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Athletics (Str)

Training in Athletics is the result of conditioning that allows you to perform deeds of physical prowess.

You can perform the following uses of Athletics even if you are untrained in the skill.

Untrained Actions

The following activities require no special training.

Break Grapple

You attempt to break an opponent’s Grapple with an Athletics check against that creature’s Athletics DC.

Success You break free from your opponent’s Grapple and remove the grabbed or restrained conditions you gained from it.

Critical Success You remove the grabbed or restrained condition you gained from the opponent’s Grapple, and you can either knock the opponent prone or grab the opponent as if you succeeded at a Grapple against that creature. If you grab the opponent, this action gains the attack trait.

Critical Failure If you were grabbed, you become restrained.

If you’re already restrained, you can’t attempt to Break a Grapple again until the start of your next turn.

Break Open

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, or container; lift a heavy gate; or break open some kind of bonds restraining your mobility.

With a high enough result, you can even smash through walls.

Success You break the door, window, or container open, and the door, window, or container gains the broken condition.

Critical Success You open the door, window, or container but can avoid damaging it in the process.

Critical Failure Your attempt jams the door, window, or container shut, imposing a –2 circumstance penalty on all future attempts to open it.

Climb

Requirements You have both hands free.

You move up, down, or across an incline. Unless the climb is particularly easy, you must attempt an Athletics check. The DC is determined by the GM based on the nature of the incline and any environmental circumstances. If you fall, the Grab Edge use of Acrobatics might allow you to catch yourself. You are flat-footed while climbing unless you have a climb Speed.

Success You move 5 feet up, across, or safely down the incline.

If your Speed is 40 feet or greater, you move 10 feet instead.

Critical Success You move half your Speed up, across, or safely down the incline.

Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.

Grapple

Requirements You have at least one free hand.

Your target cannot be more than two sizes larger than you.

You attempt to grab an opponent. Grappling requires you to roll an Athletics check against the opponent’s Fortitude DC.

Success Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes using Acrobatics or Breaks the Grapple with Athletics.

Critical Success Your opponent is restrained until the end of your next turn unless you move or your opponent gets loose.

Failure You fail to grab your opponent. If you already had the opponent grabbed or restrained by way of a Grapple, those conditions on that creature end.

Critical Failure If you already had the opponent grabbed or restrained, she gets free. Your target can grab you as if she succeeded at the Grapple action against you or force you to fall and land prone.

High Jump

You Stride, and if you move at least 10 feet, roll a DC 30 Athletics check in an attempt to Leap vertically. This DC might be increased or decreased due to the situation, as determined by the GM.

Success You Leap, increasing the vertical distance to 5 feet.

Critical Success You Leap, increasing your vertical distance to 8 feet or increasing your vertical distance to 5 feet and your horizontal distance to 10 feet.

Failure You Leap the maximum height allowed by the Leap action.

Critical Failure Instead of Leaping, you fall prone in your space.

Long Jump

You Stride, and if you move at least 10 feet, roll an Athletics check in an attempt to Leap horizontally in the same direction. The DC of the check is equal to 5 plus the total distance in feet you’re attempting to move during your Leap (so Leaping 20 feet would require a DC 25 check). You can’t Leap farther than your Speed.

This DC might be increased or decreased due to the situation, as determined by the GM.

Success You Leap, increasing the distance you move horizontally to the desired distance.

Failure You Leap the maximum distance allowed by the Leap action.

Critical Failure You Leap the maximum distance allowed by the Leap action, then fall prone.

Shove

Requirements You have at least one hand free. The target can’t be more than two sizes larger than you.

You push an opponent away from you. Attempt an Athletics check against your opponent’s Fortitude DC.

Success You push your opponent back 5 feet. You can move 5 feet in the same direction as your opponent. If you do, this action gains the move trait.

Critical Success You push your opponent up to 10 feet back.

You can move 10 feet in the same direction as your opponent. If you do, this action gains the move trait.

Critical Failure You lose your balance, fall, and land prone.

Swim

You use your arms and legs to swim through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in the water and haven’t succeeded at a Swim action that turn, you sink down 10 feet or float up 10 feet, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or float that turn.

Success You move 5 feet horizontally through the water. If your Speed is 15 feet or greater, you move 10 feet instead, and if your Speed is 60 feet or greater, you move 15 feet instead. You can swim upward or downward, but doing so counts as moving through difficult terrain.

Critical Success Per a success, but you can move an additional 5 feet.

Critical Failure You make no progress, and this action counts as 2 actions holding your breath.

Trip

Requirements You have at least one hand free.

Your target can’t be more than two sizes larger than you.

You try to knock an opponent to the ground. Attempt an Athletics check against the target’s Reflex DC.

Success The target falls prone.

Critical Success The target falls prone and takes 1d6 bludgeoning damage.

Critical Failure You lose your balance and fall, and land prone.

Trained Actions

You can perform the following use of Athletics only if you are at least trained in this skill.

Disarm

Requirements You have at least one hand free. The target can’t be more than two sizes larger than you.

You try to knock something out of an opponent’s grasp. A Disarm attack requires you to roll an Athletics check against the opponent’s Reflex DC.

Success You weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to Disarm the opponent of that item get a +2 circumstance bonus. Critical Success You knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space.

Critical Failure You lose your balance and become flat-footed until the start of your next turn.