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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Athletics Talents

Athletics Talents

Strength of body: climbing, swimming, jumping, hauling and staying power.

TalentTierRequirementsBenefit
Combat Climber11+ ranks in AthleticsYou aren't Off-Guard while climbing and can climb with one hand occupied.
Hefty Hauler11+ ranks in Athletics+2 to your maximum and encumbered Bulk limits.
Underwater Marauder11+ ranks in AthleticsNo Disadvantage on attacks with bludgeoning or slashing weapons underwater, and you aren't Off-Guard in water.
Rugged11+ ranks in AthleticsAdd half your Athletics ranks (round up) to your Strain limit.
Rugged II2Rugged; 2+ ranks in AthleticsAdd double your Athletics ranks to your maximum HP.
Second Wind2Rugged; 2+ ranks in AthleticsRecover Strain equal to half your maximum Strain. This uses one of your short rests for the long rest.
Second Wind II3Rugged, Second Wind; 5+ ranks in AthleticsYou get one more short rest per long rest (3 total).
Body Hardening2Rugged; 5+ ranks in AthleticsAdvantage on Dazed checks when taking damage.
Body Hardening II3Rugged, Body Hardening; 9+ ranks in AthleticsAdvantage on Staggered checks when taking damage.
Athletic Resolve12+ ranks in Athletics; Might 2+Use Might instead of Fortitude to determine your maximum Strain.
Rapid Mantle12+ ranks in AthleticsWhen you Grab an Edge you can pull yourself onto that surface and stand.
Powerful Leap15+ ranks in AthleticsDouble your maximum horizontal and vertical jump distances.
Quick Climb15+ ranks in AthleticsDC 20 Athletics: gain a climb Speed equal to your Speed until the start of your next turn.
Quick Swim15+ ranks in AthleticsDC 20 Athletics: gain a swim Speed equal to your Speed until the start of your next turn.
Wall Jump15+ ranks in AthleticsIf you end a jump next to a wall, you don't fall as long as your next action is another jump.
Cloud Jump19+ ranks in AthleticsTriple your maximum Long Jump and High Jump distances.

Combat Climber

Tier 1
Skill

Requires: 1+ ranks in Athletics

You aren't Off-Guard while climbing and can climb with one hand occupied.

Hefty Hauler

Tier 1
Skill

Requires: 1+ ranks in Athletics

+2 to your maximum and encumbered Bulk limits.

Underwater Marauder

Tier 1
Skill

Requires: 1+ ranks in Athletics

No Disadvantage on attacks with bludgeoning or slashing weapons underwater, and you aren't Off-Guard in water.

Rugged

Tier 1

Requires: 1+ ranks in Athletics

Add half your Athletics ranks (round up) to your Strain limit.

Rugged II

Tier 2

Requires: Rugged; 2+ ranks in Athletics

Add double your Athletics ranks to your maximum HP.

Second Wind

Tier 2 · 2 AP
Healing

Requires: Rugged; 2+ ranks in Athletics

Recover Strain equal to half your maximum Strain. This uses one of your short rests for the long rest.

Second Wind II

Tier 3
Healing

Requires: Rugged, Second Wind; 5+ ranks in Athletics

You get one more short rest per long rest (3 total).

Body Hardening

Tier 2

Requires: Rugged; 5+ ranks in Athletics

Advantage on Dazed checks when taking damage.

Body Hardening II

Tier 3

Requires: Rugged, Body Hardening; 9+ ranks in Athletics

Advantage on Staggered checks when taking damage.

Athletic Resolve

Tier 1

Requires: 2+ ranks in Athletics; Might 2+

Use Might instead of Fortitude to determine your maximum Strain.

Rapid Mantle

Tier 1
Skill

Requires: 2+ ranks in Athletics

When you Grab an Edge you can pull yourself onto that surface and stand. You may use Athletics instead of a Reflex save to Grab an Edge (the reaction you can take when you fail an Athletics check to Long Jump a gap by less than its height in feet).

Powerful Leap

Tier 1
Skill

Requires: 5+ ranks in Athletics

Double your maximum horizontal and vertical jump distances.

Quick Climb

Tier 1
Skill

Requires: 5+ ranks in Athletics

DC 20 Athletics: gain a climb Speed equal to your Speed until the start of your next turn.

Quick Swim

Tier 1
Skill

Requires: 5+ ranks in Athletics

DC 20 Athletics: gain a swim Speed equal to your Speed until the start of your next turn.

Wall Jump

Tier 1
Skill

Requires: 5+ ranks in Athletics

If you end a jump next to a wall, you don't fall as long as your next action is another jump. Once per turn (unlimited at 9+ ranks, if each is followed by another jump).

Cloud Jump

Tier 1
Skill

Requires: 9+ ranks in Athletics

Triple your maximum Long Jump and High Jump distances.