unbound:classes:hybrid
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unbound:classes:hybrid [2024/05/12 16:12] – created tailkinker | unbound:classes:hybrid [2024/09/29 03:42] (current) – [Preferred Weapon] tailkinker | ||
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===== Hybrid Classes ===== | ===== Hybrid Classes ===== | ||
- | When you choose Hybrid as your class, you must immediately choose two different classes. | + | When you choose Hybrid as your class, you must immediately choose two different classes. |
===== Attributes ===== | ===== Attributes ===== | ||
- | Each of your Hybrid classes will grant improvement to your attributes. | + | Each of your Hybrid classes will grant improvement to your attributes. |
===== Stamina ===== | ===== Stamina ===== | ||
Line 21: | Line 21: | ||
===== Training ===== | ===== Training ===== | ||
- | Choose any four skills, | + | Each of your Hybrid class options will grant you training in two or more different |
+ | |||
+ | If your Hybrid | ||
===== Defences ===== | ===== Defences ===== | ||
- | Add your level to the defences that match your key attributes from your Hybrid classes. | + | Each Hybrid class option allows you to train one defence. |
===== Basic Attacks ===== | ===== Basic Attacks ===== | ||
You have received basic combat training only. However, if you have selected certain classes among your Hybrid classes, you gain additional basic attacks based on their abilities. | You have received basic combat training only. However, if you have selected certain classes among your Hybrid classes, you gain additional basic attacks based on their abilities. | ||
- | |||
- | [[unbound: | ||
- | |||
- | [[unbound: | ||
- | |||
- | [[unbound: | ||
- | |||
- | [[unbound: | ||
**Melee**: | **Melee**: | ||
Line 49: | Line 43: | ||
===== Milestones ===== | ===== Milestones ===== | ||
- | The Hybrid' | + | The Hybrid' |
===== Hybrid Features ===== | ===== Hybrid Features ===== | ||
- | When you select the Hybrid as your class, choose one Heroic feature from each of your two Hybrid classes, and add them to your character. | + | When you select the Hybrid as your class, choose one Heroic feature from //each// of your two Hybrid classes, and add them to your character. |
+ | |||
+ | Whenever you purchase a Class Feature as an upgrade, you may select this upgrade from either | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Bard ===== | ||
+ | |||
+ | When you select Bard as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Charisma by +1. Your Charisma defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | Place one training rank in both Performance and Lore. As usual, you must choose specializations for both of these skills. | ||
+ | |||
+ | ==== Vicious Mockery ==== | ||
+ | |||
+ | You learn to heckle your foes so thoroughly that it can cause them physical pain. Gain the following basic attack. | ||
+ | |||
+ | **Vicious Mockery**: | ||
+ | * **Hit**: | ||
+ | * **Miss**: | ||
+ | |||
+ | ==== Inspiration ==== | ||
+ | |||
+ | As a Bard, your primary duty is to keep your team in fighting trim, and your most important tool is your ability to inspire them. | ||
+ | |||
+ | You begin each battle with a number of Inspiration points equal to your Victories. | ||
+ | |||
+ | As a two-second action, you may choose a single ally that you can see and grant them one of your Inspiration points. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Berserker ===== | ||
+ | |||
+ | If you choose the Berserker as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Body by +1. Your Body defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | Choose one of the following combat skills, and place one training rank in that skill: | ||
+ | |||
+ | ==== Melee Focus ==== | ||
+ | |||
+ | The damage inflicted by your melee basic attack increases to 3[W] at Level 3, and to 4[W] at Level 5. | ||
+ | |||
+ | ==== Rage ==== | ||
+ | |||
+ | Hitting you only makes you more angry. | ||
+ | |||
+ | You may add your Rage to any damage inflicted by a melee or unarmed strike that you make. However, at the end of your turn, if you have not made an attack, and have not been attacked since the end of your last turn, you lose all of your accumulated Rage. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Druid ===== | ||
+ | |||
+ | When you select Druid as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Foresight by +1. Your Foresight defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You receive one training rank in each of | ||
+ | [[unbound: | ||
+ | [[unbound: | ||
+ | |||
+ | ==== Melee Focus ==== | ||
+ | |||
+ | The damage inflicted by your melee basic attack increases to 3[W] at Level 3, and to 4[W] at Level 5. | ||
+ | |||
+ | ==== Spellcasting ==== | ||
+ | |||
+ | Every Druid learns at least the basics of magic. | ||
+ | |||
+ | Choose three Power 1 spells from the Natural Tradition, and add them to the list of spells that you know. Whenever you gain a level, choose three additional spells, whose Power does not exceed your new level, and add them to the list of spells that you know. | ||
+ | |||
