Athletics

Athletics (usually using your Strength modifier allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.

Forced Movement

The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement.


Athletics Untrained Actions


Climb [A]

Move

Requirements You have both hands free.


You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

If you are carrying more Bulk than your strength modifier (minimum 1), your Athletics check made to Climb is treated as one category worse.

Critical Success You move up, across, or safely down the incline for 10 feet.

Success You move up, across, or safely down the incline for 5 feet.

Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Sample Climb Tasks

Untrained ladder, steep slope, low-branched tree
Trained rigging, rope, typical tree
Expert wall with small handholds and footholds
Master ceiling with handholds and footholds, rock wall
Legendary smooth surface


Force Open [A]

Manipulate

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.

Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.

Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.


Sample Force Open Tasks

Untrained fabric, flimsy glass
Trained ice, sturdy glass
Expert flimsy wooden door, wooden portcullis
Master sturdy wooden door, iron portcullis, metal bar
Legendary stone or iron door


Grapple [A]

Attack

Requirements You have at least one free hand or have your target grappled or restrained. Your target isn't more than one size larger than you.


You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free without needing another roll - just spend the action.

     *If you are a Master in Athletics, you can attempt to Grapple a creature up to two sizes larger than you.*

Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.

Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.

Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on that creature or object end.

Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

 

High Jump [AA]


You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

If you are carrying more Bulk than your strength modifier (minimum 1), your Athletics check made to High Jump is treated as one category worse.

Critical Success Increase the maximum vertical distance to 4 feet and the horizonal distance to 10 feet.

Success Increase the maximum vertical distance to 3 feet.

Failure You Leap normally.

Critical Failure You don’t Leap at all, and instead you fall prone in your space.

 

Long Jump [AA]


You Stride, then make a horizontal Leap and attempt a DC 30 Athletics check to increase the length of your jump. If you didn't Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. You can’t Leap farther than your Speed.

If you are carrying more Bulk than your strength modifier (minimum 1), your Athletics check made to Long Jump is treated as one category worse.

Critical Success Increase the maximum horizonal distance by 10 feet.

Success Increase the maximum horizonal distance by 5 feet.

Failure You Leap normally.

Critical Failure You Leap normally, but then fall and land prone.

 

Shove [A]

Attack

Requirements You have at least one hand free. The target can’t be more than one size larger than you.


You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.

     *If you are a Master in Athletics, you can attempt to Shove a creature up to two sizes larger than you.*

Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.

Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.

Critical Failure You lose your balance, fall, and land prone.

 

Swim [A]

Move

You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

If you are carrying more Bulk than your strength modifier (minimum 1), your Athletics check made to Swim is treated as one category worse.

Critical Success You move through the water 15 feet.

Success You move through the water 10 feet.

Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Sample Swim Tasks

Untrained lake or other still water
Trained flowing water, like a river
Expert swiftly flowing river
Master stormy sea
Legendary maelstrom, waterfall

 

Trip [A]

Attack

Requirements You have at least one hand free. Your target can’t be more than one size larger than you.


You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.

     *If you are a Master in Athletics, you can attempt to Trip a creature up to two sizes larger than you.*

Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.

Success The target falls and lands prone.

Critical Failure You lose your balance and fall and land prone.

 

Athletics Trained Actions


Disarm [A]

Attack

Requirements You have at least one hand free. The target can’t be more than one size larger than you.


You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC.

     *If you are a Master in Athletics, you can attempt to Trip a creature up to two sizes larger than you.*

Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.

Success You weaken your target's grasp on the item. Until that creature spends an action to regrip their weapon, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.

Critical Failure You lose your balance and become flat-footed until the start of your next turn.

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