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unbound:features:general:hybrid_training

Hybrid Training

Blocked By: Hybrid Class

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 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.


Bard

When you select Bard as your Hybrid class, you gain their Inspiration feature.

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 Berserker as your Hybrid class, you get their Rage feature.

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 choose Druid as your Hybrid class, you gain their Spellcasting feature.

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 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 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 select the Guardian as a Hybrid Class, you gain their Grit feature and their Guardian's Mark feature.

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 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: 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 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.

Remaining Æther is lost at the end of the encounter.


Ranger

When you select the Ranger as your Hybrid class, you gain the Hunter's Mark and Focus features.

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 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. 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 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. 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

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. 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, 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. This Corruption manifests the next time you Take a Long Rest.

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

If you select the Templar as your Hybrid class, you must select a deity. You gain none of the benefits from that deity except for a choice of their available Divinities. You also gain their Spellcasting feature.

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 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. 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.

unbound/features/general/hybrid_training.txt · Last modified: by tailkinker