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unbound:classes:hybrid [2024/08/01 23:54] – [Training] tailkinkerunbound:classes:hybrid [2024/09/29 03:42] (current) – [Preferred Weapon] tailkinker
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 ===== Training ===== ===== Training =====
  
-Each of your Hybrid class options will grant you training in two or more different skills.  In addition, choose a number of skills equal to your Education score, and place one in each chosen skill's trainming ranks.+Each of your Hybrid class options will grant you training in two or more different skills.  In addition, choose a number of skills equal to one plus your Education score, and place one in each chosen skill's trainming ranks.
  
 If your Hybrid classes offer the same skill---for example, both Ranger and Druid offer Nature---you may choose any other skill to train in place of one of the duplicates.  However, if both offer Lore skills, you may instead choose to take an additional specialization in Lore. If your Hybrid classes offer the same skill---for example, both Ranger and Druid offer Nature---you may choose any other skill to train in place of one of the duplicates.  However, if both offer Lore skills, you may instead choose to take an additional specialization in Lore.
 +
 ===== Defences ===== ===== Defences =====
  
-Each Hybrid class option allows you to add your level to one defence.  As with attributes, however, if your Hybrid classes share an attribute, you will have to pick a different defence, as described in the entries.+Each Hybrid class option allows you to train one defence.  As with attributes, however, if your Hybrid classes share an attribute, you will have to pick a different defence, as described in the entries.
  
 ===== Basic Attacks ===== ===== Basic Attacks =====
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 ===== Milestones ===== ===== Milestones =====
  
-The Hybrid's training is more diverse and complex than for other classes, due to their need to study two completely different fields.  **For a Hybrid, the cost to purchase an upgrade is equal to the character's level plus four**, rather than the character's level plus three.+The Hybrid's training is more diverse and complex than for other classes, due to their need to study two completely different fields.  **For a Hybrid, the cost to purchase an upgrade is equal to the character's level plus five**, rather than the character's level plus four.
  
 ===== 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.  You also gain any features listed in the Hybrid section of that class.+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.  You also gain any features listed in the section below for that class.
  
-Whenever you purchase a Class Feature as an upgrade, you may select this upgrade from either of your classes.  However, you may only select feature of Champion level or higher if you already have a feature from that class of the immediately lower level.+Whenever you purchase a Class Feature as an upgrade, you may select this upgrade from either of your classes.  However, you may only choose Class Feature if you have one from that class of the level immediately prior to it.  For example, if you wish to gain a Level 3 feature from one of your classes, you must already have a Level 2 feature from that class. 
 + 
 +----
  
 ===== Bard ===== ===== Bard =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Charisma by +1.  You may add your level to your Charisma defence.  If your other Hybrid class is Templar, choose one of the following defences instead:  Dexterity, Education or Foresight.+Increase your Charisma by +1.  Your Charisma defence is trained.  If your other Hybrid class is Templar, choose one of the following defences instead:  Dexterity, Education or Foresight.
  
 ==== Skills ==== ==== Skills ====
  
 Place one training rank in both Performance and Lore.  As usual, you must choose specializations for both of these skills. Place one training rank in both Performance and Lore.  As usual, you must choose specializations for both of these skills.
- 
  
 ==== Vicious Mockery ==== ==== Vicious Mockery ====
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 As a two-second action, you may choose a single ally that you can see and grant them one of your Inspiration points.  You may only do this if that ally currently does not have Inspiration granted by you.  When that ally makes a skill check, which can include an attack roll, they may expend that point of Inspiration to grant themselves favour on the roll.  They must choose to do this before rolling the dice. As a two-second action, you may choose a single ally that you can see and grant them one of your Inspiration points.  You may only do this if that ally currently does not have Inspiration granted by you.  When that ally makes a skill check, which can include an attack roll, they may expend that point of Inspiration to grant themselves favour on the roll.  They must choose to do this before rolling the dice.
 +
 +----
  
 ===== Berserker ===== ===== Berserker =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Body by +1.  You may add your level to your Body defence.  If your other Hybrid class is the Guardian, choose one of the following defences instead:  Dexterity, Education, Foresight.+Increase your Body by +1.  Your Body defence is trained.  If your other Hybrid class is the Guardian, choose one of the following defences instead:  Dexterity, Education, Foresight.
  
