Rules / Talents / Athletics Talents
Athletics Talents
Strength of body: climbing, swimming, jumping, hauling and staying power.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Combat Climber | 1 | 1+ ranks in Athletics | You aren't Off-Guard while climbing and can climb with one hand occupied. |
| Hefty Hauler | 1 | 1+ ranks in Athletics | +2 to your maximum and encumbered Bulk limits. |
| Underwater Marauder | 1 | 1+ ranks in Athletics | No Disadvantage on attacks with bludgeoning or slashing weapons underwater, and you aren't Off-Guard in water. |
| Rugged | 1 | 1+ ranks in Athletics | Add half your Athletics ranks (round up) to your Strain limit. |
| Rugged II | 2 | Rugged; 2+ ranks in Athletics | Add double your Athletics ranks to your maximum HP. |
| Second Wind | 2 | 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 | 3 | Rugged, Second Wind; 5+ ranks in Athletics | You get one more short rest per long rest (3 total). |
| Body Hardening | 2 | Rugged; 5+ ranks in Athletics | Advantage on Dazed checks when taking damage. |
| Body Hardening II | 3 | Rugged, Body Hardening; 9+ ranks in Athletics | Advantage on Staggered checks when taking damage. |
| Athletic Resolve | 1 | 2+ ranks in Athletics; Might 2+ | Use Might instead of Fortitude to determine your maximum Strain. |
| Rapid Mantle | 1 | 2+ ranks in Athletics | When you Grab an Edge you can pull yourself onto that surface and stand. |
| Powerful Leap | 1 | 5+ ranks in Athletics | Double your maximum horizontal and vertical jump distances. |
| Quick Climb | 1 | 5+ ranks in Athletics | DC 20 Athletics: gain a climb Speed equal to your Speed until the start of your next turn. |
| Quick Swim | 1 | 5+ ranks in Athletics | DC 20 Athletics: gain a swim Speed equal to your Speed until the start of your next turn. |
| Wall Jump | 1 | 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. |
| Cloud Jump | 1 | 9+ ranks in Athletics | Triple 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.