Dual-Class
Some dilettantes might not fit neatly in to a single class. For these characters there is the option to play a dual-class character, combining two-half classes to make a unique whole.
- Use the better value for HD, Attacks, Saves, Attunement Limit,
- Gain abilities of each half-class, which may be different than those of the base class
Half Fighter
HD: 1d10
Saving Throws: Physical +2, Mental +0, Evasion +1
- Martial Prowess - Gain a +1 attack bonus at 1st level. This increases to +2 at 5th level, +3 at 10th level. Have a specialization in all martial skills with weapons of your culture.
| Level | Attacks | Leadership | Attunement |
|---|---|---|---|
| 1 | 1 | - | 0 |
| 2 | 1 | - | 0 |
| 3 | 1 | 0 | 1 |
| 4 | 2 | 0 | 1 |
| 5 | 2 | 1 | 1 |
| 6 | 2 | 2 | 2 |
| 7 | 3 | 3 | 2 |
| 8 | 3 | 4 | 2 |
| 9 | 3 | 5 | 3 |
| 10 | 4 | 6 | 3 |
| 11 | 4 | 7 | 3 |
| 12 | 4 | 8 | 4 |
Half Man-Of-Many-Ways
HD: 1d8
Saving Throws: Physical +0, Mental +1, Evasion +2
- Wits - Once per scene may gain a boon on a single skill check, allowing you to roll an additional d6 and choose among them to determine the results. This may be done even after the initial roll, but must be declared swiftly - before the results are adjudicated. For seasonal activities this may be used once each year.
- Skill Specialization - Automatically gain 1 specialization in each general and special skill you have at least 1 rank in, including those from character creation. Specializations are circumstances where your rank is considered to be one higher. The chapter on Skills has suggestions for each skill, but these may also be reflective of your character - such as using Stealth “in the dark” or Navigating your homeland.
| Level | Attacks | Leadership | Attunement Limit |
|---|---|---|---|
| 1 | 1 | - | 0 |
| 2 | 1 | - | 1 |
| 3 | 1 | 0 | 1 |
| 4 | 1 | 0 | 1 |
| 5 | 2 | 1 | 2 |
| 6 | 2 | 2 | 2 |
| 7 | 2 | 2 | 2 |
| 8 | 2 | 3 | 3 |
| 9 | 2 | 4 | 3 |
| 10 | 2 | 4 | 3 |
| 11 | 2 | 5 | 4 |
| 12 | 3 | 6 | 4 |
Half-Magic-User
HD: 1d6
Saving Throws: Physical +0, Mental +2, Evasion +0
- Path of Magic - Choose one element, your Attunement Limit one higher for that particular source of magic. Increase one of your Attunements at 2nd, 3rd, 6th, 8th, and 11th level.
- Potent Sorcerer - Typically a character’s Spell Point total is equal to their Intelligence characteristic plus total of their Attunement values. Add your Intelligence characteristic (again) and half your Magic-User level to your total soul points. This effectively doubles the impact of Intelligence.
| Level | Attacks | Leadership | Attunement |
|---|---|---|---|
| 1 | 1 | - | 1 |
| 2 | 1 | - | 1 |
| 3 | 1 | - | 1 |
| 4 | 1 | 0 | 2 |
| 5 | 1 | 0 | 2 |
| 6 | 1 | 1 | 2 |
| 7 | 1 | 1 | 3 |
| 8 | 1 | 1 | 3 |
| 9 | 2 | 2 | 4 |
| 10 | 2 | 2 | 4 |
| 11 | 2 | 2 | 4 |
| 12 | 2 | 3 | 5 |
Specialist Classes
Some traditions are obscure enough as to not merit a full class. These must be taken as dual-classes alongside one of the traditional classes, a character may not have two specialist classes.
Monk
HD: 1d10
Saving Throws: Physical +2, Mental +2, Evasion +2
| Level | Attacks | Leadership | Attunement Limit |
|---|---|---|---|
| 1 | 1 | - | 0 |
| 2 | 1 | - | 1 |
| 3 | 1 | 0 | 1 |
| 4 | 1 | 0 | 1 |
| 5 | 2 | 1 | 2 |
| 6 | 2 | 2 | 2 |
| 7 | 2 | 2 | 2 |
| 8 | 2 | 3 | 3 |
| 9 | 2 | 4 | 3 |
| 10 | 2 | 4 | 3 |
| 11 | 2 | 5 | 4 |
| 12 | 3 | 6 | 4 |