 ==== Skills ==== ==== Skills ====
  
 Choose one of the following combat skills, and place one training rank in that skill:  [[unbound:skills:blades|Blades]], [[unbound:skills:blunt|Blunt Weapons]], [[unbound:skills:polearms|Polearms]], [[unbound:skills:unarmed|Unarmed Combat]], [[unbound:skills:unbalanced|Unbalanced Weapons]].  Then choose one of the following skills, and place one training rank in the chosen skill:  [[unbound:skills:acrobatics|Acrobatics]], [[unbound:skills:athletics|Athletics]], [[unbound:skills:bows|Bows]], [[unbound:skills:insight|Insight]], [[unbound:skills:intimidation|Intimidation]], [[unbound:skills:nature|Nature]], [[unbound:skills:perception|Perception]], [[unbound:skills:survival|Survival]]. Choose one of the following combat skills, and place one training rank in that skill:  [[unbound:skills:blades|Blades]], [[unbound:skills:blunt|Blunt Weapons]], [[unbound:skills:polearms|Polearms]], [[unbound:skills:unarmed|Unarmed Combat]], [[unbound:skills:unbalanced|Unbalanced Weapons]].  Then choose one of the following skills, and place one training rank in the chosen skill:  [[unbound:skills:acrobatics|Acrobatics]], [[unbound:skills:athletics|Athletics]], [[unbound:skills:bows|Bows]], [[unbound:skills:insight|Insight]], [[unbound:skills:intimidation|Intimidation]], [[unbound:skills:nature|Nature]], [[unbound:skills:perception|Perception]], [[unbound:skills:survival|Survival]].
 +
 +==== 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 ==== ==== Rage ====
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 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. 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 ===== ===== Druid =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Foresight by +1.  You may add your level to your Foresight defence.  If your other Hybrid class is the Sorcerer, you instead choose one of the following defences:  Agility, Body, Charisma.+Increase your Foresight by +1.  Your Foresight defence is trained.  If your other Hybrid class is the Sorcerer, you instead choose one of the following defences:  Agility, Body, Charisma.
  
 ==== Skills ==== ==== Skills ====
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 [[unbound:skills:Nature]] and  [[unbound:skills:Nature]] and 
 [[unbound:skills:Survival]]. [[unbound:skills:Survival]].
 +
 +==== 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 ==== ==== Spellcasting ====
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 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. 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.
- 
-Each Order (with the exception of the Order of the Wild Form) will receive one additional spell at each level.  However, that spell must be chosen from a specific Sphere. 
  
 Your spells are powered by Æther, in the same manner as most other casters.  At the beginning of every encounter, you will have Æther equal to your current Victories.  If you are in a natural setting, you automatically gain one Æther at the start of your turn;  otherwise, you must take a quick action to recover one Æther.  Either way, you can only regain one Æther per turn, and the maximum amount of Æther that you can have is equal to your level plus your Foresight. Your spells are powered by Æther, in the same manner as most other casters.  At the beginning of every encounter, you will have Æther equal to your current Victories.  If you are in a natural setting, you automatically gain one Æther at the start of your turn;  otherwise, you must take a quick action to recover one Æther.  Either way, you can only regain one Æther per turn, and the maximum amount of Æther that you can have is equal to your level plus your Foresight.
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 Remaining Æther is lost at the end of the encounter. Remaining Æther is lost at the end of the encounter.
  
-If you are a Ranger, and a member of the Order of the Wild Hunt, you gain only two spells per level, but may add one additional spell from each of the Beast and Plant Spheres, per level, to your list of spells known.+----
  
 ===== Duelist ===== ===== Duelist =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Agility by +1.  You may add your level to your Agility defence.  If your other Hybrid class is the Warrior, choose one of the following defences instead:  Dexterity, Education or Foresight.+Increase your Agility by +1.  Your Agility defence is trained.  If your other Hybrid class is the Warrior, choose one of the following defences instead:  Dexterity, Education or Foresight.
  
