Difference between revisions of "Physical Balance (sage study)"

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Unlike [[Sure-footedness (sage study)|sure-footedness]], which describes maintaining one's footing when moving, the puissant study of balance describes the combatant's ability to improve their balance while fighting. Skills reduce penalties to attacks and [[Armour Class|armour class]] (AC) while precariously balanced, improve immobility against [[Overbearing|overbearing]] and even promote the use of terrain to increase defensiveness and freedom of movement. Primarily, the facets of the character's rolls most effective are those that involve [[Stun Lock|stunning]], AC, [[Saving Throws|saving throws]] and [[Ability Checks|ability checks]].
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[[File:Physical Balance (sage study).jpg|right|560px|thumb|Sometimes, combatants must sustain their attacks under unusual circumstances]]
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'''Physical balance''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of [[Mastery at Arms (sage field)|Mastery at Arms]], which describes the practice of conserving equilibrium and maintaining a stable, upright position.  In [[Combat|fighting]], these characters have a superior defensive ability through holding themselves at the ready at all times. Character with physical balance skills also learn how to recognize faults in an enemy's balance, enabling them to exploit their opponent's weaknesses.
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Training includes making the most of the character's [[Strength (ability stat)|strength]], flexibility, intuition and overall fitness, in order to build courage, confidence and self-discipline.  In part, the study includes exemptions to standard combat rules, enabling the character to move and shift on a battlefield in a manner different from other combatants.
  
== Amateur ==
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== Sage Abilities ==
:*'''[[Balance Load (sage ability)|Balance Load]]''': increases the amount the character can carry over a long distance at the cost of immediate flexibility.
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The [[Sage Ability|sage abilities]] below are those acquired by a character through the study, according to status.
:*'''[[Firm Footwork (sage ability)|Firm Footwork]]''': gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
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:*'''[[Leap to Feet (sage ability)|Leap to Feet]]''': reduces the number of [[Action Points|action points]] required when standing from a laying or seated position.
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=== Amateur Status ===
:*'''[[Mariner Combat (sage ability)|Mariner Combat]]''': gives the character improved attack while fighting in water environments.
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* '''[[Balance Load (sage ability)|Balance Load]]''': decreases the penalty of [[Encumbrance|encumbrance]] against the character.
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* '''[[Defense I (sage ability)|Defense I]]''': the character's natural [[Armour Class|armour class]] is improved by 2 pts., to AC 8, when the character wears no [[Armour List|armour]] at all.
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* '''[[Flexibility (sage ability)|Flexibility]]''': provides multiple benefits from the character's overall balance in fighting.
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* '''[[Stand Ground (sage ability)|Stand Ground]]''': when [[Overbearing|overbearing]] or being overbeared, the character's weight is counted as 50% higher than it actually is.
 
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=== Authority Status ===
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* '''[[Defense II (sage ability)|Defense II]]''': improves the character's armour class overall, so that the character is -3 AC when unarmoured.
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* '''[[Dropping Weight (sage ability)|Dropping Weight]]''': when [[Attacking in Combat|attacking]] an enemy that has been stunned the [[Combat Round|round]] before, the character is able to use his body mass to increase the momentum of the next strike, causing an additional 2 [[Hit Points|hit points]] of [[Damage (hit points)|damage]] if the hit is made.
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* '''[[Leap (sage ability)|Leap]]''': enables the character to jump a distance of two [[Combat Hex|hexes]] while in combat (1 AP); a backwards leap cannot be made.
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* '''[[Safe Position (sage ability)|Safe Position]]''': when fighting three or more combatants simultaneously, the character is able to take a position within the hex where one of his enemies will be unable to attack.  The same ability also gives a +2 armour class bonus against enemies using [[Weapons List|weapons]] shorter than 4 ft. long.
 
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See Also,<br>
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=== Expert Status ===
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* '''[[Bob & Weave (sage ability)|Bob & Weave]]''': so long as it's not done upon two consecutive rounds, the character may forego the movement penalty for moving out of a [[Melee|melee]] hex.
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* '''[[Bound (sage ability)|Bound]]''': enables the character to jump a profound distance of three hexes while in combat (2 AP); a backwards leap of two hexes can be made (1 AP).
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* '''[[Like a Rock (sage ability)|Like a Rock]]''': when overbearing or being overbeared, the character's combat weight is counted as double the actual amount.
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=== Sage Status ===
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* '''[[Float Vault (sage ability)|Float Vault]]''': enables the character to spring forward five hexes through the air, so long as some surface is touched mid-journey — such as the head or shoulder of an enemy, for example (3 AP).
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See also,<br>
 
[[Assassin Sage Abilities]]<br>
 
[[Assassin Sage Abilities]]<br>
 
[[Fighter Sage Abilities]]<br>
 
[[Fighter Sage Abilities]]<br>
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[[Ranger Sage Abilities]]
 
[[Ranger Sage Abilities]]
  
[[Category:Lacks Image]]
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[[Category: Don't Review until 2024]]
[[Category:Needs Rewrite]]
 

Latest revision as of 03:55, 27 January 2024

Sometimes, combatants must sustain their attacks under unusual circumstances

Physical balance is a sage study in the field of Mastery at Arms, which describes the practice of conserving equilibrium and maintaining a stable, upright position. In fighting, these characters have a superior defensive ability through holding themselves at the ready at all times. Character with physical balance skills also learn how to recognize faults in an enemy's balance, enabling them to exploit their opponent's weaknesses.

Training includes making the most of the character's strength, flexibility, intuition and overall fitness, in order to build courage, confidence and self-discipline. In part, the study includes exemptions to standard combat rules, enabling the character to move and shift on a battlefield in a manner different from other combatants.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Flexibility: provides multiple benefits from the character's overall balance in fighting.
  • Stand Ground: when overbearing or being overbeared, the character's weight is counted as 50% higher than it actually is.


Authority Status

  • Defense II: improves the character's armour class overall, so that the character is -3 AC when unarmoured.
  • Dropping Weight: when attacking an enemy that has been stunned the round before, the character is able to use his body mass to increase the momentum of the next strike, causing an additional 2 hit points of damage if the hit is made.
  • Leap: enables the character to jump a distance of two hexes while in combat (1 AP); a backwards leap cannot be made.
  • Safe Position: when fighting three or more combatants simultaneously, the character is able to take a position within the hex where one of his enemies will be unable to attack. The same ability also gives a +2 armour class bonus against enemies using weapons shorter than 4 ft. long.


Expert Status

  • Bob & Weave: so long as it's not done upon two consecutive rounds, the character may forego the movement penalty for moving out of a melee hex.
  • Bound: enables the character to jump a profound distance of three hexes while in combat (2 AP); a backwards leap of two hexes can be made (1 AP).
  • Like a Rock: when overbearing or being overbeared, the character's combat weight is counted as double the actual amount.


Sage Status

  • Float Vault: enables the character to spring forward five hexes through the air, so long as some surface is touched mid-journey — such as the head or shoulder of an enemy, for example (3 AP).


See also,
Assassin Sage Abilities
Fighter Sage Abilities
Paladin Sage Abilities
Ranger Sage Abilities