Difference between pages "Druid Sage Abilities" and "Paladin Sage Abilities"

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Below can be found a list of the [[Knowledge Points|knowledge]] [[Sage Field|fields]] and [[Sage Study|studies]] available to the [[Paladin (class)|Paladin Class]].  Starting at [[Experience Level|1st level]], the paladin gains one field, and one study within that field.  This choice is left entirely to the player.  There are four fields to choose from:
Below can be found a list of the [[Knowledge Points|knowledge]] [[Sage Field|fields]] and [[Sage Study|studies]] available to the [[Druid (class)|Druid Class]].  Starting at [[Experience Level|1st level]], the druid gains one field, and one study within that field.  This choice is left entirely to the player.  There are four fields to choose from:
 
  
::'''Animal Life''': provides familiarity with living, breathing creatures of natural, non-magical origin, their lifestyles and instincts, and the ecologies in which they dwellThe field is divided into different animal forms.
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::'''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 moreIncludes breeding and veterinary skills.
  
::'''Earth & Sky''': the study of the physical world collectively, including landscape, features and products of the earth, reaching to all natural forms of the material universe.  The field is divided among the natural sciences.
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::'''Leadership''': practical skills enabling the character to organize and lead other individuals, teams and whole organizations, supported by the understanding of power, vision and social values.
  
::'''Plant Life''': provides familiarity with growing plants, fungus and like growing creatures of natural, non-magical origin, their distribution, cultivation and manner of fertility.  The field is divided into different plant forms.
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::'''Mastery at Arms''': increases the efficacy and efficiency of using weapons in [[Combat|combat]], enabling superior advantage over an adversary.
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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.<br>
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::'''Reverence''': relates to a life of conscious grace and servitude to the divine, with true penitence towards shortcomings, misjudgement, errors and transgressions that are made, enabling a greater understanding of the divine and the unnatural.
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The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of [[Sage Ability|sage abilities]] that await possession by player characters and others. Following are a list of studies sorted by their field.<br><br>
  
==== Animal Life ====
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==== Animal Training ====
:'''[[Amphibians & Reptiles (sage study|Amphibians & Reptiles)]]''': the study of scaly, four-legged, cold-blooded egg-laying animals, including both creatures who spend part of their lives in water and those who are born and live all their lives on land.
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:'''[[Camelback Riding (sage study)|Camelback Riding]]''': the use of a [[camel]] as transportation and for the purpose of combat.
  
:'''[[Birds (sage study)|Birds]]''': the study of feathered, winged, two-legged, warm-blooded egg-laying animals, characterized by a beak with no teeth and a lightweight skeleton.
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:'''[[Dog Training (sage study)|Dog Training]]''': the employment of [[Dog (domestic)|dogs]] for defense, attack, transport and work.
  
:'''[[Bugs & Spiders (sage study)|Bugs & Spiders]]''': the study of multi-legged, exoskeletal insects, characterized by antennae, pincers, stingers, wings and a wide variety of other features.
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:'''[[Falconry (sage study)|Falconry]]''': includes the use of [[falcons]], [[hawks]], [[eagles]] and [[owls]] for the purpose of [[Hunting (sage ability)|hunting]] and reconnaissance work.
  
:'''[[Golems (sage study)|Golems]]''': the art of bestowing life into creature-appearing constructs designed from homogenous natural materials, typically flesh, stone, clay, wood, metal and cloth, leavened dough or plant root.
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:'''[[Flying Mounts (sage study)|Flying Mounts]]''': includes the use of [[Hippogriff|hippogriffs]], [[pegasi]] and other flying mounts, for transportation and combat.
  
:'''[[Mammals (sage study)|Mammals]]''': the study of warm blooded, hairy animals with four limbs gestated through live birth, with a wide variety of features.  The knowledge includes humanoid forms to some degree.
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:'''[[Horseback Riding (sage study)|Horseback Riding]]''': like other mounts on this list, describes the use of the [[Horse (domestic)|horse]] for transportation, combat and work.
  
