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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. You don't gain anything from those classes just yet, however!
Attributes
Each of your Hybrid classes will grant improvement to your attributes. But you do not use the improvements listed in the class itself. The first attribute listed for each class is its key attribute. For each of your two Hybrid classes, improve their key attribute by +1. You cannot place both improvements in the same attribute. If both your Hybrid classes have the same key attribute, you may select any other attribute to receive the second +1.
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
Choose any four skills, plus an additional number equal to your Education score, and place one in their training ranks. However, these skills must be selected from the list of required skills among your chosen classes by preference. Only if the required skills are completely covered may you select from outside those lists.
Defences
Add your level to the defences that match your key attributes from your Hybrid classes. If the attributes are the same, then select a second defence, based on the first. If your key attribute is Agility, Body or Charisma, then choose one of Dexterity, Education or Foresight as your second defence, and vice versa.
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.
Bard: You gain Vicious Mockery as a basic attack.
Berserker: You may add your Rage to melee and unarmed strikes.
Mage: You gain Cantrip as a basic attack.
Sorcerer: You gain your Bloodline's basic attack.
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 four, rather than the character's level plus three.
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.
Whenever you purchase a Class Feature as an upgrade, you may select this upgrade from either of your classes. However, you may only select a feature of Champion level or higher if you already have a feature from that class of the immediately lower level.
Bard
When you select Bard as one of your Hybrid classes, you gain the following statistics and features.
Attribute and Defence
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.
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. 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.
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. 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.
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.
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.
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.