Cross-Training
Cross-Training allows characters to learn abilities from other archetypes without taking levels in those classes. It represents studying under mentors, adapting enemy techniques, or natural talent crossing disciplinary boundaries.
Design Philosophy: Cross-Training is the recommended path for "I want a taste of another class." Traditional multiclassing (taking levels in multiple archetypes) remains available for players who want a full dual-class identity, but Cross-Training is simpler, less punitive, and more flexible.
How Cross-Training Works
Basic Rules
- Spend AP to buy abilities from another archetype's skill trees at an increased cost.
- You stay in your own class — you do not take levels in the other archetype, and your class progression is uninterrupted.
- You can cross-train from at most 2 other archetypes (your own + 2 others = 3 total skill tree pools).
AP Costs
Cross-trained abilities cost 1.5x their normal AP cost (rounded up):
| Ability Tier | Normal AP Cost | Cross-Training AP Cost | Level Requirement |
|---|---|---|---|
| Tier 1 | 5 AP | 8 AP | Any level |
| Tier 2 | 10 AP | 15 AP | Level 5+ |
| Tier 3 | 15 AP | 23 AP | Level 10+ |
Prerequisites
Attribute Gate: You must have 13+ in the target archetype's primary attribute to cross-train from it.
| Archetype | Required Attribute |
|---|---|
| Warrior | Might 13 or Endurance 13 |
| Gunslinger | Agility 13 |
| Mystic | Intellect 13 |
| Technician | Intellect 13 |
| Medic | Wisdom 13 |
| Operative | Agility 13 |
| Diplomat | Presence 13 |
| Channeler | Wisdom 13 |
Tier Prerequisites: You must purchase a Tier 1 ability before a Tier 2 ability, and a Tier 2 before a Tier 3, within the same skill tree. Cross-training does not bypass tier requirements.
The Dedication Lock-In
This is the core anti-dip mechanism. Inspired by PF2E's Dedication system, the lock-in prevents shallow cherry-picking across many archetypes.
The Rule
After cross-training your first ability from a new archetype, you must purchase at least 2 total abilities from that archetype before you can begin cross-training from a third archetype.
How It Works
- First cross-train: You purchase Power Strike (Tier 1, 8 AP) from the Warrior's Combat Mastery tree. You are now committed to the Warrior cross-training track.
- Second cross-train: Before you can open a third archetype, you must buy a second ability from any Warrior skill tree. You choose Armor Mastery (Tier 1, 8 AP) from Fortification.
- Lock-in satisfied: With 2 Warrior abilities purchased, you may now open a second cross-training archetype (e.g., Mystic).
- Second archetype lock-in: Same rule applies — you must buy 2 Mystic abilities before opening a hypothetical third (but you can't; max is 2 other archetypes).
Why This Matters
Without the lock-in, a character could cherry-pick the single best Tier 1 ability from 8 different archetypes. The lock-in ensures that cross-training represents genuine investment in another discipline, not just grabbing the "best in slot" ability from each class.
Example of what the lock-in prevents:
- WITHOUT lock-in: An Operative could grab Power Strike (Warrior), Mage Armor (Mystic), Protective Injection (Medic), System Breach (Technician), and Commanding Presence... wait, that's a class feature. But the point stands — no shallow sampling from everything.
- WITH lock-in: An Operative must commit to 2 Warrior abilities before branching to Mystic. This means spending 16+ AP on Warrior skills, a meaningful investment.
Restricted Abilities
Some abilities are too fundamental to an archetype's identity to be cross-trained. These represent years of specialized training or innate class properties that cannot be replicated through casual study.
