Tranquility (sage study)
Tranquility is a sage study in the field of the Way of the Spirit, which delves into the depths of one's inner self, exploring the profound connection between mind and body. Among the rich tapestry of martial art philosophies, the concept of Tranquility emerges as a guiding light, beckoning adventurers to attain harmony within themselves and their surroundings. The ideal of Tranquility transcends the mere act of striking blows or defending against foes. It embodies a holistic approach to existence, seeking balance, inner peace, and enlightenment through disciplined practice.
This philosophy inspires a series of extraordinary abilities that allow characters to harness the power of peace and serenity, forging a bond between their meditation and martial prowess. These feats are a testament to the enduring legacy of tranquility in the world of fantasy, where the calmest minds can unleash the most formidable powers.
Sage Abilities
The sage abilities below are those acquired by a character through the study, according to status.
Amateur Status
- Meditation: empowers the character to engage in deep meditative contemplation for up to one hour per level of experience. For each hour of meditation undertaken after sunrise, the monk attains a +1 modifier to a specific saving throw, enhancing their resilience against the forces of magic and unnatural threats. For example, against petrification, poison, breath weapon, charm or whatever attack is desired, so long as it's clearly specified. The cumulative bonus achieved can be applied, as the character wishes, so long as the bonus is named before the saving throw is made. These bonuses remain in effect until the following sunrise.
- Rested State: transcends the need for prolonged slumber. By substituting 1 hour of conventional sleep with a dedicated ½-hour of meditation, the monk can reduce their rest requirements. This meditative pace can be sustained indefinitely, gradually replacing 1 hour of sleep for every 15 points of accumulated tranquility knowledge. When the monk attains 120 points, they ascend to a state where sleep becomes a mere option, as long as they maintain a daily regimen of four hours of uninterrupted meditation.
- Smile: manifests the monk's inner serenity. When the monk wins initiative and is swift enough to utter a calming word and display a serene countenance before their adversaries launch their attacks, a remarkable transformation occurs. The enemy, in the face of the monk's peaceful resolve, is compelled to pause in their aggression. They are granted an opportunity to resist this influence through a save against poison, with failure resulting in a willingness to seek peaceful parley. This respite provides the monk and their allies a precious chance to engage in dialogue before resorting to combat. However, this pacifying effect remains ineffectual against creatures possessing an intelligence level of less than 5, as they lack the capacity to comprehend the monk's serene presence.
- Calm Reflex: grants the monk an unshakable calmness, even in the face of imminent danger. Thus they can be surprised only on a 1 in 6, and enjoy a +4 saving throw against fear. When meditating, the monk enjoys the same effect as the sage ability, "on guard."
Authority Status
- Marrowfortitude: allows a level of resilience that allows them to withstand the most grievous injuries or damage, without losing either awareness or functionality. While characters can still be stunned by physical attacks, they cannot be stunned from wounds; they cannot be made unconscious by negative hit points, nor unable to move and fight by injuries, infection or ailments. They are simply able to rise above the physical limitations imposed by these things.
- Serenity: represents the embodiment of serene presence and unyielding composure; bestows the character with an extraordinary ability to halt hostilities even after the first blow has been struck — even if they've made saving throw earlier in response to the character's "smile." The character's aura extends to create a protective shield of non-aggression for three rounds, during which enemies cannot bring themselves to attack without first seeking permission. The enemy remains fully aware of the character's presence but is bound by a sense of reverence and respect, which takes the exercise of will to get past. Through such means, the character has the potential to turn a battlefield into a haven of peace and mutual understanding.
- Shifu Master: attains a level of mastery that allows them to provide training to non-levelled characters, facilitating their journey to acquire a level of their own. This empowers the character to transfer his or her own early-achieved knowledge to disciples, who can then enter the world seeking answers of their own.
Expert Status
- Flowing Chi: allows the character to heal at twice the normal rate when resting, by tapping into the universal energy to enhance their physical health.
- Freedom from Mind: allows the character to meditate during periods of waiting; time seems to pass effortlessly for them. They can spend days, weeks, even months in deep meditation, experiencing a profound sense of serenity and mindfulness as the world around them moves at its normal pace. This meditation enhances mental acuity, enabling the character to grasp the DMs greater intentions and hidden knowledge regarding the game world, compelling the DM to explain the consequences of the player's past actions, things the players have missed through previous adventures, and insight into how to conquer foes that seem unconquerable.
- Tranquil Heart: the character becomes immune to any spell or power that attempts to influence or inspect their thoughts, emotions or consciousness. Whether it be an enchantment seeking to beguile or charm, a telepathic probe delving into their psyche, or any other intrusion aimed at their mind, the character remains untouched and tranquil, in full control of his or her mental faculties.
Sage Status
- Harmonise Serenity: radiates an aura of peace and non-violence. Once per long rest, characters may compel all hostile creatures within a 60-foot radius to make a wisdom check. Those who fail become overwhelmed by a sense of serenity and are compelled to cease all hostile actions for 5 rounds.