Difference between revisions of "Feats/Athletics"
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|Fluff=You are a master of movement. | |Fluff=You are a master of movement. | ||
|MainCategory=Athletics Style | |MainCategory=Athletics Style | ||
|SubCategories=Combat | |SubCategories=Combat | ||
|Keywords=Climb, Fly, Leap, Run, Swim | |Keywords=Climb, Fly, Leap, Run, Swim | ||
|Prereq=— | |Prereq=— |
Revision as of 23:39, 8 July 2021
Main > Feats |
(Combat)
Coordinated Movement
Whenever you take the withdraw action, you regain your martial focus.
Package: In addition, you gain one of the following packages with its included abilities. You may take the Expanded Training feat to gain the other packages.
Each package has an associated movement mode. Some abilities require you to be using an associated movement mode to function.
Climb
You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty.
Associated Movement Mode: Climbing.
Associated Skill: Athletics.
Fly
You do not need to make a Acrobatics check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying.
This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight.
Associated Movement Mode: Flying.
Associated Skill: Acrobatics.
Leap
You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10.
In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.
Associated Movement Mode: Jumping.
Associated Skill: Acrobatics.
If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.
Run
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load.
If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check.
You retain your Dexterity bonus to your Armor Class while running.
Associated Movement Mode: Ground.
Associated Skill: Acrobatics.
If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.
Swim
You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath.
A successful Athletics check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed).
Associated Movement Mode: Swimming.
Associated Skill: Athletics.
If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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