Table of Contents
Hybrid
“They say that a jack of all trades is a master of none. But you'll find it's sometimes better than a master of one.”
The Hybrid class offers players the unique opportunity to blend the abilities and specialties of two other classes, creating characters that are versatile and adaptable. By combining features from different classes, Hybrids can customize their playstyle to suit their preferences, whether they prefer the finesse of a Rogue, the arcane power of a Mage, or the martial prowess of a Warrior.
With access to a wide range of skills and abilities, Hybrids are capable of fulfilling multiple roles within a party, making them valuable assets in any adventuring group. Whether they excel in combat, magic, stealth, or support, Hybrid characters are defined by their ability to bridge the gap between disparate classes, forging their own path in the world of adventure.
Hybrid Classes
When you choose Hybrid as your class, you must immediately choose two different classes. These become your Hybrid classes. The benefits granted from each are listed in their own sections below.
Attributes
Each of your Hybrid classes will grant improvement to your attributes. However, you cannot improve the same attribute twice in this manner! If you pick two classes with the same attribute bonus, the second attribute bonus must be placed in any other attribute you wish.
Stamina
When you choose the Hybrid as your class, add twenty stamina to your total, plus five times your Body score. Your recoveries are equal to your Body plus four.
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 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.
Defences
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
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.
Melee: Skill vs. Agility.
- Hit: 2[W] + Body damage. The damage dice increase to 3[W] at Level 4.
- Miss: 1[W] + Body damage.
Ranged: Skill vs. Agility.
- Hit: 2[W] + Dexterity damage. The damage dice increase to 3[W] at Level 4.
- Miss: 1[W] + Dexterity damage.
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 five, rather than the character's level plus four.
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 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 choose a 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
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. If your other Hybrid class is Templar, choose one of the following defences instead: Dexterity, Education or Foresight.
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: 2 seconds, Performance vs Charisma.
- Hit: 2d6 + Charisma. Damage dice increase to 3d6 at Level 3, and to 4d6 at Level 4.
- Miss: 1d6 + Charisma.
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. At the start of each turn, you gain one Inspiration, to a maximum equal to your level. At the end of an encounter, any unused Inspiration is lost.
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
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. If your other Hybrid class is the Guardian, choose one of the following defences instead: Dexterity, Education, Foresight.
Skills
Choose one of the following combat skills, and place one training rank in that skill: Blades, Blunt Weapons, Polearms, Unarmed Combat, Unbalanced Weapons. Then choose one of the following skills, and place one training rank in the chosen skill: Acrobatics, Athletics, Bows, Insight, Intimidation, Nature, Perception, 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
Hitting you only makes you more angry. Whenever you are struck in battle, and take damage as a result (meaning you actually suffer a loss of stamina or increase in hit points), you gain one point of Rage. There is no limit to the amount of Rage that you can gain in this manner.
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. If your other Hybrid class is the Sorcerer, you instead choose one of the following defences: Agility, Body, Charisma.
Skills
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. Nature is your spellcasting skill.
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. 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.
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. If your other Hybrid class is the Warrior, choose one of the following defences instead: Dexterity, Education or Foresight.
Skills
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 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.
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.
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. If your other Hybrid class is the Berserker, choose one of the following defences instead: Dexterity, Education, Foresight.
Skills
You are trained in shields. Choose one Weapon skill from the following list: Blades, Blunt Weapons, Polearms, Unarmed Combat, Unbalanced Weapons. 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. This allows them to absorb considerable punishment. As a one-second action, you may gain one point of Grit. Your total Grit may not exceed twice your level. You start each battle with Grit equal to your current Victories.
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's Mark
Time Required: 1 second
The Guardian can single out one foe for special attention. Choose a foe that you can see. That foe becomes Marked by you. Using this ability ends any other Marks that you may have.
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. If your other Hybrid class is the Savant, choose one of the following defences instead: Agility, Body, Charisma.
Skills
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: 3 seconds, Arcana vs Agility.