+ | Your spells are powered by Æther, in the same manner as most other casters. | ||
+ | |||
+ | Remaining Æther is lost at the end of the encounter. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Duelist ===== | ||
+ | |||
+ | When you choose Duelist as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Agility by +1. Your Agility defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You receive one training rank in each of | ||
+ | [[unbound: | ||
+ | [[unbound: | ||
+ | |||
+ | ==== Melee Focus ==== | ||
+ | |||
+ | The damage inflicted by your melee basic attack increases to 3[W] at Level 3, and to 4[W] at Level 5. | ||
+ | |||
+ | ==== Panache ==== | ||
+ | |||
+ | To the Duelist, it is not enough to simply defeat your foes; you must do it with // | ||
+ | |||
+ | The artful dance of dodging and parrying fuels the Duelist' | ||
+ | |||
+ | When you make a melee attack of any sort against a foe, and are not using a heavy weapon, you may spend one point of Panache. | ||
+ | |||
+ | === Finishing Moves === | ||
+ | |||
+ | A Duelist who has Panache may use Finishing Moves against a foe. However, not only must the Duelist have Panache to use a Finishing Move, but they must also have favour on the attack roll against that foe. If you choose to spend Panache to get that favour, you must still have Panache remaining to use the Finishing Move. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Guardian ===== | ||
+ | |||
+ | If you choose the Guardian as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Body by +1. Your Body defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You are trained in shields. | ||
+ | [[unbound: | ||
+ | [[unbound: | ||
+ | [[unbound: | ||
+ | [[unbound: | ||
+ | [[unbound: | ||
+ | The chosen skill receives one training rank. | ||
+ | |||
+ | ==== Melee Focus ==== | ||
+ | |||
+ | The damage inflicted by your melee basic attack increases to 3[W] at Level 3, and to 4[W] at Level 5. | ||
+ | |||
+ | ==== Grit ==== | ||
+ | |||
+ | The Guardian can shrug off pain and ignore impacts. | ||
+ | |||
+ | While you have any points of Grit, you can reduce the stamina damage that you take from any attack by an amount equal to your Grit. Damage that is going straight to hit points cannot be reduced via Grit. | ||
+ | |||
+ | ==== Guardian' | ||
+ | |||
+ | **Time Required**: | ||
+ | |||
+ | The Guardian can single out one foe for special attention. | ||
+ | |||
+ | If the Marked foe makes an attack that does not include you among its targets, that attack suffers slight. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Mage ===== | ||
+ | |||
+ | If you choose Mage as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Education by +1. Your Education defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You receive one training rank in both [[unbound: | ||
+ | |||
+ | ==== Stamina ==== | ||
+ | |||
+ | Reduce your initial stamina by five. | ||
+ | |||
+ | ==== Cantrip ==== | ||
+ | |||
+ | The Mage gains the ability to cast a magical attack, called a Cantrip, as a ranged basic attack. | ||
+ | |||
+ | **Cantrip**: | ||
+ | * **Hit**: | ||
+ | * **Miss**: | ||
+ | |||
+ | ==== Spellcasting ==== | ||
+ | |||
+ | The Mage is, of course, centered around their ability to cast spells. | ||
+ | |||
+ | Choose five Power 1 spells from the Arcane Tradition, and add them to the list of spells that you know. Every time you gain a level, choose five additional spells from the Arcane Tradition, whose Power does not exceed your level, and add them to the list of spells that you know. | ||
+ | |||
+ | Unlike other casters, you do not always have access to all of your spells. | ||
+ | |||
+ | Your spells are powered by Æther. | ||
+ | |||
+ | Remaining Æther is lost at the end of the encounter. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Ranger ===== | ||
+ | |||
+ | When you select the Ranger as one of your Hybrid classes. you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Dexterity by +1. Your Dexterity defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You receive one training rank in each of | ||
+ | [[unbound: | ||
+ | [[unbound: | ||
+ | |||
+ | ==== Combat Focus ==== | ||
+ | |||
+ | Choose either melee or ranged. | ||
+ | |||
+ | ==== Hunter' | ||
+ | |||
+ | **Time Required**: | ||
+ | |||
+ | The Ranger tends to choose a single target and attempt to destroy it as quickly as possible. | ||
+ | |||
+ | When initiative is rolled, you may immediately Mark a foe that you can see as a free action. | ||
+ | |||
+ | ==== Focus ==== | ||
+ | |||
+ | At the start of any turn in which you have a foe Marked, you gain one Focus, to a maximum equal to your level. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Rogue ===== | ||
+ | |||
+ | If you select the Rogue as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ===== Attribute and Defences ===== | ||
+ | |||
+ | Increase your Dexterity by +1. Your Dexterity defence is trained. | ||
+ | |||
+ | ==== Melee Focus ==== | ||
+ | |||
+ | The damage inflicted by your melee basic attack increases to 3[W] at Level 3, and to 4[W] at Level 5. | ||
+ | |||
+ | ===== Skills ===== | ||
+ | |||