 ==== Skills ==== ==== Skills ====
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 [[unbound:skills:Blades]] and  [[unbound:skills:Blades]] and 
 [[unbound:skills:Insight]]. [[unbound:skills:Insight]].
 +
 +==== 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 ==== ==== Panache ====
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 To the Duelist, it is not enough to simply defeat your foes;  you must do it with //style!//  At the start of each combat, the Duelist receives one point of Panache for every Victory that their party has claimed. To the Duelist, it is not enough to simply defeat your foes;  you must do it with //style!//  At the start of each combat, the Duelist receives one point of Panache for every Victory that their party has claimed.
  
-The artful dance of dodging and parrying fuels the Duelist's style.  At the start of your turn, if your character was attacked //and missed// since the end of your previous turn, you gain one point of Panache, to a maximum of your level plus your Style's attribute (Foresight for the Cunning Strategist, Charisma for the Gallant Blade, or Dexterity for the Keen Edge).+The artful dance of dodging and parrying fuels the Duelist's style.  At the start of your turn, if your character was attacked //and missed// since the end of your previous turn, you gain one point of Panache, to a maximum of your level.
  
 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.  If you do so, you take favour on your attack roll against that foe, and may embellish the description of your attack. 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.  If you do so, you take favour on your attack roll against that foe, and may embellish the description of your attack.
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 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. 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 ===== ===== Guardian =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Body by +1.  You may add your level to your Body defence.  If your other Hybrid class is the Berserker, choose one of the following defences instead:  Dexterity, Education, Foresight.+Increase your Body by +1.  Your Body defence is trained.  If your other Hybrid class is the Berserker, choose one of the following defences instead:  Dexterity, Education, Foresight.
  
 ==== Skills ==== ==== Skills ====
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 [[unbound:skills:unbalanced|Unbalanced Weapons]].   [[unbound:skills:unbalanced|Unbalanced Weapons]].  
 The chosen skill receives one training rank. 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 ==== ==== Grit ====
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 If the Marked foe makes an attack that does not include you among its targets, that attack suffers slight. If the Marked foe makes an attack that does not include you among its targets, that attack suffers slight.
 +
 +----
  
 ===== Mage ===== ===== Mage =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Education by +1.  You may add your level to your Education defence.  If your other Hybrid class is the Savant, choose one of the following defences instead:  Agility, Body, Charisma.+Increase your Education by +1.  Your Education defence is trained.  If your other Hybrid class is the Savant, choose one of the following defences instead:  Agility, Body, Charisma.
  
 ==== Skills ==== ==== Skills ====
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 The Mage is, of course, centered around their ability to cast spells.  Your spellcasting skill is Arcana. The Mage is, of course, centered around their ability to cast spells.  Your spellcasting skill is Arcana.
  
-Choose six Power 1 spells from the Arcane Tradition, 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.  You must Prepare Spells at the start of each day.  By default, a Mage can prepare two spells of each Power that they can cast, plus additional spells whose total Power does not exceed their Education score.+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.  You must Prepare Spells at the start of each day.  By default, a Hybrid Mage can prepare one spell of each Power that they can cast, plus additional spells whose total Power does not exceed their Education score.
  
 Your spells are powered by Æther.  Once per round, you may take a one-second action to draw Æther from the environment.  The maximum amount of Æther you can store is equal to your Level plus your Education score. Your spells are powered by Æther.  Once per round, you may take a one-second action to draw Æther from the environment.  The maximum amount of Æther you can store is equal to your Level plus your Education score.
  
 Remaining Æther is lost at the end of the encounter. Remaining Æther is lost at the end of the encounter.
 +
 +----
  
 ===== Ranger ===== ===== Ranger =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Dexterity by +1.  You may add your level to your Dexterity defence.  If your other Hybrid class is Rogue, you must choose an alternate defence from the following list:  Agility, Body, Charisma.+Increase your Dexterity by +1.  Your Dexterity defence is trained.  If your other Hybrid class is Rogue, you must choose an alternate defence from the following list:  Agility, Body, Charisma.
  
 ==== Skills ==== ==== Skills ====
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 [[unbound:skills:nature|Nature]] and [[unbound:skills:nature|Nature]] and
 [[unbound:skills:stealth|Stealth]].   [[unbound:skills:stealth|Stealth]].  
 +
 +==== Combat Focus ====
 +
 +Choose either melee or ranged.  The damage inflicted by your basic attack of the chosen type increases to 3[W] at Level 3, and to 4[W] at Level 5.
  