- Hit: 2d6 Blunt damage. This increases to 3d6 at Level 3, and 4d6 at Level 5.
- Miss: 1d6 Blunt damage.
Spellcasting
The Mage is, of course, centered around their ability to cast spells. Your spellcasting skill is Arcana.
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.
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. If your other Hybrid class is Rogue, you must choose an alternate defence from the following list: Agility, Body, Charisma.
Skills
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
Time Required: 1 second
The Ranger tends to choose a single target and attempt to destroy it as quickly as possible. As a one-second action, you may Mark a creature that you can see, or that you are currently tracking. You gain a +1 bonus to attack rolls against your Marked prey, as well as favour on attempts to spot or track it. You may only have one creature Marked at a time; if you Mark another, any other Mark you may have ends. A Mark also ends if the creature you have Marked dies.
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. 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
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. 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
You receive one training rank in Sleight of Hand and Stealth.
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. At the start of an encounter, the Rogue will have Focus points equal to their Victories.
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 Dazed until the end of that target's next turn.
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. If your other Hybrid class is the Mage, choose one of the following defences instead: Agility, Body, Charisma.
Skills
You receive one training rank in 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
The Savant is able to analyze the battlefield and direct their allies to the most effective outcome. At the start of each of their turns, the Savant gains one point of Gnosis, to a maximum equal to their level. At the start of an encounter, the Savant will have Gnosis points equal to their Victories.
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. Because of this, they always take a +1 bonus to saving throws.
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
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. If your other Hybrid class is the Druid, you instead choose one of the following defences: Agility, Body, Charisma.
Bloodline
One of your ancestors was a powerful magical being. Choose one of the following three Bloodlines: Demonic, Draconic or Fairy. 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.
Skills
You receive skill training based on your Bloodline, as detailed in your Bloodline's description.
Spellcasting
The ability to cast spells is one of the more central powers granted to a Sorcerer. Your spellcasting attribute is Foresight.
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.
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. If your other Hybrid class is Bard, choose one of the following defences instead: Dexterity, Education or Foresight.
Deity
You must select a deity. You gain none of the benefits from that deity except for one of their skills and a choice of their available Divinities.
Skills
You start with one training rank invested in Religion. In addition, your choice of deity will grant you training in two additional skills.
Spellcasting
Templars believe that their faith grants them access to magic, allowing them to perform miracles in the name of their deity. Every Templar receives access to the Community, Healing and Protection Divinities. In addition, their deity offers them access to four additional Divinities. When they choose their deity, they also choose one Divinity from that deity's list, and gain access to it.
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. Your spellcasting skill is Religion, but you add your Charisma, rather than your Education, to its level when using it to Cast a Spell.
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 Pray in order to build Æther. At the end of an encounter, you lose all accumulated Æther.
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
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. If your other Hybrid class is the Duelist, choose one of the following defences instead: Dexterity, Education or Foresight.
Skills
Choose one of the following skills, and place one training rank in it: Blades, Blunt Weapons, Bows, Polearms, Thrown Weapons, Unarmed Combat, Unbalanced Weapons. Then choose one of the following skills: Acrobatics, Athletics, Crafting, Deception, Insight, Intimidation, Medicine, Perception, Society, Stealth, 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
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. When you wear a suit of armour, consider that armour's Maximum Agility to be one higher.
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. You become trained in shields, and may Raise a Shield as a free action at the end of your turn.
Vanguard
The Vanguard chooses heavier weapons rather than heavier defences. They believe that the best defence is to slay your enemy before they can harm you. When a Vanguard wields a weapon in two hands, they may re-roll any damage dice that come up showing a one or two. If the weapon is Brutal, re-roll any damage dice that come up showing a one, two or three.
Defensive Mark
Those who would ignore you do so only at their own peril. Once per turn when you attack a foe, you may choose to Mark that foe as a one-second action. This Mark persists until the end of your next turn, or until you again Mark a foe. If the foe that you Marked makes an attack that does not include you among its targets, that attack suffers slight on the attack roll.