Difference between revisions of "Affirmation (sage ability)"

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The practice of building a character's confidence so as to be able to endure an expected attack or damage of a specific form, one that is previously known to the character.
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[[File:Affirmation (ability).jpg|right|420px|thumb|A fighter prepares for the magical attack he knows is coming]]
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'''Affirmation''' is an amateur-status [[Sage Ability|sage ability]] that increases a combatant's confidence prior to entering [[Combat|combat]].  Characters with this knowledge are able to prepare themselves for a [[Saving Throws|saving throw]] '''they know is coming''', allowing them a '''+2 save adjustment''' and a further easing of '''-1 damage per die''' causing [[Damage (hit points)|damage]].
  
Thus, were the character to know in advance, in the near future, that a combat would soon ensue with a dragon, the character could build confidence through affirming his or her ability to withstand or avoid expected attacks with a breath weapon. The character might also prepare for a magical attack, if the character knew for certain that a mage would use a charm spell or other specific magic. Similarly, if the character knew that a fall was unavoidable, affirmation would grant the character a benefit as well.
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== Preparation for Attack ==
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To employ the ability, the character must know what sort of [[Natural Abilities|special attack]] is coming.  There are many possible forms of attack, including [[Breath Weapon|breath weapon]], [[Energy Drain|energy drain]], [[Heat|heat]], [[Charm|charm]], [[Poison (substance)|poison]] and [[Spellcasting|spellcasting]] — far more than can be listed here.  What matters is that the form of attack is '''expected''', enabling the character to muster his or her courage and make conscious plans to survive. Affirmation enables the character to inwardly provide the self-confidence and skill needed in a time of trouble.
  
To prepare, the character must spend five rounds in personal appraisal and reassurance, affirming again and again an ability to survive and overcome the attack. No other action may be taken during this time. Once this affirmation has been performed, the protection will last from the beginning of one melee until the character or the enemy breaks combat, until one side or the other surrenders or until the enemy is dead. Note that once any of these things occur, the character's affirmation will evaporate as the character is relieved - in which case, a surprise attack may catch the character unprepared.
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''For example'', the character learns that entering a certain [[Cave|cave]] will bring on an encounter with a [[Dragon|dragon]].  Normally, there would be little the character could do but go in and fight, and hope for the best. However, through '''affirmation''', the character reasons out what will need to be done: on what side to bring an attack, how best to employ a shield, what to watch out for in the dragon's movements or the dragon's eyes ... and what to do, exactly, when the dragon breathes.
  
In most circumstances, the character will receive a +2 save against all attacks of the exact nature affirmed against. A character that affirmed against a fireball would not be similarly protected against any other magical attack, such as a lightning bolt or a flaming sphere. In cases where the character is not allowed a saving throw, such as certain magic (magic missile, Melf's arrow, etcetera) or the aforementioned drop from a height, the character receives an adjustment of -1 per die rolled to overall damage.
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Note that it is '''NOT''' the creature that is prepared against, but the '''form of attack'''!  Knowing what that will be, the character sits, meditates for five full rounds without interruption and then announces that he or she is "ready."  Then, so long as the attack occurs within the next hour, the character will gain the bonuses listed above.
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== Reasoning ==
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The ability presumes that the character is a much better combatant when bringing to bear that individual's full experience to the fore.  It is not simply a matter of concentrating hard, but deliberately remembering moments of training and personal experience that were received earlier, and correcting for possible overconfidence through mental discipline.
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If the character cannot take the time to do this — and importantly, this concentration '''cannot take place''' in the middle of combat or at any time when the character is stressed or distracted by things that are going on!  The character must have quiet; there must be sufficient time to think; and the character must know what to expect, and have reason to expect it.  A character cannot randomly prepare for something which is unlikely to be a threat at the present.
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If these conditions are met, then the bonuses gained more than justify the time taken to be ready to face the ''known'' dangers at hand.
  
This die adjustment does not apply where an attack includes a saving throw.
 
  
Affirmation is of no use if the character does not possess the time or the opportunity to spend 5 rounds in preparation. Thus, if the character is surprised, already in combat, in considerable discomfort due to present circumstances, dodging missiles and so on, the ability cannot be employed.
 
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See [[Empowerment (sage study)|Empowerment]]
 
See [[Empowerment (sage study)|Empowerment]]
  
[[Category: Lacks Image]]
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[[Category: Sage Abilities]]

Latest revision as of 22:01, 13 October 2023

A fighter prepares for the magical attack he knows is coming

Affirmation is an amateur-status sage ability that increases a combatant's confidence prior to entering combat. Characters with this knowledge are able to prepare themselves for a saving throw they know is coming, allowing them a +2 save adjustment and a further easing of -1 damage per die causing damage.

Preparation for Attack

To employ the ability, the character must know what sort of special attack is coming. There are many possible forms of attack, including breath weapon, energy drain, heat, charm, poison and spellcasting — far more than can be listed here. What matters is that the form of attack is expected, enabling the character to muster his or her courage and make conscious plans to survive. Affirmation enables the character to inwardly provide the self-confidence and skill needed in a time of trouble.

For example, the character learns that entering a certain cave will bring on an encounter with a dragon. Normally, there would be little the character could do but go in and fight, and hope for the best. However, through affirmation, the character reasons out what will need to be done: on what side to bring an attack, how best to employ a shield, what to watch out for in the dragon's movements or the dragon's eyes ... and what to do, exactly, when the dragon breathes.

Note that it is NOT the creature that is prepared against, but the form of attack! Knowing what that will be, the character sits, meditates for five full rounds without interruption and then announces that he or she is "ready." Then, so long as the attack occurs within the next hour, the character will gain the bonuses listed above.

Reasoning

The ability presumes that the character is a much better combatant when bringing to bear that individual's full experience to the fore. It is not simply a matter of concentrating hard, but deliberately remembering moments of training and personal experience that were received earlier, and correcting for possible overconfidence through mental discipline.

If the character cannot take the time to do this — and importantly, this concentration cannot take place in the middle of combat or at any time when the character is stressed or distracted by things that are going on! The character must have quiet; there must be sufficient time to think; and the character must know what to expect, and have reason to expect it. A character cannot randomly prepare for something which is unlikely to be a threat at the present.

If these conditions are met, then the bonuses gained more than justify the time taken to be ready to face the known dangers at hand.


See Empowerment