 ==== Hunter's Mark ==== ==== Hunter's Mark ====
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 At the start of any turn in which you have a foe Marked, you gain one Focus, to a maximum equal to your level.  If you begin combat with a foe Marked (either because you were tracking it, or because you Marked them as a free action when initiative was rolled), you begin that combat with Focus equal to your current Victories. At the start of any turn in which you have a foe Marked, you gain one Focus, to a maximum equal to your level.  If you begin combat with a foe Marked (either because you were tracking it, or because you Marked them as a free action when initiative was rolled), you begin that combat with Focus equal to your current Victories.
 +
 +----
  
 ===== Rogue ===== ===== Rogue =====
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 ===== Attribute and Defences ===== ===== Attribute and Defences =====
  
-Increase your Dexterity by +1.  You may add your level to your Dexterity defence.  If your other Hybrid class is Ranger, you must choose an alternate defence from the following list:  Agility, Body, Charisma.+Increase your Dexterity by +1.  Your Dexterity defence is trained.  If your other Hybrid class is Ranger, you must choose an alternate defence from the following list:  Agility, Body, Charisma
 + 
 +==== 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 ===== ===== Skills =====
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 When the Rogue strikes a foe and inflicts damage, they may expend one point of Focus.  If they do so, the target that they struck becomes [[unbound:conditions:dazed|Dazed]] until the end of that target's next turn. When the Rogue strikes a foe and inflicts damage, they may expend one point of Focus.  If they do so, the target that they struck becomes [[unbound:conditions:dazed|Dazed]] until the end of that target's next turn.
 +
 +----
  
 ===== Savant ===== ===== Savant =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Education by +1.  You may add your level to your Education defence.  If your other Hybrid class is the Mage, choose one of the following defences instead:  Agility, Body, Charisma.+Increase your Education by +1.  Your Education defence is trained.  If your other Hybrid class is the Mage, choose one of the following defences instead:  Agility, Body, Charisma.
  
 ==== Skills ==== ==== Skills ====
  
 You receive one training rank in [[unbound:skills:lore|Lore]], and must choose //two// specialties for Lore. You receive one training rank in [[unbound:skills:lore|Lore]], and must choose //two// specialties for Lore.
 +
 +==== Combat Focus ====
 +
 +Choose either melee or ranged.  The damage inflicted by your basic attack of the chosen type increases to 3[W] at Level 3, and to 4[W] at Level 5.
  
 ==== Gnosis ==== ==== Gnosis ====
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 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.  The bonus does not stack with itself;  if the Savant spends more Gnosis, they can only change where the bonus applies. 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.  The bonus does not stack with itself;  if the Savant spends more Gnosis, they can only change where the bonus applies.
 +
 +----
  
 ===== Sorcerer ===== ===== Sorcerer =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Foresight by +1.  You may add your level to your Foresight defence.  If your other Hybrid class is the Druid, you instead choose one of the following defences:  Agility, Body, Charisma.+Increase your Foresight by +1.  Your Foresight defence is trained.  If your other Hybrid class is the Druid, you instead choose one of the following defences:  Agility, Body, Charisma.
  
 ==== Bloodline ==== ==== Bloodline ====
  
 One of your ancestors was a powerful magical being.  Choose one of the following three Bloodlines:  [[unbound:classes:sorcerer:Demonic]], [[unbound:classes:sorcerer:Draconic]] or [[unbound:classes:sorcerer:Fairy]]. One of your ancestors was a powerful magical being.  Choose one of the following three Bloodlines:  [[unbound:classes:sorcerer:Demonic]], [[unbound:classes:sorcerer:Draconic]] or [[unbound:classes:sorcerer:Fairy]].
-You gain that Bloodline's basic attack only.  You do not gain their attribute bonus or their defensive bonus.+You gain that Bloodline's basic attack only.  You do not gain their attribute bonus or their defensive training.
  
 You must select one Corruption from the list for your Bloodline.  This is a free choice, not rolled. You must select one Corruption from the list for your Bloodline.  This is a free choice, not rolled.
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 Your spells are powered by Æther.  At the beginning of every encounter, you will have Æther equal to your current Victories.  At the start of each round, you will automatically gain one Æther, up to a maximum of your Level. Your spells are powered by Æther.  At the beginning of every encounter, you will have Æther equal to your current Victories.  At the start of each round, you will automatically gain one Æther, up to a maximum of your Level.
  
