Difference between revisions of "Sight & Fire (sage ability)"

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Provides a combatant with the ability to make the best use of cover while firing at an opponent with a bow or a crossbow, or when using a hurled weapon. The ability cannot be employed when using a sling, a staff sling, a bola or similar spinning weapon.
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'''Sight & Fire''' is an amateur [[Sage Ability|sage ability]] that provides a character with the ability to make the best use of [[Protective Cover|protective cover]] while [[Weapons List#Missile Ranges|firing or hurling]] a missile weapon. The ability cannot be employed when using a [[Sling (weapon)|sling]], [[Staff Sling (weapon)|staff sling]] or [[Bola (weapon)|bola]], but can be used with any other range attack.
  
Effectively, the combatant, hiding behind cover, makes a sighting of the enemy, meaning that a glance is made around a corner, from behind a tree or by raising one's head above a wall or similar defense. Then, in the following round, with a loaded weapon, the combatant moves, fires at the sighted location of the target and then returns to cover at once. The weapon may be loaded in the same round that the sighting occurs.
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When used under the right circumstances, archers and other missile-using combatants can be virtually invulnerable to enemies who are unable to rush their position or outflank them.
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== Sighting ==
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The character, hiding behind cover, makes a glance around a corner without making themselves a target, a move called a "sighting."  This requires '''1 [[Action Points|action point]]''' (AP), and can be done without a penalty while loading a weapon, so long as the weapon is not fired or hurled that same turn. If the character chooses, and already has the weapon loaded or readied, after sighting the character may move, fire and return to cover with a 2 AP movement cost, the same as is normal for making an attack.
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A new sighting is required for every attack to be made.
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== Firing ==
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Firing and returning gives a '''-1 penalty''' [[Roll to hit|to hit]], but the ability allows the character to remain hidden on the enemy's turn.  If the target has had a turn since being sighted, and is not now in the same hex, the attack will miss, as there isn't time to move, fire and move again to keep being seen with the movement rate given.
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If the character wishes to adjust themselves to find a proper target, they may do so, thereby not firing or hurling a missile uselessly.  However, to return to cover afterwards will require the normal additional AP cost.
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If a [[Critical Hits & Fumbles|fumble]] is rolled while sighting & firing, the character will clumsily drop their weapon and be so disoriented they will be exposed until their next turn.
  
If the target has not changed hexes since the sighting, the missile or hurled weapon has a -1 chance of hitting when fired or thrown in this manner. If the target has moved, however, the attack will miss, unless a natural 2 is rolled (in which case, the target might be hit by accident so long as the target is within a 30-degree arc of its original position). This is meant to be a quirk, based upon the friendly fire rule found under [[Critical Hits & Fumbles]].
 
  
The combatant firing in this manner is considered to be at -4 AC for the enemy's attack immediately after the sighted fire is attempted (remembering that D&D combat is a turn-based resolution of simultaneous attacks).
 
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See [[Heightened Senses (sage study)|Heightened Senses]]
 
See [[Heightened Senses (sage study)|Heightened Senses]]
 
[[Category: Lacks Image]]
 

Revision as of 21:45, 28 August 2020

Sight & Fire is an amateur sage ability that provides a character with the ability to make the best use of protective cover while firing or hurling a missile weapon. The ability cannot be employed when using a sling, staff sling or bola, but can be used with any other range attack.

When used under the right circumstances, archers and other missile-using combatants can be virtually invulnerable to enemies who are unable to rush their position or outflank them.

Sighting

The character, hiding behind cover, makes a glance around a corner without making themselves a target, a move called a "sighting." This requires 1 action point (AP), and can be done without a penalty while loading a weapon, so long as the weapon is not fired or hurled that same turn. If the character chooses, and already has the weapon loaded or readied, after sighting the character may move, fire and return to cover with a 2 AP movement cost, the same as is normal for making an attack.

A new sighting is required for every attack to be made.

Firing

Firing and returning gives a -1 penalty to hit, but the ability allows the character to remain hidden on the enemy's turn. If the target has had a turn since being sighted, and is not now in the same hex, the attack will miss, as there isn't time to move, fire and move again to keep being seen with the movement rate given.

If the character wishes to adjust themselves to find a proper target, they may do so, thereby not firing or hurling a missile uselessly. However, to return to cover afterwards will require the normal additional AP cost.

If a fumble is rolled while sighting & firing, the character will clumsily drop their weapon and be so disoriented they will be exposed until their next turn.


See Heightened Senses