Athletics

Athletics is a Strength-based skill. It is a measure of your character's physical fitness and athletic prowess. With this skill, you may; perform athletic maneuvers, scale tall heights, and leap great distances. In addition to the actions listed above Athletics has a number of additional uses whether you are trained in the skill or not.

Common uses for the Athletics skill

Skill uses marked by * can only be attempted if trained in the skill.
  • *If you are Trained in Athletics, you gain a +5 competency bonus to your Melee Attacks.*

Athletic Maneuvers

Make an Athletics check to attempt athletic maneuvers during an encounter

Catching Yourself When Falling

Make an Athletics check to attempt to catch yourself while falling. A slope is relatively easier to catch yourself on than a wall.

Climbing a surface

With a successful Athletics check, you can climb up, down, or across a (slope, a wall, any other steep incline, or even a ceiling with handholds). You may climb at one-half of your Speed as a Full-Round Action. You can move half that far- one-fourth of your Speed- as a Move Action. A failed Athletics check indicates that you made no progress and a check that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the circumstances of the climb. Since you can't move to avoid an attack while climbing, opponents get a +2 bonus on attack rolls against you, and you're considered Flat-Footed, losing your Dexterity bonus to all Defenses. Any time you take damage while climbing, make an Athletics check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate Falling Damage.

*Accelerated Climbing*

You can try to Climb more quickly than normal, but you take a -5 penalty on Athletics checks. Accelerated Climbing allows you to Climb at your full Speed as a Full-Round Action. You can move half that far- one-half of your Speed- as a Move Action.*

*Making Handholds and Footholds*

You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with handholds and footholds, a wall with pitons in it has a lowered DC to climb. In the same way, a climber with an ice axe or similar implement can cut handholds or footholds in an ice wall.*
*High/Low Gravity Environments*
Climb DCs in Low Gravity environments are halved and movement is doubled. When climbing in High Gravity environments, DCs are doubled and Climb Speed is halved (minimum 1 square).

High Jump

The DC of a High Jump is equal to the number of squares you are attempting to jump up, multiplied by 15. If you use a pole of sufficient height to help you vault the distance or have a 4-square running start, the DC is halved. If you make an additional Athletics check (DC 15) before your running start, and that check is successful, you gain Advantage on your Athletics roll.
  • Special: You can Take 10 when making an Athletics check to Jump. If there is no danger associated with falling, you can Take 20. Distance covered by a Long Jump or High Jump counts against your maximum movement in a round; distance covered by Jumping Down does not.

Jump Down

If you intentionally Jump Down from a height, you can attempt a DC 15 Jump check to treat Falling Damage as if you had dropped 3 meters (2 squares) less than you actually did. For every 10 points by which you beat the DC, you can subtract an additional 3 meters (2 squares) from the fall when determining damage. If you succeed on this check and take no damage, you land on your feet. If you fail the check by 5 you land prone, if you fail the check by 10 or more you are Staggered for 1 round.
  • Special: Regardless of the results of your roll, unless it is a natural 1, you may make an Acrobatics check (DC 15) upon landing to halve whatever damage you may take from jumping down.
  • Special: You can Take 10 when making an Athletics check to Jump. If there is no danger associated with falling, you can Take 20. Distance covered by a Long Jump or High Jump counts against your maximum movement in a round; distance covered by Jumping Down does not.

Long Jump

Each character can Long Jump a number of squares equal to 1 + (their Strength Score/5), leaping a number of squares after that amount will require an Athletics check. The DC of a Long Jump is equal to the number of squares you are attempting to leap over in the long jump, multiplied by 5. With a 4-square running start, the DC is halved. If you make an additional Athletics check (DC 15) before your running start, and that check is successful, you gain Advantage on your Athletics roll.
  • Special: You can Take 10 when making an Athletics check to Jump. If there is no danger associated with falling, you can Take 20. Distance covered by a Long Jump or High Jump counts against your maximum movement in a round; distance covered by Jumping Down does not.

Parkour

If you succeed on an Athletics check, you may Charge or Move over Objects the same size as yourself and Difficult Terrain. If you fail this check, your movement ends. You can combine this with the Cross Difficult Terrain action (see above however, the DC will be increased.

*Kip-up from prone*

You may make an Athletics checks to get up from Prone as a Move action without provoking Attacks of Opportunity.

*Reduce Damage From Objects That Hit You*

If you are struck by a falling or moving object, you can reduce the damage you take by half with a successful Acrobatics check.

*Wall Movement*

While Running or Sprinting, you may make an Athletics check to Wall run (Horizontal & Vertical) during your movement, or jump off a Wall you are currently on/sliding down.

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