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unbound:classes:hybrid

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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 your Education score, and place one in each chosen skill's trainming ranks.

Defences

Each Hybrid class option allows you to add your level to 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 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 Defences

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.

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.

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.

Skills

You receive one training rank in each of Nature and Survival.

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.

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. You may add your level to your Agility defence. If your other Hybrid class is the Warrior, choose one of the following defences instead: Dexterity, Education or Foresight.

Skills

You receive one training rank in each of Blades and Insight.

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 plus your Style's attribute (Foresight for the Cunning Strategist, Charisma for the Gallant Blade, or Dexterity for the Keen Edge).

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. You may add your level to your Body defence. 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.

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. You may add your level to your Education defence. If your other Hybrid class is the Savant, choose one of the following defences instead: Agility, Body, Charisma.

Skills

You receive one training rank in both Arcana and Lore. You may choose two specialties for Lore.

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 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.

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. You may add your level to your Dexterity defence. If your other Hybrid class is Rogue, you must choose an alternate defence from the following list: Agility, Body, Charisma.

Skills

You receive one training rank in each of Nature and Stealth.

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. You may add your level to your Dexterity defence. If your other Hybrid class is Ranger, you must choose an alternate defence from the following list: Agility, Body, Charisma.

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. You may add your level to your Education defence. 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.

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. You may add your level to your Foresight defence. 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 bonus.

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. You may add your level to your Charisma defence. 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.

Every deity also offers a preferred weapon. If you are using that preferred weapon, it is considered a spell focus.

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. You may add your level to your Agility defence. 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.

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.

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