:'''[[Sea Life (sage study)|Sea Life]]''': the study of marine creatures and animals dwelling in both salt and freshwater environments, characterized by their ability to swim and breathe underwater.
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:'''[[Mahout (sage study)|Mahout]]''': allows action as a rider, trainer and keeper of elephants and oliphants.
  
:'''[[Slime Molds (sage study)|Slime Molds]]''': the study of jellies, metamorphs, molds, oozes, puddings and slimes, enabling the character to explain the behaviour and dangers of these creatures.
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:'''[[Underwater Mounts (sage study)|Underwater Mounts]]''': allows knowledge of hippocampi, sea horses and sea turtles, providing superlative action in both waterborne and underwater environments.
  
==== Earth & Sky ====
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==== Leadership ====
:'''[[Alchemy (sage study)|Alchemy]]''': the study of natural materials, plants and elemental phenomena, surrounding the creation and refinement of substances, [[Poison (substance)|poisons]], salves, ointments, potions and more.
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:'''[[Judgement (sage study)|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.
  
:'''[[Animal Physiology (sage study)|Animal Physiology]]''': a study of veterinary medicine, providing for the restoration and healing of animals, and to some degree of persons and humanoids.
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:'''[[Logistics (sage study)|Logistics]]''': provides detailed knowledge surrounding the management of supply, enabling the endurance of a long-term campaign or providing immediate benefits to small parties.
  
:'''[[Geography (sage study)|Geography]]''': provides knowledge of terrain, political boundaries, travel routes, the location of cities and cultural ethnic groups, as defined by land and sea.
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:'''[[Morale Strengthening (sage study)|Morale Strengthening]]''': enables the character to inspire and improve the [[Morale|morale]] of hirelings and followers, rallying them to engage in combat and giving their loyalty to actions the leader undertakes.
  
:'''[[Geology (sage study)|Geology]]''': provides knowledge of the earth, the rocks with which it is composed and the processes by which terrestrial structures and forms change over time.
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:'''[[Motivation (sage study)|Motivation]]''': provides great potential to inspire not only direct associates of a character, but to any group of willing persons, on the scale of a [[Settlements|settlement]], a province or a whole kingdom.
  
:'''[[Natural Astronomy (sage study)|Natural Astronomy]]''': a study of the sky and the movement of bodies, wholly separate from the mystical interpretations that might appear in other similarly named studies.
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==== Mastery at Arms ====
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:'''[[Balance (sage study)|Balance]]''': describes the combatant's ability to improve their balance and footwork while fighting or performing labour.
  
:'''[[Oceanography (sage study)|Oceanography]]''': the study and practices surrounding bodies of water, including lakes, inland seas, bays an oceans, with knowledge of physical phenomena related to these watery environments.
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:'''[[Martial Discipline (sage study)|Martial Discipline]]''': improves the tactical advantage of combatants through comprehension of formations, movement and the use of special equipment.  
  
==== Plant Life ====
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:'''[[Puissance (sage study)|Puissance]]''': a collection of enhanced weapon skills and [[Combat|combat]] proficiencies that make the individual more dangerous as an opponent.
:'''[[Bushes & Shrubs (sage study)|Bushes & Shrubs]]''': the study of small-to-medium sized woody plants, the majority of which are under 20 feet in height and are more commonly less. Provides knowledge of fruit, perfume, gums, incense, medicinal drugs and many other products.
 
  
:'''[[Flowers & Sprigs (sage study)|Flowers & Sprigs]]''': the study of blooms and blossoms of small plants, as well as vines, stalks, crowns and root masses, their contribution to plant health, beauty and their relationship with certain insects.
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:'''[[Unarmed Combat (sage study)|Unarmed Combat]]''': improvements in the character's ability to fight without weapons, increasing opportunities to hit and cause damage when [[Pummelling|pummelling]], [[Grappling (hand-to-hand)|grappling]] and [[Overbearing|overbearing]].
  
