Lord Zardoz
Explorer
Sprint Skill (Str; Armour Check Penalty, Usable untrained)
Class Skill for: Identical to Jump.
Check: With a successful check, you can increase your movement rate temporarily during any action involving movement where you are moving under your own power (Move, Double Move, Run, Charging). The DC for the check is based on the kind of movement you are trying to undertake. Characters that are sprinting lose their Dex bonus to AC unless they have the Run feat. The amount of extra movement gained depends on the result of the Sprint check;
Movement / DC
+5 / 10
+10 / 15
+15 / 25
+20 / 40
+25 / 60
+30 / 85
(The pattern it follows is that for the 2nd line onward, you add the previous lines DC + extra movement. +10 movement is +5 movement + DC 10, +15 movement is 10 + DC 15).
Sprinting in difficult terrain adds an extra 10 to the Sprint DC.
Each round of movement forces the user to make a Fort save or become temporarily Fatigued (-2 to Str and Dex, no Run or Charge actions). The DC of the Fort Save is equal to 4 for each consecutive round of Sprinting, so DC 12 on the 3rd round of sprinting). If Fatigued due to sprinting, the character may reroll the save if they spend a full round resting. The Fatigue lasts until the character succeeds in the save.
Special: A character with the Run Feat gets +4 to Sprint checks, and can consider Sprint a class skill if it was not already. A character with Endurance gets a +4 to the Save DC's.
synergy: If you have 5 or more ranks in Sprint, you gain a +2 on Jump and Swim checks. If you have 5 or more ranks in Swim, you get a +2 bonus to Swim checks.
Other: Non aquatic Characters must use Swim checks to Sprint in water, but may use the above DC`s. If a character has multiple movement modes, it must select which movement mode the check applies to (ie, for a Dragon, it can choose Sprint(Ground) or Sprint(Flying).
Intent: The Sprint skill will give characters a reasonable chance of adding an extra bit of movement to their movement rate during their turn. The initial low Fort save DC makes it reasonable for races with Movement 20 to use to close for melee range. The risk of being Fatigued for any length of time will prevent people from using it as a permanent movement increase. But the save is easy enough that from time to time, it can mean the difference between getting a move + attack in vs no attack at all due to a Double move.
More importantly, this also adds a chase mechanic to the game. With the rules as written, you cannot have an interesting tactical scale chase. With these rules, you can. If someone has any sort of movement advantage, they will catch up. Due to the DC`s involved, is unlikely to allow someone to outrun a Barbarian or Monk in a sustained chase.
Potential for improvement:
I like the rate of DC increase, but I am not entirely satisfied with the penalty for over use. The DC curve is a bit steep for tactical chase scenarios, but I do not want this skill to become a defacto movement increase. With the current increase rate in DC, a character with Maxed ranks at level 5 give a good chance of adding +10 to +15 to movement on each check. But even at level 15, it will be very rare to hit +20 movement. Given that armour check penalties apply, reducing the DC by 5 points across the board may not hurt too much. I would like this skill to let a Mv 30 character with a decent number of ranks a fighting chance at outrunning a Barbarian.
The Fatigue penalty is a bit harder to figure in. For two characters that can run at x4, a +10 in movement rate adds up to a lead of an 40 feet per round. Getting Fatigued even temporarily will let someone who is still moving at x4 Run will probably result catching up the moment the one fleeing fails the fatigue check. I suppose the DC for the Fort save can increase a bit more slowly.
Your thoughts?
END COMMUNICATION
Class Skill for: Identical to Jump.
Check: With a successful check, you can increase your movement rate temporarily during any action involving movement where you are moving under your own power (Move, Double Move, Run, Charging). The DC for the check is based on the kind of movement you are trying to undertake. Characters that are sprinting lose their Dex bonus to AC unless they have the Run feat. The amount of extra movement gained depends on the result of the Sprint check;
Movement / DC
+5 / 10
+10 / 15
+15 / 25
+20 / 40
+25 / 60
+30 / 85
(The pattern it follows is that for the 2nd line onward, you add the previous lines DC + extra movement. +10 movement is +5 movement + DC 10, +15 movement is 10 + DC 15).
Sprinting in difficult terrain adds an extra 10 to the Sprint DC.
Each round of movement forces the user to make a Fort save or become temporarily Fatigued (-2 to Str and Dex, no Run or Charge actions). The DC of the Fort Save is equal to 4 for each consecutive round of Sprinting, so DC 12 on the 3rd round of sprinting). If Fatigued due to sprinting, the character may reroll the save if they spend a full round resting. The Fatigue lasts until the character succeeds in the save.
Special: A character with the Run Feat gets +4 to Sprint checks, and can consider Sprint a class skill if it was not already. A character with Endurance gets a +4 to the Save DC's.
synergy: If you have 5 or more ranks in Sprint, you gain a +2 on Jump and Swim checks. If you have 5 or more ranks in Swim, you get a +2 bonus to Swim checks.
Other: Non aquatic Characters must use Swim checks to Sprint in water, but may use the above DC`s. If a character has multiple movement modes, it must select which movement mode the check applies to (ie, for a Dragon, it can choose Sprint(Ground) or Sprint(Flying).
Intent: The Sprint skill will give characters a reasonable chance of adding an extra bit of movement to their movement rate during their turn. The initial low Fort save DC makes it reasonable for races with Movement 20 to use to close for melee range. The risk of being Fatigued for any length of time will prevent people from using it as a permanent movement increase. But the save is easy enough that from time to time, it can mean the difference between getting a move + attack in vs no attack at all due to a Double move.
More importantly, this also adds a chase mechanic to the game. With the rules as written, you cannot have an interesting tactical scale chase. With these rules, you can. If someone has any sort of movement advantage, they will catch up. Due to the DC`s involved, is unlikely to allow someone to outrun a Barbarian or Monk in a sustained chase.
Potential for improvement:
I like the rate of DC increase, but I am not entirely satisfied with the penalty for over use. The DC curve is a bit steep for tactical chase scenarios, but I do not want this skill to become a defacto movement increase. With the current increase rate in DC, a character with Maxed ranks at level 5 give a good chance of adding +10 to +15 to movement on each check. But even at level 15, it will be very rare to hit +20 movement. Given that armour check penalties apply, reducing the DC by 5 points across the board may not hurt too much. I would like this skill to let a Mv 30 character with a decent number of ranks a fighting chance at outrunning a Barbarian.
The Fatigue penalty is a bit harder to figure in. For two characters that can run at x4, a +10 in movement rate adds up to a lead of an 40 feet per round. Getting Fatigued even temporarily will let someone who is still moving at x4 Run will probably result catching up the moment the one fleeing fails the fatigue check. I suppose the DC for the Fort save can increase a bit more slowly.
Your thoughts?
END COMMUNICATION
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