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unbound:features:general:hybrid_training [2024/08/01 23:44] tailkinkerunbound:features:general:hybrid_training [2024/08/26 13:14] (current) tailkinker
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 You have spent a considerable amount of time learning the tricks and tips of another class.  You cannot select this feature if you are a member of the Hybrid class;  your attention is already split too fine. You have spent a considerable amount of time learning the tricks and tips of another class.  You cannot select this feature if you are a member of the Hybrid class;  your attention is already split too fine.
  
-Choose a class other than your own.  You are now considered to be part of that class.  When choosing class features, you may select from either class.+Choose a class other than your own.  You are now considered to be part of that class.  When choosing class features, you may select from either your original class, or your Hybrid class.  However, when choosing features from your Hybrid class, you may only choose a feature if you have one of the level immediately prior to it.  For example, if you wish to gain a Level 3 feature from your Hybrid class, you must already have a Level 2 feature from 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 =====
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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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 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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 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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 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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 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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 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 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.  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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 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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 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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 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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 You gain that Bloodline's basic attack only.  You do not gain their attribute bonus or their defensive bonus, nor do you gain their skill training. You gain that Bloodline's basic attack only.  You do not gain their attribute bonus or their defensive bonus, nor do you gain their skill 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.  This Corruption manifests the next time you [[unbound:actions:Take a Long Rest]].
  
 ==== Spellcasting ==== ==== Spellcasting ====
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 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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 Every deity also offers a preferred weapon.  If you are using that preferred weapon, it is considered a spell focus. Every deity also offers a preferred weapon.  If you are using that preferred weapon, it is considered a spell focus.
 +
 +----
  
 ===== Warrior ===== ===== Warrior =====
unbound/features/general/hybrid_training.1722555854.txt.gz · Last modified: by tailkinker