racial Ability Constitution
Secondary Racial Ability Wisdom or Strength
Race Skill List Endurance, Lore

7.5.2 Origin Features

Dwarven Stubbornness: Reduce enemy Forced Movement against you by 1.
When you are knocked Prone, you can roll a save to avoid the Prone condition.
Ignore any Armor Speed Penalty.

Dwarven Resilience: You can use Second Wind as a Move Action.

Dwarven Gut: Partial Resist (Poison)

7.6 Goliath

7.6.1 Origin Stats

Size Medium
Movement 6
Main Racial Ability Strength
Secondary Racial Ability Constitution or Wisdom
Race Skill List Athletics, Nature

7.6.2 Origin Features

Long Limbs: Gain Melee Reach 2 and +2 Range on ranged attacks.

Goliath Resistance: Gain the Goliath Resistance Power.

7.6.3 Origin Powers

Goliath Resistance - Goliath 1

Utility - Encounter

Minor Action -

Effect: Until end of next turn, gain Resist (All)

7.7 Orc

7.7.1 Origin Stats

Size Medium
Movement 6
Main Racial Ability Strength
Secondary Racial Ability Constitution or Dexterity
Race Skill List Authority, Endurance

7.7.2 Origin Features

Orc Toughness: Gain +3 HP (increase to +6 at level 11, +12 at level 21).

Orc Smash: Gain the Orc Smash power.

7.7.3 Origin Powers

Orc Smash - Orc 1

Attack - Encounter

Minor Action -

Effect: The next time you hit an enemy before the end of the encounter, deal +1d8 and Push 3.

Level 11: 2d8 damage.
Level 21: 3d8 damage.

7.8 Dragonfolk

7.8.1 Origin Stats

Size Medium
Movement 6
Main Racial Ability Charisma
Secondary Racial Ability Strength or Constitution
Race Skill List Authority, Athletics

7.8.2 Origin Features

Dragon Scales: Resist (Missed Attacks), Resist (Fall Damage).

Dragon Breath: Gain the Dragon Breath power.

7.8.3 Origin Powers

Dragon Breath - Dragonfolk 1

Attack - Encounter

Minor Action - Close Blast 3 - Primary Ability vs Ref

Hit: 1d10 damage of the chosen type.

Special: When you gain this power, choose Fire, Cold, Lightning, Poison or Physical. This attack deals damage of that type.

Level 11: 2d10 damage.
Level 21: 3d10 damage.