Beam Walking (sage ability)

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Beam Walking.jpg

Beam walking is an authority status sage ability that enables the character to move comfortably along narrow beams or ledges, so long as they are at least 4 in. wide. The character is able to comfortably disregard any distance, even a thousand feet, that may threaten beneath their footing, as they are able to see only the surface being walked upon. Furthermore, the character will be able to sit comfortably and eat on such a ledge. The ability also enables the character to move and scramble over steep roofs without concern.

Movement

The character's action points are unaffected by the ability — however, maximum stride is limited to 2. This allows the character to run across rooftops; coupled with vaulting, the character may, with relative safety, jump across short distances from ledge to ledge. This distance cannot be more than 10 times the width of the landing surface, so that to land on a 4 in. wide beam, the character could not leap more than 40 in. This is a hard limit; there is no roll that can be made to make a longer leap possible. However, so long as the character remains within this limit, success is assumed.

Wind

Sleeping or resting to regain hit points will not be possible. Additionally, there is danger if the conditions exceed a wind force of 3 (a "gentle breeze"); for each level of force above 3, the character's sure-footedness knowledge should be reduced by 25% of their original total. For example, Gareth's full knowledge of sure-footedness is 48. A windforce of 4 would reduce this nominally to 36; force-5 would reduce it to 24. When the character's number of points drops below 30, the character loses the ability beam-walk, and must seek a firm grip upon something until the wind improves. The chances of falling in such a case is certain, with no roll possible.

In gusting winds, the character is allowed a dexterity check each time a shift in wind occurs. Failure would indicate a fall. Naturally, the character will have an excellent sense for the wind, and will know when it presents a danger. However, an unexpected, unnatural gust of wind could result in a tragedy.

Injury or Stun

If the character is injured or stunned, a dexterity check is always required to maintain the character's balance. With regards to injury, this is required every three rounds of movement. Checks against stun are made whenever that circumstance occurs.


See Sure-footedness (sage study)