Difference between revisions of "Physical Balance (sage study)"

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== Amateur ==
 
== Amateur ==
:*'''[[Balance Load (sage ability)|Balance Load]]''': decreases the penalty of [[Encumbrance|encumbrance]] against the character.
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*'''[[Balance Load (sage ability)|Balance Load]]''': decreases the penalty of [[Encumbrance|encumbrance]] against the character.
:*'''[[Defense I (sage ability)|Defense I]]''': the character's natural [[Armour Class|armour class]] is improved by 2 pts., to AC 8, when the character wears no [[Armour List|armour]] at all.
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*'''[[Defense I (sage ability)|Defense I]]''': the character's natural [[Armour Class|armour class]] is improved by 2 pts., to AC 8, when the character wears no [[Armour List|armour]] at all.
:*'''[[Flexibility (sage ability)|Flexibility]]''': provides multiple benefits from the character's overall balance in fighting.
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*'''[[Flexibility (sage ability)|Flexibility]]''': provides multiple benefits from the character's overall balance in fighting.
:*'''[[Stand Ground (sage ability)|Stand Ground]]''': when [[Overbearing|overbearing]] or being overbeared, the character's weight is counted as 50% higher than it actually is.
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*'''[[Stand Ground (sage ability)|Stand Ground]]''': when [[Overbearing|overbearing]] or being overbeared, the character's weight is counted as 50% higher than it actually is.
  
 
== Authority ==
 
== Authority ==
 
:*'''[[Defense II (sage ability)|Defense II]]''': improves the character's armour class overall.
 
:*'''[[Defense II (sage ability)|Defense II]]''': improves the character's armour class overall.
 
:*'''[[Dropping Weight (sage ability)|Dropping Weight]]''': when [[Attacking in Combat|attacking]] an enemy that has been stunned the [[Combat Round|round]] before, the character is able to use his body mass to increase the momentum of the next strike, causing an additional 2 [[Hit Points|hit points]] of [[Damage (hit points)|damage]] if the hit is made.
 
:*'''[[Dropping Weight (sage ability)|Dropping Weight]]''': when [[Attacking in Combat|attacking]] an enemy that has been stunned the [[Combat Round|round]] before, the character is able to use his body mass to increase the momentum of the next strike, causing an additional 2 [[Hit Points|hit points]] of [[Damage (hit points)|damage]] if the hit is made.
:*'''[[Leap (sage ability)|Leap]]''': enables the character to jump a distance of two [[Combat Hex|hexes]] while in combat (1 AP); a backwards leap cannot be made.
+
*'''[[Leap (sage ability)|Leap]]''': enables the character to jump a distance of two [[Combat Hex|hexes]] while in combat (1 AP); a backwards leap cannot be made.
:*'''[[Safe Position (sage ability)|Safe Position]]''': when fighting three or more combatants simultaneously, the character is able to take a position within the hex where one of his enemies will be unable to attack.  The same ability also gives a +2 armour class bonus against enemies using [[Weapons List|weapons]] shorter than 4 ft. long.
+
*'''[[Safe Position (sage ability)|Safe Position]]''': when fighting three or more combatants simultaneously, the character is able to take a position within the hex where one of his enemies will be unable to attack.  The same ability also gives a +2 armour class bonus against enemies using [[Weapons List|weapons]] shorter than 4 ft. long.
  
 
== Expert ==
 
== Expert ==
:*'''[[Bob & Weave (sage ability)|Bob & Weave]]''': so long as it's not done upon two consecutive rounds, the character may forego the movement penalty for moving out of a [[Melee|melee]] hex.
+
*'''[[Bob & Weave (sage ability)|Bob & Weave]]''': so long as it's not done upon two consecutive rounds, the character may forego the movement penalty for moving out of a [[Melee|melee]] hex.
:*'''[[Bound (sage ability)|Bound]]''': enables the character to jump a profound distance of three hexes while in combat (2 AP); a backwards leap of two hexes can be made (1 AP).
+
*'''[[Bound (sage ability)|Bound]]''': enables the character to jump a profound distance of three hexes while in combat (2 AP); a backwards leap of two hexes can be made (1 AP).
:*'''[[Like a Rock (sage ability)|Like a Rock]]''': when overbearing or being overbeared, the character's combat weight is counted as double the actual amount.
+
*'''[[Like a Rock (sage ability)|Like a Rock]]''': when overbearing or being overbeared, the character's combat weight is counted as double the actual amount.
  
 
== Sage ==
 
== Sage ==
:*'''[[Float Vault (sage ability)|Float Vault]]''': enables the character to spring forward five hexes through the air, so long as some surface is touched mid-journey — such as the head or shoulder of an enemy, for example (3 AP).
+
*'''[[Float Vault (sage ability)|Float Vault]]''': enables the character to spring forward five hexes through the air, so long as some surface is touched mid-journey — such as the head or shoulder of an enemy, for example (3 AP).
  
  

Revision as of 05:15, 19 June 2022

Sometimes, combatants have to sustain their attacks under unusual circumstances.

Physical balance describes the practice of conserving equilibrium and maintaining a stable, upright position. In fighting, these characters have a superior defensive ability through holding themselves at the ready at all times. Character with physical balance skills also learn how to recognize faults in an enemy's balance, enabling them to exploit their opponent's weaknesses.

Training includes making the most of the character's strength, flexibility, intuition and overall fitness, in order to build courage, confidence and self-discipline. In part, the study includes exemptions to standard combat rules, enabling the character to move and shift on a battlefield in a manner different from other combatants.

Amateur

Authority

  • Defense II: improves the character's armour class overall.
  • Dropping Weight: when attacking an enemy that has been stunned the round before, the character is able to use his body mass to increase the momentum of the next strike, causing an additional 2 hit points of damage if the hit is made.
  • Leap: enables the character to jump a distance of two hexes while in combat (1 AP); a backwards leap cannot be made.
  • Safe Position: when fighting three or more combatants simultaneously, the character is able to take a position within the hex where one of his enemies will be unable to attack. The same ability also gives a +2 armour class bonus against enemies using weapons shorter than 4 ft. long.

Expert

  • Bob & Weave: so long as it's not done upon two consecutive rounds, the character may forego the movement penalty for moving out of a melee hex.
  • Bound: enables the character to jump a profound distance of three hexes while in combat (2 AP); a backwards leap of two hexes can be made (1 AP).
  • Like a Rock: when overbearing or being overbeared, the character's combat weight is counted as double the actual amount.

Sage

  • Float Vault: enables the character to spring forward five hexes through the air, so long as some surface is touched mid-journey — such as the head or shoulder of an enemy, for example (3 AP).


See Also,
Assassin Sage Abilities
Fighter Sage Abilities
Paladin Sage Abilities
Ranger Sage Abilities