Difference between revisions of "Fighter Sage Abilities"
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There are four fields to choose from: | There are four fields to choose from: | ||
− | ::'''[[Animal Training (sage field)|Animal Training]]''': the act of teaching [[Animal|animals]] specific responses to specific conditions or stimuli. Training may be for the purposes of companionship, work, detection, protection, entertainment and more. Includes breeding and veterinary skills. | + | :: '''[[Animal Training (sage field)|Animal Training]]''': the act of teaching [[Animal|animals]] specific responses to specific conditions or stimuli. Training may be for the purposes of companionship, work, detection, protection, entertainment and more. Includes breeding and veterinary skills. |
− | ::'''[[Leadership (sage field)|Leadership]]''': enables the character with practical skills to act as a leader, organising and overseeing other persons, teams and whole organisations. With this comes an understanding of power, ambitions towards a personal vision and the defense of social values. | + | :: '''[[Leadership (sage field)|Leadership]]''': enables the character with practical skills to act as a leader, organising and overseeing other persons, teams and whole organisations. With this comes an understanding of power, ambitions towards a personal vision and the defense of social values. |
− | ::'''Mastery at Arms''': increases the efficacy and efficiency of using weapons in [[Combat|combat]], enabling superior advantage over an adversary. | + | :: '''[[Mastery at Arms (sage field)|Mastery at Arms]]''': increases the efficacy and efficiency of using weapons in [[Combat|combat]], enabling superior advantage over an adversary. |
− | ::'''Training''': the teaching and investment of knowledge and abilities in oneself and in other persons, improving their capability and performance of animal, combat and wilderness skills. | + | :: '''Training''': the teaching and investment of knowledge and abilities in oneself and in other persons, improving their capability and performance of animal, combat and wilderness skills. |
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Revision as of 04:55, 7 July 2022
Below can be found a list of the knowledge fields and studies available to the Fighter Class. Starting at 1st level, the fighter gains one field, and one study within that field. This choice is left entirely to the player.
Contents
There are four fields to choose from:
- Animal Training: the act of teaching animals specific responses to specific conditions or stimuli. Training may be for the purposes of companionship, work, detection, protection, entertainment and more. Includes breeding and veterinary skills.
- Leadership: enables the character with practical skills to act as a leader, organising and overseeing other persons, teams and whole organisations. With this comes an understanding of power, ambitions towards a personal vision and the defense of social values.
- Mastery at Arms: increases the efficacy and efficiency of using weapons in combat, enabling superior advantage over an adversary.
- Training: the teaching and investment of knowledge and abilities in oneself and in other persons, improving their capability and performance of animal, combat and wilderness skills.
Sage Studies
The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.
Animal Training
- Camelback Riding: the use of a camel as transportation and for the purpose of combat.
- Dog Training: the employment of dogs for defense, attack, transport and work.
- Falconry: includes the use of falcons, hawks, eagles and owls for the purpose of hunting and reconnaissance work.
- Flying Mounts: includes the use of hippogriffs, pegasi and other flying mounts, for transportation and combat.
- Horseback Riding: like other mounts on this list, describes the use of the horse for transportation, combat and work.
- Mahout: allows action as a rider, trainer and keeper of elephants and oliphants.
- Underwater Mounts: allows knowledge of hippocampi, sea horses and sea turtles, providing superlative action in both waterborne and underwater environments.
Leadership
- Heroism: a philosophy that quests for reverence and glory through great risk, deeds and selflessness.
- Judgement: enables the character to make good sense in choosing those who serve under the character, particularly when assigning duties and giving trust to both hirelings and followers.
- Logistics: provides detailed knowledge surrounding the management of supply, enabling the endurance of a long-term campaign or providing immediate benefits to small parties.
- Motivation: enables the character to inspire and improve the morale of hirelings and followers, rallying them to engage in combat and giving their loyalty to actions the leader undertakes. Also provides great potential to inspire not only direct associates of a character, but to any group of willing persons, on the scale of a settlement, a province or a whole kingdom.
Mastery at Arms
- Martial Discipline: improves the tactical advantage of combatants through comprehension of formations, movement and the use of special equipment.
- Physical Balance: describes the combatant's ability to improve their balance and footwork while fighting or performing labour.
- Puissance: a collection of enhanced weapon skills and combat proficiencies that make the individual more dangerous as an opponent.
- Unarmed Combat: improvements in the character's ability to fight without weapons, increasing opportunities to hit and cause damage when pummelling, grappling and overbearing.
Training
- Athletics: improves the character's specific proficiency with athletic pursuits, increasing the physical conditioning of the body so as to withstand greater strain than is ordinary.
- Empowerment: trains the mind to act in concert with the body, increasing the character's focus and reasoning skills in times of stress through perseverence and the will to sacrifice.
- Instruction: allows the training of non-skilled individuals so that they may acquire skills possessed by the instructor, as well as enabling a non-levelled non-player character to become levelled.
- Military Engineering: the art, science and practice of designing and building military works. Distinct from logistics.
- Tunnelling (sage ability): the ability to safely build shafts and tunnel laterally, using wood to shore and make tunnels reasonably safe.
Awarding Knowledge Points
At 1st level, the fighter player character will gain 12 knowledge points in their chosen study. A d8-1 is rolled for the other studies in the fighter's chosen field, producing a result of 0 to 7 each. A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each. Therefore, the fighter will accumulate sufficient points in every study to most likely become an amateur in all or most studies. Be sure to read the sage abilities page for additional details.
This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge. Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through themm) during an afternoon's shopping or whenever.
Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage. At 5th, 9th and 13th levels, the fighter will gain a new study in a field that the fighter possesses. At 7th and 13th levels, the fighter will gain a new field.