Courses / MA / Physical Training
Physical Training
Code:
MA 100
Required For:
Qualifies For:
Level:
1
Study DC:
9
Physical Training
Students of this course will complete regular exercises.
Physical Training
Skill
Bonus to pass tests of Strength, Agility, or Endurance.
This affects contests of skill to grab, push, pull, trip, and tumble, and tests of skill to long jump and high jump.
This bonus to tests of skill is a training bonus.
If you have more than one training bonus which applies to the same roll, use the best one.
Grab / Push / Pull
= d20 + Health + Strength
vs. d20 + Health + Strength or Agility
Trip / Tumble
= d20 + Health + Strength or Roguery
vs. d20 + Health + Strength or Agility
Long Jump Roll
= d20 + Health + Strength or Agility + Movement - 30
High Jump Roll
= d20 + Health + Strength or Agility
DC 20 = 5 ft., DC 30 = 10 ft., DC 40 = 15 ft.
+5 ft. / 30 ft. of movement
Long Jump:
As part of your move, you can jump across up to a number of feet equal to your roll on a test of skill to long jump, rounded down to the nearest 5 ft.
The height of a long jump is normally less than 5 ft.
You can ignore difficult terrain you jump over.
Subtract the distance you jumped from your remaining movement. If you have any movement left over, you may spend it to move as normal.
If the distance you jumped exceeds your remaining movement, reduce it to 0.
(Jumping can provoke attacks of opportunity.)
(If you are jumping to a lower elevation, you may be able to jump further.)
(If you are short by 5 ft., the Headmaster may allow you to make the jump, but trip, or grab hold of a ledge, or face another consequence for barely missing.)
High Jump:
By spending the entirety of your move action, you can jump upwards up to a number of feet based on what you roll
(DC 20 = 5 ft., DC 30 = 10 ft., DC 40 = 15 ft., …)
plus 5 ft. per 30 ft. of movement you have left.
(Jumping can provoke attacks of opportunity.)
(If you fall 10 ft. or more from the peak of your jump, you take fall damage, normally 1 blunt damage per foot fallen.)
High Long Jump:
When you high jump, you can also long jump using the same roll (just apply movement - 30 to it to get the long jump distance).
Example DCs:
DC 30: Hold up a ton of weight for six seconds.
This affects contests of skill to grab, push, pull, trip, and tumble, and tests of skill to long jump and high jump.
This bonus to tests of skill is a training bonus.
If you have more than one training bonus which applies to the same roll, use the best one.
Grab / Push / Pull
= d20 + Health + Strength
vs. d20 + Health + Strength or Agility
Trip / Tumble
= d20 + Health + Strength or Roguery
vs. d20 + Health + Strength or Agility
Long Jump Roll
= d20 + Health + Strength or Agility + Movement - 30
High Jump Roll
= d20 + Health + Strength or Agility
DC 20 = 5 ft., DC 30 = 10 ft., DC 40 = 15 ft.
+5 ft. / 30 ft. of movement
Long Jump:
As part of your move, you can jump across up to a number of feet equal to your roll on a test of skill to long jump, rounded down to the nearest 5 ft.
The height of a long jump is normally less than 5 ft.
You can ignore difficult terrain you jump over.
Subtract the distance you jumped from your remaining movement. If you have any movement left over, you may spend it to move as normal.
If the distance you jumped exceeds your remaining movement, reduce it to 0.
(Jumping can provoke attacks of opportunity.)
(If you are jumping to a lower elevation, you may be able to jump further.)
(If you are short by 5 ft., the Headmaster may allow you to make the jump, but trip, or grab hold of a ledge, or face another consequence for barely missing.)
High Jump:
By spending the entirety of your move action, you can jump upwards up to a number of feet based on what you roll
(DC 20 = 5 ft., DC 30 = 10 ft., DC 40 = 15 ft., …)
plus 5 ft. per 30 ft. of movement you have left.
(Jumping can provoke attacks of opportunity.)
(If you fall 10 ft. or more from the peak of your jump, you take fall damage, normally 1 blunt damage per foot fallen.)
High Long Jump:
When you high jump, you can also long jump using the same roll (just apply movement - 30 to it to get the long jump distance).
Example DCs:
DC 30: Hold up a ton of weight for six seconds.
Impact Training
Passive
You deal extra damage with weapons.
“Fundamentals may not be exciting, but they matter.”
Name | Effort | Requires | Description |
---|---|---|---|
Skill 1 | 10 | +1 to tests of Strength, Agility, or Endurance You can use physical training tools. |
|
Skill 2 | 10 | Skill 1 | +2 to tests of Strength, Agility, or Endurance |
Skill 3 | 15 | Skill 2 | +3 to tests of Strength, Agility, or Endurance Your physical training tools cost you no weight to carry. Yeah, you’re that strong. |
Impact Training | 0 | Skill 3 | +1 damage with weapons +1 damage with heavy weapons |
Extra Credit
Heavily Armored
Effort: 0
Requires: Mastery
Ignore the speed penalty from Extra Weighty armor.
Parkour
Effort: 5
Requires: Skill 1
Climber
Effort: 5
Requires: Mastery
Climbing does not cost you extra movement.
You get +2d6 effort on extended tests to climb.
You get +2d6 effort on extended tests to climb.
Obstacle Course Training
Effort: 8
Requires: Skill 1
You move at your normal speed through difficult terrain.
Grip
Effort: 5
Requires: Skill 1
When you would fall as a result of failing a test of skill to jump or climb, you always get a health save to catch yourself and avoid falling.
Crag Fighter
Effort: 5
Requires: Skill 1
You can use a one handed weapon while climbing without issue.
You never suffer disadvantage on rolls to hit from attacking with a one handed weapon while climbing.
You never suffer disadvantage on rolls to hit from attacking with a one handed weapon while climbing.
Toss Around
Effort: 5
Requires: Skill 1
Push +5 ft.
Effort: 0
Requires: Skill 3
Throw
Effort: 5
Requires: Push +5 ft.
As an action, you may try a contest of Strength to throw a creature of your size or smaller up to 10 ft. and knock them prone.
(Throws follow the same rules for mortal hazards as pushes)
(Throws follow the same rules for mortal hazards as pushes)
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