Cannot Be Cross-Trained
| Ability | Class | Reason |
|---|---|---|
| Extra Attack | Warrior, Gunslinger, Channeler | Core combat identity |
| Sneak Attack | Operative | Defines burst damage model |
| Spell Crafting | Mystic | Core magic system |
| Channel Energy | Channeler | Fundamental class mechanic |
| Drone Companion | Technician | Requires Neural Interface |
| Silver Tongue | Diplomat | Innate social gift |
| Combat Stimulants | Medic | Requires specialized medical training |
| Dead Eye | Gunslinger | Core class capstone |
Specifically Allowed Cross-Training
These are the abilities most suited to cross-training — they represent learnable skills rather than innate class identity:
From Warrior:
- Combat Mastery tree (all tiers): Martial techniques anyone can learn
- Fortification tree (Tier 1-2): Defensive training
- Tactical Operations tree (Tier 1): Basic leadership
From Gunslinger:
- Marksmanship tree (Tier 1-2): Ranged training
- Gunsmith tree (all tiers): Weapon maintenance
- Skirmisher tree (Tier 1): Movement techniques
From Mystic:
- Esoteric Knowledge tree (Tier 1-2): Magical lore (does not grant spell slots)
- Arcane Defense tree (Tier 1): Basic magical protection
From Technician:
- Engineering tree (Tier 1-2): Gadget building
- Cyberwarfare tree (Tier 1-2): Hacking skills
- Augmentation Tech tree (Tier 1): Basic implant installation
From Medic:
- Trauma Surgery tree (Tier 1-2): First aid and field medicine
- Pharmacology tree (Tier 1-2): Drug and stim crafting
- Field Support tree (Tier 1): Basic combat medicine
From Operative:
- Infiltration tree (all tiers): Lockpicking and security
- Recon tree (Tier 1-2): Scouting and surveillance
From Diplomat:
- Leadership tree (Tier 1-2): Tactical command
- Negotiation tree (Tier 1): Social techniques
- Manipulation tree (Tier 1): Intimidation techniques
From Channeler:
- Battle Channeling tree (Tier 1): Basic divine combat (requires Wisdom 13)
- Spirit Bond tree (Tier 1): Spirit communication
- Resilience tree (Tier 1-2): Mental fortitude training
Cross-Training vs. Traditional Multiclassing
| Aspect | Cross-Training | Traditional Multiclassing |
|---|---|---|
| Class progression | Uninterrupted | Split between classes |
| What you gain | Specific skill tree abilities | Full L1 features + skill trees |
| AP cost | 1.5x normal | Normal (but you have fewer total AP to spend) |
| Specialization access | No | Yes (at 5+ levels in that class) |
| Class features | No (only skill tree abilities) | Yes (L1 features of new class) |
| Mastery Path | Unaffected | Only 1 regardless |
| Best for | "Splash of flavor" | "I am two things equally" |
| Power trade-off | Pay more AP, keep full class | Pay opportunity cost on progression |
When to Cross-Train (Not Multiclass)
- You want 1-3 specific abilities from another class
- You don't want to delay your specialization or mastery path
- Your concept is "primarily X with a side of Y"
- You want tactical flexibility without structural commitment
When to Multiclass (Not Cross-Train)
- You want the L1 class features (Combat Stance, Sneak Attack, Spell Crafting, etc.)
- You want a specialization from the second class
- Your concept is "equally X and Y"
- You want full access to the second class's restricted abilities
Interaction with Talents
Cross-trained abilities can be enhanced by universal Talents but cannot be enhanced by the source class's Class Talents.
Example: A Warrior who cross-trains Mage Armor (Mystic, Arcane Defense Tier 1) benefits from the Mage Armor ability normally. However, they cannot take the Mystic's Arcane Resilience Talent (which enhances Arcane Ward) because they don't have Arcane Ward — they only have one specific ability from that tree.
Exception: If a universal Talent broadly applies (e.g., Tough grants +2 HP/level regardless of class), it works normally for cross-trained characters.
Interaction with Bounded Accuracy
Cross-Training does not create new bonus types. All bonuses from cross-trained abilities follow normal stacking rules and are subject to the +18 bonus cap. The 1.5x AP cost ensures that cross-training is always less AP-efficient than staying in-class, preventing it from becoming the dominant strategy.
Example Builds
The Arcane Warrior (Warrior primary, Mystic cross-training)
A Warrior who learned basic magical defenses from a Mystic mentor.
Requirements: Intellect 13+
Cross-Training Purchases:
- Level 3: Mage Armor (Mystic, Arcane Defense T1) — 8 AP. Gains +4 DV when unarmored.
- Level 5: Spell Lore (Mystic, Esoteric Knowledge T1) — 8 AP. Learns 2 cantrips for utility.
- Lock-in satisfied (2 Mystic abilities).
Total AP Spent on Cross-Training: 16 AP (equivalent to ~1.5 levels of AP). Trade-off: 16 fewer AP for Warrior skill trees. Still has full Warrior progression, specialization, mastery path.
The Combat Medic (Medic primary, Warrior cross-training)
A field doctor who trained with soldiers to survive the front lines.
Requirements: Might 13 or Endurance 13
Cross-Training Purchases:
- Level 2: Armor Mastery (Warrior, Fortification T1) — 8 AP. Gains -2 physical damage.
- Level 4: Power Strike (Warrior, Combat Mastery T1) — 8 AP. Gains +1d6 damage/turn.
- Lock-in satisfied (2 Warrior abilities).
- Level 8: Locksmith (Operative, Infiltration T1) — 8 AP. Gains +5 to lockpicking.
- Level 10: Security Bypass (Operative, Infiltration T2) — 15 AP. Disables electronic security.
- Second lock-in satisfied (2 Operative abilities).
Total AP Spent on Cross-Training: 39 AP across 10 levels. Trade-off: Significant AP investment means fewer Medic tree abilities. But the character can survive the front lines AND breach secure facilities — a unique niche.
The Tech-Scout (Operative primary, Technician cross-training)
A spy who augments infiltration with hacking.
Requirements: Intellect 13
Cross-Training Purchases:
- Level 3: System Breach (Technician, Cyberwarfare T1) — 8 AP. Hacks electronic systems.
- Level 6: Digital Ghost (Technician, Cyberwarfare T2) — 15 AP. Invisible to electronic detection.
- Lock-in satisfied (2 Technician abilities).
Total AP Spent on Cross-Training: 23 AP. Trade-off: Two fewer Operative tree abilities, but now invisible to both human perception (Stealth) and electronic detection (Digital Ghost). The Operative's dream.