Difference between revisions of "Physical Balance (sage study)"
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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. | :*'''[[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. | ||
:*'''[[Bound (sage ability)|Bound]]''': enables the character to jump a profound distance of three hexes while in combat; a backwards leap of two hexes can be made. | :*'''[[Bound (sage ability)|Bound]]''': enables the character to jump a profound distance of three hexes while in combat; a backwards leap of two hexes can be made. | ||
+ | |||
+ | == Sage == | ||
+ | :*'''[[Float Vault (sage ability)|Float Vault]]''': enables the character to pass 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. | ||
Revision as of 16:25, 27 September 2021
Physical balance describes the practice of conserve equilibrium and maintain a stable, upright position. In fighting, the character gains a superior ability to maintain their balance in defense, while keeping the knees flexed and the feet about shoulder-width apart. The character also learns how to recognize faults in the enemy's balance, learning how to move in order to exploit these 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 grants exemptions to certain combat rules, enabling the character to move and shift on a battlefield in a manner that's different from other combatants.
Contents
Amateur
- Balance Load: decreases the penalty of encumbrance against the character.
- Defense I: the character's natural armour class is improved by 2 pts., to AC 8, when the character wears no other armour.
- 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 a 50% higher than it actually is.
Authority
- Defense II: improves the character's armour class overall.
- Leap: enables the character to jump a distance of two hexes while in combat; a backwards leap cannot be made.
- Momentum: 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 pts. of damage if the hit is 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
- 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; a backwards leap of two hexes can be made.
Sage
- Float Vault: enables the character to pass 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.
See Also,
Assassin Sage Abilities
Fighter Sage Abilities
Paladin Sage Abilities
Ranger Sage Abilities