Beachcomber (sage study)

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Beachcombing is a sage study in the field of Wilderland, encompassing knowledge of places where the shoreline between land and sea predominates — parts of the world that are described as "intertidal."

In addition to obtaining food and fresh water, scavenging and learning the basic means of navigating the environment, a beachcomber is also familiar with tidal behaviour, rip tides and the presence of unstable ground such as sinking sand and soft mud. By eye, a beachcomber will recognize the danger of cliff falls and potential mud slides, enabling safe passage along a shore.

Through observance of the sea, the beachcomber gains abilities that allow personal contact with unusual creatures and humanoids unknown to land-dwellers — so that in practice, they are often ambassadors between the two worlds. The study is enhanced by an interest in underwater riding mounts, since finding such a mount would come more easily to a beachcomber. Knowledge of the sea enables the leading of many peoples across great oceans, locating impossible to find places through observation and skill.

Amateur

  • Catch Fishing: use of fishing line, gaffs, bone hooks and barbed spears; includes hand gathering.
  • Clam Digging: enables foraging along the strandline for meat and other foods.
  • Construct Bivouac: gives knowledge of how to build a wooden frame shelter within hours.
  • Sailing: able to manage a wind-powered craft upon the water over a chosen course.
  • Steershand: enables the management of a boat through the safest and most efficient river waters.
  • Swimming: provides the character with the basic ability to swim.

Authority

  • Free-diving: empowers the character with the ability to hold his or her breath, enabling deep dives.
  • Locate Water: identifies the probable location of existing fresh water in a salt-water environment.
  • Marine Sighting: greatly increases the probability of noticing seagoing creatures that would be ordinarily overlooked.
  • Orienteering: allows certain knowledge of direction and orientation.
  • Predict Storms: gives a 12 hour notice of wind conditions greater than 28 knots.
  • Scavenging: provides a high chance of finding useful materials along a shoreline.
  • Skiffmaking

Expert

  • Deep Breathing: provides unnatural lung capacity that allows periods of 8 to 15 minutes underwater.
  • Boatbuilding
  • Seafaring: enables accurate passage across bodies of water, out of sight of land, without the need of a compass.
  • Survive Storm: greatly decreases any chance that the character will drown or be lost at sea.

Sage

  • Breathe Water: enables the character to survive continuously underwater.


See Ranger Sage Abilities