-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. +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 ===== ===== Templar =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Charisma by +1.  You may add your level to your Charisma defence.  If your other Hybrid class is Bard, choose one of the following defences instead:  Dexterity, Education or Foresight.+Increase your Charisma by +1.  Your Charisma defence is trained.  If your other Hybrid class is Bard, choose one of the following defences instead:  Dexterity, Education or Foresight.
  
 ==== Deity ==== ==== Deity ====
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 As with all spellcasters, your spells are powered by Æther.  You begin each encounter with Æther equal to your Victories.  You do //not// automatically recover Æther;  instead, you must take an action to [[unbound:actions:Pray]] in order to build Æther.  At the end of an encounter, you lose all accumulated Æther. As with all spellcasters, your spells are powered by Æther.  You begin each encounter with Æther equal to your Victories.  You do //not// automatically recover Æther;  instead, you must take an action to [[unbound:actions:Pray]] in order to build Æther.  At the end of an encounter, you lose all accumulated Æther.
  
-Every deity also offers a preferred weapon.  If you are using that preferred weapon, it is considered a spell focus.+==== Preferred Weapon ==== 
 + 
 +Every deity offers a preferred weapon.  If you are using that preferred weapon, it is considered a spell focus.  When wielding this weapon, your basic attack with that weapon inflicts additional damage at higher levels---3[W] at Level 3, and 4[W] at Level 5. 
 + 
 +----
  
 ===== Warrior ===== ===== Warrior =====
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 ==== Attribute and Defences ==== ==== Attribute and Defences ====
  
-Increase your Agility by +1.  You may add your level to your Agility defence.  If your other Hybrid class is the Duelist, choose one of the following defences instead:  Dexterity, Education or Foresight.+Increase your Agility by +1.  Your Agility defence is trained.  If your other Hybrid class is the Duelist, choose one of the following defences instead:  Dexterity, Education or Foresight.
  
 ==== Skills ==== ==== Skills ====
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 Choose one of the following skills, and place one training rank in it: Choose one of the following skills, and place one training rank in it:
 [[unbound:skills:blades|Blades]], [[unbound:skills:blunt|Blunt Weapons]], [[unbound:skills:bows|Bows]], [[unbound:skills:polearms|Polearms]], [[unbound:skills:thrown|Thrown Weapons]], [[unbound:skills:unarmed|Unarmed Combat]], [[unbound:skills:unbalanced|Unbalanced Weapons]].  Then choose one of the following skills:  [[unbound:skills:acrobatics|Acrobatics]], [[unbound:skills:athletics|Athletics]], [[unbound:skills:crafting|Crafting]], [[unbound:skills:deception|Deception]], [[unbound:skills:insight|Insight]], [[unbound:skills:intimidation|Intimidation]], [[unbound:skills:medicine|Medicine]], [[unbound:skills:Perception]], [[unbound:skills:society|Society]], [[unbound:skills:stealth|Stealth]], [[unbound:skills:survival|Survival]].  Place one training rank in that skill as well. [[unbound:skills:blades|Blades]], [[unbound:skills:blunt|Blunt Weapons]], [[unbound:skills:bows|Bows]], [[unbound:skills:polearms|Polearms]], [[unbound:skills:thrown|Thrown Weapons]], [[unbound:skills:unarmed|Unarmed Combat]], [[unbound:skills:unbalanced|Unbalanced Weapons]].  Then choose one of the following skills:  [[unbound:skills:acrobatics|Acrobatics]], [[unbound:skills:athletics|Athletics]], [[unbound:skills:crafting|Crafting]], [[unbound:skills:deception|Deception]], [[unbound:skills:insight|Insight]], [[unbound:skills:intimidation|Intimidation]], [[unbound:skills:medicine|Medicine]], [[unbound:skills:Perception]], [[unbound:skills:society|Society]], [[unbound:skills:stealth|Stealth]], [[unbound:skills:survival|Survival]].  Place one training rank in that skill as well.
 +
 +
 +==== 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 ==== ==== Combat Style ====
unbound/classes/hybrid.1722556442.txt.gz · Last modified: by tailkinker