D20r:Athletics

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{{d20r}}
{{d20r}}
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{{d20rSkills}}
==Athletics (Str; Armor Check Penalty)==
==Athletics (Str; Armor Check Penalty)==
The Athletics skill can be used to climb surfaces, jump distances, or swim.
The Athletics skill can be used to climb surfaces, jump distances, or swim.
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The DC and the distance you can cover vary according to the type of jump you are attempting.
The DC and the distance you can cover vary according to the type of jump you are attempting.
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Your Athletics check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
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All Athletics DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled. If you are a master of Athletics, you do not double the DC for not getting a running start.
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{|border=1px
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!Speed !!Modifier
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|-
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| 0 || Cannot jump
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| 5-10 || -12
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|-
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| 15-20 || -6
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|-
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| 25-35 || +0
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|-
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| 40-45 || +4
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|-
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| 50-55 || +8
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|-
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| for each +10 || +4
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|}
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All Athletics DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.
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Distance moved by jumping is counted against your normal maximum movement in a round. If your jump exceeds your maximum move distance, you complete your jump action on your next initiative count and count the distance moved against your movement in that round.
Distance moved by jumping is counted against your normal maximum movement in a round. If your jump exceeds your maximum move distance, you complete your jump action on your next initiative count and count the distance moved against your movement in that round.
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If you have ranks in Athletics and you succeed on a jump check, you land on your feet (when appropriate). If you attempt an Athletics check to jump check untrained, you land prone unless you beat the DC by 5 or more.
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If you are at least an apprentice in Athletics and you succeed on a jump check, you land on your feet (when appropriate). If you attempt an Athletics check to jump check untrained, you land prone unless you beat the DC by 5 or more.
=====Long Jump=====
=====Long Jump=====
A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).
A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).
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If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don't clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.
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If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don't clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 12 Athletics check to climb up.
{|border=1px
{|border=1px
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|-
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| 20 feet || 20
| 20 feet || 20
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|-
 
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| 25 feet || 25
 
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|-
 
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| 30 feet || 30
 
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| Each additional 5 feet || +5
| Each additional 5 feet || +5
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=====High Jump=====
=====High Jump=====
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A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.
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A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 3 times the distance to be cleared.
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If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.
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If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 12 Athletics check to climb. If you fail the initial Athletics check, you do not reach the height, and you land on your feet in the same spot from which you jumped.
{|border=1px
{|border=1px
!High Jump Distance !!Jump DC
!High Jump Distance !!Jump DC
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| 1 foot || 4
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| 1 foot || 3
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| 2 feet || 8
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| 2 feet || 6
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|-
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| 3 feet || 12
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| 3 feet || 9
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| 4 feet || 16
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| 4 feet || 12
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| 5 feet || 20
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| 5 feet || 15
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|-
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| 6 feet || 24
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| Each additional foot || +3
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| 7 feet || 28
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| 8 feet || 32
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| Each additional foot || +4
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|}
|}
'''Vertical Reach'''
'''Vertical Reach'''
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Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.
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Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller.
{|border=1px
{|border=1px
!Creature Size !!Vertical Reach
!Creature Size !!Vertical Reach
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|Colossal || 128 ft.
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|Colossal || 128'
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|Gargantuan || 64 ft.
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|Gargantuan || 64'
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|Huge || 32 ft.
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|Huge || 32'
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|Large || 16 ft.
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|Large || 16'
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|Medium || 8 ft.
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|Medium || 8'
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|-
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|Small || 4 ft.
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|Small || 4'
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|-
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|Tiny || 2 ft.
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|Tiny || 2'
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|Diminutive || 1 ft.
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|Diminutive || 1'
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|-
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|Fine || ½ ft.
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|Fine || ½'
|}
|}
=====Hop Up=====
=====Hop Up=====
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You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.
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You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Athletics check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.
=====Jumping Down=====
=====Jumping Down=====
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If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.
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If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 12. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.
If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
====Action====
====Action====
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None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
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None. An Athletics check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
====Special====
====Special====
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Effects that increase your movement also increase your jumping distance, since your check is modified by your speed.
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If you have the Run feat, you get a +4 bonus on Athletics checks for any jumps made after a running start.
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If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start.
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===Swim===
===Swim===
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====Check====
====Check====
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Make an Althetics check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.
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Make an Althetics check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater. If you are at least a journeyman of Athletics, you instead swim one-half your speed as a move action or up to your speed as a full-round action.
If you are underwater, either because you failed an Athletics check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.
If you are underwater, either because you failed an Athletics check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.
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The DC for the Swim check depends on the water, as given on the table below.
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The DC for the Athletics check to swim depends on the water, as given on the table below.
{|border=1px
{|border=1px
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|Calm water || 10
|Calm water || 10
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| Rough water || 15
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| Rough water || 12
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| Stormy water || 20<sup>1</sup>
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| Stormy water || 20<sup>1, 2</sup>
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| Swim up waterfall, through whirlpool, or other extraordinary conditions || 80
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| Swim up waterfall, through whirlpool, or other extraordinary conditions<sup>3</sup> || 40
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<sup>1</sup>You can't take 10 on a Swim check in stormy or worse water, even if you aren't otherwise being threatened or distracted.
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<sup>1</sup> You can't take 10 on a Swim check in stormy or worse water, even if you aren't otherwise being threatened or distracted.<br>
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<sup>2</sup> You must be at least a journeyman of Athletics to make use of this option.<br>
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<sup>3</sup> You must be a master of Athletics to make use of this option.
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Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
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Each hour that you swim, you must make a DC 20 Athletics check or take 1d6 points of nonlethal damage from fatigue.
====Action====
====Action====
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A successful Athletics check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action. By taking a -20 penalty on the check, a character can swim his or her speed as a move-equivalent action, or double his or her speed as a full-round action.
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A successful Athletics check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action. By taking a -10 penalty on the check, a character can swim twice the amount as appropriate for the action used.
====Special====
====Special====
Athletics checks made for swimming are subject to double the normal armor check penalty and encumbrance penalty.
Athletics checks made for swimming are subject to double the normal armor check penalty and encumbrance penalty.
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A creature with a swim speed can move through water at its indicated speed without making Athletics checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard. The creature always can choose to take 10 on a Athletics check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
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A creature with a swim speed can move through water at its indicated speed without making Athletics checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard and is always considered to be at least an apprentice of Athletics when making an Athletics check to swim. The creature always can choose to take 10 on a Athletics check to swim, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Current revision as of 21:12, 18 September 2010

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