Difference between revisions of "Senses I (sage ability)"
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==== Hearing ==== | ==== Hearing ==== | ||
* When defending against an enemy approaching through [[Stealth (sage ability)|stealth]], the character's [[Experience Level|experience level]] counts as 1 higher. | * When defending against an enemy approaching through [[Stealth (sage ability)|stealth]], the character's [[Experience Level|experience level]] counts as 1 higher. | ||
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+ | ==== Smell ==== | ||
:*Prior to drinking an ingested poison, the character is entitled to a saving throw against poison at +1. | :*Prior to drinking an ingested poison, the character is entitled to a saving throw against poison at +1. |
Revision as of 00:07, 9 December 2021
Senses I is an amateur-status sage ability that provides the character with an heightened degree of awareness relating to his or her five senses: sight, hearing, touch, smell and taste. This translates to a +1 bonus on all rolls relating to these senses. Some of these are listed below ... but the list is by no means complete, and will need to updated as other appropriate circumstances for this benefit are identified.
Sight
- When firing a missile weapon at any target equal to or beyond 20 combat hexes, a +1 bonus to hit is applied to the character's attack die.
- Increases the caster's ability to see in the dark by one grade of illumination; for example, from full dark to starlight, or starlight to dim moonlight.
Hearing
- When defending against an enemy approaching through stealth, the character's experience level counts as 1 higher.
Smell
- Prior to drinking an ingested poison, the character is entitled to a saving throw against poison at +1.
- When there is a danger in setting off a trap, the character gains +1 to wisdom checks (but not dexterity).
- When encountering areas where the odour within the setting would be extraordinary (defecation, a dead body, sulphur, a skunk, etcetera), the character should be able to detect the odour easily at a distance of 11 to 18 hexes (10 +1d8).