unbound:features:general:hybrid_training
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
unbound:features:general:hybrid_training [2024/08/01 22:42] – tailkinker | unbound:features:general:hybrid_training [2024/08/26 13:14] (current) – tailkinker | ||
---|---|---|---|
Line 5: | Line 5: | ||
You have spent a considerable amount of time learning the tricks and tips of another class. | You have spent a considerable amount of time learning the tricks and tips of another class. | ||
- | Choose a class other than your own. You are now considered to be part of that class. | + | Choose a class other than your own. You are now considered to be part of that class. |
You gain one or two features from the list below, based on your new class. | You gain one or two features from the list below, based on your new class. | ||
+ | |||
+ | ---- | ||
===== Bard ===== | ===== Bard ===== | ||
Line 21: | Line 23: | ||
As a two-second action, you may choose a single ally that you can see and grant them one of your Inspiration points. | 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 Berserker as your Hybrid class, you get their Rage feature. | ||
+ | |||
+ | ==== 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 choose Druid as your Hybrid class, you gain their Spellcasting feature. | ||
+ | |||
+ | ==== 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 your Hybrid class, you gain their Panache feature. | ||
+ | |||
+ | ==== 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 select the Guardian as a Hybrid Class, you gain their Grit feature and their Guardian' | ||
+ | |||
+ | ==== 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 your Hybrid class, you gain their Cantrip and Spellcasting feature. | ||
+ | |||
+ | ==== 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 three 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 your Hybrid class, you gain the Hunter' | ||
+ | |||
+ | ==== 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 a Hybrid class, you gain their Focus feature. | ||
+ | |||
+ | ==== 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 your hybrid class, you gain their Gnosis feature, including Intuitive defences. | ||
+ | |||
+ | ==== 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 ===== | ||
+ | |||
+ | If you select Sorcerer as a Hybrid class, you gain parts of their Bloodline and Spellcasting features. | ||
+ | |||
+ | ==== 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. | ||
+ | |||
+ | ==== 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 ===== | ||
+ | |||
+ | If you select the Templar as your Hybrid class, you must select a [[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, | ||
+ | |||
+ | Every deity also offers a preferred weapon. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Warrior ===== | ||
+ | |||
+ | When you choose Warrior as your Hybrid class, you gain their Defensive Mark and their Combat Style features. | ||
+ | |||
+ | ==== 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 ==== | ||
+ | |||
+ | Those who would ignore you do so only at their own peril. |
unbound/features/general/hybrid_training.1722552134.txt.gz · Last modified: by tailkinker