:'''[[Fungi (sage study)|Fungi]]''': the study of fleshy and edible fruit bodies of fungus, yeasts, lichen, molds and spores, including those that grow above and below ground.  Yields knowledge of some sentient forms.
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==== Reverence ====
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:'''[[Beasts (sage study)|Beasts]]''': provides knowledge of supernatural animal forms, their behaviour and their nature.
  
:'''[[Grasses & Grains (sage study)|Grasses & Grains]]''': the study of herbaceous plants, including "true" grasses, sedges and rushes, notably cereals, bamboo and cattails.  Includes details about the preparation of staple foods from these plants.
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:'''[[Divination (sage study)|Divination]]''': pursues means of discovering knowledge of the present, past and future through extra-sensory communication.
  
:'''[[Mosses & Ferns (sage study)|Mosses & Ferns]]''': the study of plants that grow in dense clumps and mats in damp, shady and subterranean conditions, many of which feature prominently in medicine and magic.
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:'''[[Dweomercraft (sage study)|Dweomercraft]]''': incorporates the power to detect, communicate with and ultimate control manifestations and creatures of supernatural origin.
  
:'''[[Trees (sage study)|Trees]]''': the study of large perennials with an enlongated stem, or trunk, supporting branches and leaves of the deciduous, broadleaf and coniferous varieties, as well as the cultivation of these plants.
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:'''[[Piety (sage study)|Piety]]''': reflects the paladin's personal confidence and trust in their religious cause and sacred destiny.
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== Awarding Knowledge Points ==
 
== Awarding Knowledge Points ==
At 1st level, the druid player character will gain 12 knowledge points in their chosen study.  A d6-1 is rolled for the other studies in the druid's chosen field, producing a result of 0 to 5 each.  A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each.  Therefore, the druid 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.
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At 1st level, the paladin player character will gain 12 knowledge points in their chosen study.  A d8-1 is rolled for the other studies in the paladin'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 paladin 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.
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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.
  
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 knowledgeTime 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 them) during an afternoon's shopping or whenever.
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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 sageAt 5th, 9th and 13th levels, the paladin will gain a new study in a field that the paladin possesses. At 7th and 13th levels, the paladin will gain a new field.
  
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 druid will gain a new study in a field that the druid possesses.  At 7th and 13th levels, the druid will gain a new field.
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Revision as of 05:36, 21 August 2020

Below can be found a list of the knowledge fields and studies available to the Paladin Class. Starting at 1st level, the paladin gains one field, and one study within that field. This choice is left entirely to the player. 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: practical skills enabling the character to organize and lead other individuals, teams and whole organizations, supported by the understanding of power, vision and social values.
Mastery at Arms: increases the efficacy and efficiency of using weapons in combat, enabling superior advantage over an adversary.
Reverence: relates to a life of conscious grace and servitude to the divine, with true penitence towards shortcomings, misjudgement, errors and transgressions that are made, enabling a greater understanding of the divine and the unnatural.


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

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.
Morale Strengthening: 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.
Motivation: 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

Balance: describes the combatant's ability to improve their balance and footwork while fighting or performing labour.
Martial Discipline: improves the tactical advantage of combatants through comprehension of formations, movement and the use of special equipment.
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.

Reverence

Beasts: provides knowledge of supernatural animal forms, their behaviour and their nature.
Divination: pursues means of discovering knowledge of the present, past and future through extra-sensory communication.
Dweomercraft: incorporates the power to detect, communicate with and ultimate control manifestations and creatures of supernatural origin.
Piety: reflects the paladin's personal confidence and trust in their religious cause and sacred destiny.


Awarding Knowledge Points

At 1st level, the paladin player character will gain 12 knowledge points in their chosen study. A d8-1 is rolled for the other studies in the paladin'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 paladin 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 paladin will gain a new study in a field that the paladin possesses. At 7th and 13th levels, the paladin will gain a new field.