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wiki:athletics [2017/01/31 01:50] caleymccready [Jump (distance, height)] |
wiki:athletics [2018/09/17 23:47] (current) caleymccready [Jump (distance, height)] |
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| ^Long Jump^Athletics DC ^ | ^Long Jump^Athletics DC ^ | ||
| - | |10 feet|Easy| | + | |5 feet|Easy| |
| - | |15 feet|Moderate| | + | |10 feet|Moderate| |
| - | |20 feet|Hard| | + | |15 feet|Hard| |
| - | |25 feet|Near Impossible| | + | |20 feet|Near Impossible| |
| |Every additional 5 feet|+1| | |Every additional 5 feet|+1| | ||
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| ==== Run ==== | ==== 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 20 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 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 | You can't run across difficult terrain or if you can't see where you're going | ||
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| You know how to swim and can do so even in stormy water. | You know how to swim and can do so even in stormy water. | ||
| - | Check: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your normal speed. If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater. | + | 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, 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 your Strength score plus your Resolve modifier. After that period of time, you must make a Fortitude save with a DC of 10 check every round to continue holding your breath. Each round, the DC for that check increases by 2. If you fail the Constitution check, you drown | + | 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 |
| ^Water^Athletics DC^ | ^Water^Athletics DC^ | ||
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| |Stormy water|Hard| | |Stormy water|Hard| | ||
| - | Each hour that you swim, you must make a DC 20 Swim check. If you fail this check you become [[conditions#exhausted]] | + | Each hour that you swim, you must make a DC 2 Swim check. If you fail this check you become [[conditions#exhausted]] |
| - | **Action**: A successful Swim check allows you to swim at half your normal speed | + | **Special**: A creature with a swim speed can move through water under normal conditions at its indicated speed without making Swim checks. It gains [[combat#advantage]] on any Swim check\\ |
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| - | **Special**: A creature with a swim speed can move through water under normal conditions at its indicated speed without making Swim checks. It gains [[combat#advantage]] on any Swim check. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming | + | |
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