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unbound:classes:hybrid [2024/08/26 12:52] tailkinkerunbound:classes:hybrid [2024/09/29 03:42] (current) – [Preferred Weapon] tailkinker
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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 =====
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 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. 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.
  
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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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 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.
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 ==== Preferred Weapon ==== ==== 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 5[W] at Level 5.+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.
  
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unbound/classes/hybrid.1724676745.txt.gz · Last modified: by tailkinker