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Athletics

skill (strength)


The Athletics skill family includes all things physical that require raw Strength

Climb

You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs

Check: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at half your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more

A Climb check that fails means that you make no progress, and a result of 0 means that you fall from whatever height you have already attained

The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC

DifficultyExample Surface or Activity
EasyA slope too steep to walk up, A rope with a wall to brace against, a knotted rope. A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging
ModerateAny surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or pulling yourself up when dangling by your hands
HardAn uneven surface with narrow handholds and footholds, such as a typical stone wall; An overhang or ceiling with handholds
Near ImpossibleSlick surfaces with almost no handholds, catching yourself when falling

A perfectly smooth, flat vertical (or inverted) surface cannot be climbed

Disadvantage Modifiers
Slippery surface
Unsteady surface
Bad visual conditions
Severe distraction

You need both hands free to climb, but you may cling to a wall with one hand while bending or taking some other action that requires only one hand. You can't use a shield while climbing. Anytime you are hit while climbing, make an additional check at the same DC as the normal climb

Accelerated Climbing: Provided that you do not have any conditions already imposing disadvantage, you may attempt to climb at your normal movement speed by accepting disadvantage

Make Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 30 seconds per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 1. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall

Action: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check

Special: A creature with a climb speed has advantage on all Climb checks


Jump (distance, height)

Long JumpAthletics DC
5 feetEasy
10 feetModerate
15 feetHard
20 feetNear Impossible
Every additional 5 feet+1
High JumpAthletics DC
Less than 2 feetEasy
2-4 feetModerate
4-6 feetHard
6-8 feetNear impossible
8 feet or higher+1 per foot

The base DC to make a jump is equal to the distance to be crossed (if horizontal) or three times the height to be reached (if vertical). Jump checks are made at disadvantage if you do not have at least 10 feet of space to get a running start

A jump which would exceed your maximum movement for the round must be completed in the next round, and still requires actions that grant movement

Failing a jump
If you fail a horizontal jump by 1, you may grab hold of the target ledge after having missed the jump. If you fail by more than 1, you fail to make the jump and fall

If you fail a vertical jump by any amount, you fall. If you fall more than twice your own height, you fall prone


Lift

A character can lift as much as his maximum load over his head. A character's maximum load is the highest amount of weight listed for a character's Strength in the heavy load column of the table above

A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus and can move only 5 feet per round (as a full-round action)

Run

You can run as a full-round action. When you run, you can move up to four times your speed in a straight line. You can run for a number of rounds equal to your Strength score plus your Resolve modifier. After that you must make a DC 2 check to continue running. When you fail this check, you must stop running. A character who has run to her limit may not use the run action again for 10 rounds

You can't run across difficult terrain or if you can't see where you're going

A run represents a speed of about 13 miles per hour for an unencumbered human


Swim

You know how to swim and can do so even in stormy water.

Check: Make a Swim check once every minute you are in the water. Success means you swim normally. If you fail your check, you make no progress. If you are exhausted and you fail your check, you are unable to keep yourself above water and slip under the surface

If you are underwater, intentionally or unintentionally, you must hold your breath. You can hold your breath for a number of rounds equal to your Strength score plus your Resolve modifier. After that period of time, you must make a Strength Check a DC of 1 every round to continue holding your breath. The DC for this check increases by 1 every round. If you fail the ability check, you drown

WaterAthletics DC
Calm waterEasy
Rough waterModerate
Stormy waterHard

Each hour that you swim, you must make a DC 2 Swim check. If you fail this check you become exhausted

Special: A creature with a swim speed can move through water under normal conditions at its indicated speed without making Swim checks. It gains advantage on any Swim check


Push/pull

A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more

wiki/athletics.txt · Last modified: 2018/09/17 20:47 by caleymccready