+ | You receive one training rank in [[unbound: | ||
+ | |||
+ | ==== Focus ==== | ||
+ | |||
+ | A Rogue is able to influence the battlefield by making subtle, tactical strikes designed to disrupt their foes. At the start of each of their turns, the Rogue gains one point of Focus, to a maximum equal to their Level. | ||
+ | |||
+ | When the Rogue strikes a foe and inflicts damage, they may expend one point of Focus. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Savant ===== | ||
+ | |||
+ | When you choose the Savant as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Education by +1. Your Education defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You receive one training rank in [[unbound: | ||
+ | |||
+ | ==== Combat Focus ==== | ||
+ | |||
+ | Choose either melee or ranged. | ||
+ | |||
+ | ==== Gnosis ==== | ||
+ | |||
+ | The Savant is able to analyze the battlefield and direct their allies to the most effective outcome. | ||
+ | |||
+ | Whenever an ally makes an attack, the Savant may use their reaction and expend one point of Gnosis in order to grant that ally favour on their attack roll. | ||
+ | |||
+ | === Intuitive Defences === | ||
+ | |||
+ | The Savant is always prepared for the possibility that they may come to harm, and typically have a small supply of treatments for various conditions. | ||
+ | |||
+ | In addition, whenever the Savant spends Gnosis points for any reason, they receive a temporary bonus to one of their attribute defences until the end of their next turn. This bonus is equal to one plus the number of Gnosis points spent. The Savant chooses the defence at the moment that they spend their Gnosis points. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Sorcerer ===== | ||
+ | |||
+ | Wehn you select the Sorcerer as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Foresight by +1. Your Foresight defence is trained. | ||
+ | |||
+ | ==== Bloodline ==== | ||
+ | |||
+ | One of your ancestors was a powerful magical being. | ||
+ | You gain that Bloodline' | ||
+ | |||
+ | You must select one Corruption from the list for your Bloodline. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You receive skill training based on your Bloodline, as detailed in your Bloodline' | ||
+ | |||
+ | ==== Spellcasting ==== | ||
+ | |||
+ | The ability to cast spells is one of the more central powers granted to a Sorcerer. | ||
+ | |||
+ | Your spells are powered by Æther. | ||
+ | |||
+ | Choose two Power 1 spells from the spell list for your Bloodline, and add them to the list of spells you know. Every time you gain a level, choose one additional spell from your Bloodline list whose Power does not exceed your level, and add them to the list of spells you know. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Templar ===== | ||
+ | |||
+ | When you select the Templar as one of your Hybrid classes, you gain the following statistics and features. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Charisma by +1. Your Charisma defence is trained. | ||
+ | |||
+ | ==== Deity ==== | ||
+ | |||
+ | You must select a [[unbound: | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | You start with one training rank invested in [[unbound: | ||
+ | |||
+ | ==== Spellcasting ==== | ||
+ | |||
+ | Templars believe that their faith grants them access to magic, allowing them to perform miracles in the name of their deity. | ||
+ | |||
+ | You have access to all spells whose Power is equal to or less than your level, that appear on the list of Divinities to which you have access. | ||
+ | |||
+ | As with all spellcasters, | ||
+ | |||
+ | ==== Preferred Weapon ==== | ||
+ | |||
+ | Every deity offers a preferred weapon. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Warrior ===== | ||
+ | |||
+ | When you choose Warrior as one of your Hybrid classes, you gain the following features and statistics. | ||
+ | |||
+ | ==== Attribute and Defences ==== | ||
+ | |||
+ | Increase your Agility by +1. Your Agility defence is trained. | ||
+ | |||
+ | ==== Skills ==== | ||
+ | |||
+ | Choose one of the following skills, and place one training rank in it: | ||
+ | [[unbound: | ||
+ | |||
+ | |||
+ | ==== Melee Focus ==== | ||
+ | |||
+ | The damage inflicted by your melee basic attack increases to 3[W] at Level 3, and to 4[W] at Level 5. | ||
+ | |||
+ | ==== Combat Style ==== | ||
+ | |||
+ | Choose one of the following styles and apply it to your character. | ||
+ | |||
+ | === Colossus === | ||
+ | |||
+ | Warriors who choose the Colossus Combat Style are towering behemoths clad in heavy armor, but remaining surprisingly nimble despite the mass of their defence. You are trained to use shields. | ||
+ | |||
+ | === Sentinel === | ||
+ | |||
+ | This Combat Style represents the stalwart guardians who stand at the forefront of battle, wielding a weapon in one hand and a shield in the other. | ||
+ | |||
+ | === Vanguard === | ||
+ | |||
+ | The Vanguard chooses heavier weapons rather than heavier defences. | ||
+ | |||
+ | ==== Defensive Mark ==== | ||
- | Whenever | + | Those who would ignore |
unbound/classes/hybrid.1715530335.txt.gz · Last modified: by tailkinker