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Athletics is used when running, jumping, climbing, swimming, or performing feats of strength.

Your Athletics Proficiency is based on your Strength. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.

Athletics Actions

Feat of Strength[]

(at-will standard actionbasic skill stunt )

 

Target:

varies (Athletics vs. difficulty determined by the Game Master).

 
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Effect:

Describe to the GM the action you want to perform, then make your Athletics check.

Success

You succeed at the desired action.

Failure

You do not accomplish anything noticeable.

Climb[]

(at-will move actionprovoking skill stance )

 

Target:

one adjacent surface (Athletics - no difficulty number).
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

 
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Effect:

You grant advantage to all enemies until the start of your next turn. Divide the check result by 5; you may climb this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your grip and fall.

Jump[]

(at-will move actionbasic skill utility )

 

Target:

One destination square within a number of paces equal to your speed
(Athletics vs. 10, +5 per space that you leap over).

Special

You gain a +2 bonus to your roll for each space that you moved through this turn before making the jump, but may not abort the jump if you moved more than 3 paces.

 
 

Success

You land in the targeted square.

Failure

You may choose to jump a number of paces equal to the check result divided by 5 towards your destination space and land prone, or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong space.

Sprint[]

(at-will move actionbasic skill stance )

 

Target:

self (Athletics - no difficulty number).

 
 

Effect:

Move your speed and then make your Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the check result divided by 5, but double all armor check penalties and suffer a further -2 stance penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 paces during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a difficulty equal to the number of paces moved, or suffer 1d4 damage from fatigue.

Break Free[]

(at-will move actionbasic skill saving throw )

 

Check:

Athletics vs. restraint’s difficulty, or the original attack check value if grabbed

 
 

Success

You break the grapple or restraint.

Failure

You are still restrained.

Swim[]

(at-will move actionskill basic stance )

 

Target:

one adjacent water space (Athletics - no difficulty number).
A strong current or other circumstances may provide a modifier to this roll.

 
 

Effect:

You grant advantage to all enemies until you leave the water. Divide the check result by 5; this is the number of paces that you may swim through the water as part of this move action. If your check result is less than 5, you do not move, or are swept up by the current. On a critical failure, you suffer 1d6 damage as you begin to drown.

Carry[]

(at-will standard actionprovoking skill stance )

 

Target:

one object whose weight is more than 5 times your Strength score
(Athletics vs. 10, +5 if its weight is more than 10 x your Strength score).

 
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Effect:

You may lift and carry the item. Your total carrying capacity is based on your Strength score; a medium humanoid may carry a total amount of gear equal to its Strength score x2 without appreciable penalties. Beyond this, you are Encumbered, suffering a -1 penalty to your Reflex and Speed, up to a maximum weight equal to your Strength score x5. Above this weight, you are slowed and grant advantage, and must make an Endurance check each turn or suffer 1d6 fatigue damage.

Athletics Training Feats

If you have Expertise in Athletics, you may gain one of the following at-will feats each time you gain further training in Athletics.

Doorkicker[]

(at-will standard actionexpert Athletics training)

Prerequisites:

Athletics expertise

Target:

One adjacent inanimate object (Athletics - no DC).

 
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Effect:

You deal damage to the target equal to the check result.

Long Jump[]

(at-will move actionexpert Athletics training)

Prerequisites:

Athletics expertise

Effect:

You make a jump check with a +10 feat bonus.

Expert Climb[]

(at-will move actionexpert Athletics training)

Prerequisites:

Athletics expertise

Effect:

You make a climb check. If you succeed, you gain a climb speed equal to your speed until the end of this turn, and may climb your speed as part of this action.

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