Adventurers are colorful people with complex histories and an epic future. Their way of life falls outside the normal bounds of what's expected and acceptable in society, so it stands to reason that many might approach life and adventure from a different angle. A Multiclass combines the aspects of two distinct Classes into an entirely new and unique whole.
What two Classes do you combine?
Where did you acquire your varied skills and knowledge? How do the differences between your Classes reconcile? Choose two Classes; You gain the Multiclass version of each Class's special feature (see below).
Build your Multiclass by picking 9 possible Abilities from each of your Classes; this is the pool of special Abilities you can choose from when you acquire new Abilities. ANY B.A.S.I.C. +1
+50 Crowns for Armaments +50 Crowns for Items +50 Crowns for Wonders |
Multiclass Special Features
AVATAR
Whenever you spend Karma, you begin to glow with a blinding halo of divine light. Until your next turn starts, enemies have a -(Charisma) penalty to attacks against you. BERSERKER After you take damage, gain 1 point of Rage. Rage can be spent to increase or decrease any instance of damage you take or deal by (Brawn) for each point of Rage spent. You lose all Rage whenever you take a Rest. DRUID Take the shape of an animal while retaining your reason, stats, and abilities. Your equipment becomes part of your body and you keep its bonuses, but you also gain the strengths of your new form (flight, water-breathing, etc.) as well as its weaknesses (can't speak, can't open a door with paws, etc.). Shifting back to your normal form is a Free Action. Pick two of the following lands; you are able to assume the form of any animal that lives there:
ELDRITCH As a Free Action, you may summon a weapon from your very soul into your hand. Your Soulblade is a General Melee weapon of any kind whose appearance reflects your fighting spirit (decide this at character creation; you cannot change it later). Your Soulblade always gives you a +(Brawn) bonus to Combat. You may destroy an enchanted weapon you own and transfer its enchantment to your Soulblade. Your Soulblade can hold up to (Intellect) enchantments at a time and the newest enchantments overwrite the oldest ones. You do not begin with any Rotes, but any time you'd choose a new Feature, you may take a new Rote instead. MAGE You are able to cast spells using The Mystery. You can cast (Intellect) Spells each day and know:
MONK While unarmed and wearing light armor, your unarmed attacks have a +(Awareness) bonus to Combat and deal (Skill) DpB. PARAGON Ignore the Heavy Feature on weapons and armor you wield. As a Standard Action, you can place a divine Mandate on a creature. If the creature is an ally, reduce all incoming damage by (Charisma). If the creature is an enemy, increase all damage to the target by (Charisma). You can only Mandate one creature at a time and the effect lasts until the end of the Scene or until you (or the creature) is reduced to 0 HP. PRIEST At the start of your turn each round, you may Save on behalf of an ally within 10 meters of you. If you succeed, target ally gains (Charisma) Temporary Hit Points. |
QUINTO
You hide a third eye in your forehead; a divine gift that allows you to see like the gods do. (Skill) times per day, you may open your eye as a Free Action to see in darkness, tell a creature's current HP, and discern when someone is lying or withholding the truth. Your eye cannot see when closed but when opened, gives you away as a Quinto and imposes Disadvantage on all social Feats for its unnerving appearance. RANGER You are accompanied by a spirit of the wilderness who takes the shape of an animal.
A Courser is a fierce, predatory animal like a tiger or wolf. Once per Scene you can add (Skill) dice to a Combat Feat you or your Animal Spirit makes. A Scout is a cunning, swift animal like a fox or hawk. Once per Scene, you or your Animal Spirit can gain Advantage on a Feat of your choice; attacks you make with Advantage deal an additional (Skill) DpB. A Sentinel is a large, powerful animal like a bear or gorilla. Once per Scene, you can reduce damage to you or your Animal Spirit by (Skill)d6. ROGUE Once per round when you hit with a weapon that has the Finesse Feature, gain a point of Guile. During your turn, you can spend up to (Skill) Guile in the place of Action Points. SHAMAN Once per round when a creature dies and you are within 100 meters of it, you gain (Awareness) Essence. You can spend Essence to summon beings from the Unworld and command them in your service. You lose all Essence when you take a Full Rest. SORCERER You are able to cast spells using The Mystery. You can cast (Intellect) Spells each day and know:
WARLOCK You are able to cast spells using The Mystery. You can cast (Intellect) Spells each day and know:
WARRIOR Ignore the Heavy Feature of weapons and armor you wield. Once per round when an enemy voluntarily leaves a space adjacent to you, you can make a weapon attack against them as an Interrupt. If you hit, the target stops moving. |