Difference between revisions of "Athletics"
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|Examples=<div>'''DC 0:''' Climb a knotted rope against a wall.</div> | |Examples=<div>'''DC 0:''' Climb a knotted rope against a wall.</div> | ||
<div>'''DC 5:''' Climb an unknotted rope against a wall.</div> | <div>'''DC 5:''' Climb an unknotted rope against a wall.</div> | ||
div>'''DC 5:''' Climb an knotted rope.</div> | <div>'''DC 5:''' Climb an knotted rope.</div> | ||
<div>'''DC 15:''' Climb a brick wall chimney.</div> | <div>'''DC 15:''' Climb a brick wall chimney.</div> | ||
|Footer='''Climb Speed:''' If you have a climb speed you get +8 to Climb checks, move your climb Speed instead of whatever is rolled, and is not flat-footed while climbing. You can always choose to take 10, even if rushed or threatened while climbing.}} | |Footer='''Climb Speed:''' If you have a climb speed you get +8 to Climb checks, move your climb Speed instead of whatever is rolled, and is not flat-footed while climbing. You can always choose to take 10, even if rushed or threatened while climbing.}} |
Latest revision as of 16:04, 29 August 2021
Main > Skills |
Athletics allows you to perform deeds of physical prowess.
Climb[edit]
StrMove ActionCompromising
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. You only need to roll Climb for movement once per round.
Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall.
Climb Tasks | DC |
---|---|
Ladder, steep slope, low-branched tree | 01 |
Rigging, typical tree | 51 |
Unknotted rope | 10 |
Wall with small handholds and footholds | 20 |
Ceiling with handholds and footholds, rock wall, brick wall | 25 |
An overhang or ceiling with handholds but no footholds, or a typical city wall | 30 |
Surface is slippery | +5 |
Knotted rope | -5 |
Rope against wall | -5 |
Climbing a corner where you can brace against perpendicular walls. | -5 |
Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls. | -10 |
1No Athletics check is needed to climb unless the DC is 5 or higher, or you want to try and move faster than quarter speed.
Force Open[edit]
StrStandard ActionCompromising
Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
Surface | DC |
---|---|
simple door, wooden portcullis | 15 |
good door | 20 |
strong door, metal bar | 25 |
stone or iron door, iron portcullis | 30 |
masonry wall (1 ft. thick) | 35 |
hewn stone (3 ft. thick) | 50 |
High Jump[edit]
Move at least 10 feet in a straight line, then make a vertical Leap and attempt an Athletics check. Divide the check by 4 to get the number of feet leaped. If you didn’t move at least 10 feet, divide by 8 instead.
High Jump | Running Start DC |
Standing Start DC |
---|---|---|
1 foot | 4 | 8 |
2 feet | 8 | 16 |
2.5 feet | 10 | 20 |
Greater than 2 feet | +4 per 1 feet | +8 per 1 feet |
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 (reduced to DC 10 if you only need half your reach (4 ft. for medium size)).
Creature Size | Vertical Reach |
---|---|
per size larger | double reach per size |
Medium | 8 ft. |
Small | 4 ft. |
per size smaller | half reach per size |
Long Jump[edit]
Move at least 10 feet in a straight line, then make a horizontal Leap and attempt an Athletics check. Leap a number of feet equal to the check. If you didn’t move at least 10 feet, leap half the distance instead.
You can’t Leap farther than twice times your Speed per move action. If you have insufficient movement to complete the jump, you end your movement in the air, and must spend future move actions to finish the jump.
High Jump | Running Start DC |
Standing Start DC |
---|---|---|
5 feet | 5 | 10 |
10 feet | 10 | 20 |
Greater than 10 feet | +5 per 5 feet | +10 per 5 feet |
Swim[edit]
You propel yourself through water. Unless it’s particularly easy, you must attempt an Athletics check. You only need to roll Swim for movement once per round.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 5 feet. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.
Water | DC |
---|---|
calm water | 10 |
rough water | 15 |
stormy water, rapids | 20 |
If you are underwater, either because you failed a Swim 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. 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.
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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