Athletics Feats

General Skill Feats


1st Level Atheletics Feats (Req Trained in Athletics)

  • Quick Jump - High Jump or Long Jump as a single action.


2nd Level Athletics Feats (Req Expert in Athletics)

  • Lead Climber - Make climbing safer for allies who Follow the Expert.


7th Level Athletics Feats (Req Master in Athletics)




Athletics Training (Feat 1)

General
Skill

Prerequisites Intelligence 12


You become Trained in Athletics.


Combat Climber (Feat 1)

General
Skill

Prerequisites Training in Athletics


Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.


Hefty Hauler (Feat 1)

General
Skill

Prerequisites Training in Athletics


You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.


Quick Jump (Feat 1)

General
Skill

Prerequisites Training in Athletics


You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).


Titan Wrestler (Feat 1)

General
Skill

Prerequisites Training in Athletics


You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.


Underwater Marauder (Feat 1)

General
Skill

Prerequisites Training in Athletics


You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.


Lead Climber (Feat 2)

General
Skill

Prerequisites Expert in Athletics


When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.


Powerful Leap (Feat 2)

General
Skill

Prerequisites Expert in Athletics


When you Leap, you increase the distance you can jump vertically by 2 feet, and you increase the distance you can jump horizontally by 5 feet.


Rapid Mantle (Feat 2)

General
Skill

Prerequisites Expert in Athletics


You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.


Quick Climber (Feat 7)

General
Skill

Prerequisites Master in Athletics


When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.


Quick Swimmer (Feat 7)

General
Skill

Prerequisites Master in Athletics


You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.


Wall Jump (Feat 7)

General
Skill

Prerequisites Master in Athletics


You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.

You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.

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