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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====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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|-
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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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