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General Tabletop Discussion
*Pathfinder & Starfinder
Sprint Skill (also adds a chase mechanic)
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<blockquote data-quote="Lord Zardoz" data-source="post: 3699886" data-attributes="member: 704"><p><strong>Revised skill. Changes are bolded</strong></p><p></p><p>Sprint Skill (Str; Armour Check Penalty, Usable untrained)</p><p></p><p>Class Skill for: Identical to Jump.</p><p></p><p>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 <strong>vs melee attacks</strong> unless they have the Run feat. The amount of extra movement gained depends on the result of the Sprint check;</p><p></p><p>Movement / DC</p><p>+5 / 10</p><p>+10 / 15</p><p>+15 / 25</p><p>+20 / 40</p><p>+25 / 60</p><p>+30 / 85</p><p></p><p>(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).</p><p></p><p>Sprinting in difficult terrain adds an extra 10 to the Sprint DC.</p><p></p><p>Each round of movement forces the user to make a Fort save or <strong>suffer temporary ability damage (1d4 Str damage).</strong> 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). The character may reroll the save if they spend a full round resting. The Fatigue lasts until the character succeeds in the save. <strong>For every 4 ranks in Sprint, the character may Sprint for 1 free round before having to make a save.</strong></p><p><strong></strong></p><p><strong>Because a character is already exerting themselves while using a Run action, the DC for ability damage is 8 per round spent Running / Sprinting.</strong></p><p></p><p>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 bonus to Fort Saves made to avoid ability damage, <strong>and can use Sprint while running at the normal 4 DC per round.</strong></p><p><strong></strong></p><p><strong>A character who Sprints while making a Bull Rush or Overrun attack may add +2 to their Opposed check for each extra 5 movement added on their Sprint Check.</strong></p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>Improvements / changes:</p><p>- Dex bonus to AC is only lost vs Melee attacks.</p><p>- Sprinting during a Run action is more difficult to sustain due to increased DC increment, unless the user also has Endurance. This makes Run + Endurance even more desireable.</p><p>- Ability damage instead of Fatigue is easier to manage, and will not immediately end a chase. This will also make Sprinting more useful to Archers, and more riskier for Melee.</p><p>- Sprinting now affects Bullrush and Overrun</p><p>- Depending on the number of ranks you have, you may sprint without fear of ability damage for a short time. Because the amount of time is rank dependant, it gives a reason to keep the skill maxed out even after you can reliably hit +15 movement</p><p></p><p>Your thoughts?</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3699886, member: 704"] [b]Revised skill. Changes are bolded[/b] 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 [b]vs melee attacks[/b] 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 [b]suffer temporary ability damage (1d4 Str damage).[/b] 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). The character may reroll the save if they spend a full round resting. The Fatigue lasts until the character succeeds in the save. [b]For every 4 ranks in Sprint, the character may Sprint for 1 free round before having to make a save. Because a character is already exerting themselves while using a Run action, the DC for ability damage is 8 per round spent Running / Sprinting.[/b] 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 bonus to Fort Saves made to avoid ability damage, [b]and can use Sprint while running at the normal 4 DC per round. A character who Sprints while making a Bull Rush or Overrun attack may add +2 to their Opposed check for each extra 5 movement added on their Sprint Check.[/b] 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). Improvements / changes: - Dex bonus to AC is only lost vs Melee attacks. - Sprinting during a Run action is more difficult to sustain due to increased DC increment, unless the user also has Endurance. This makes Run + Endurance even more desireable. - Ability damage instead of Fatigue is easier to manage, and will not immediately end a chase. This will also make Sprinting more useful to Archers, and more riskier for Melee. - Sprinting now affects Bullrush and Overrun - Depending on the number of ranks you have, you may sprint without fear of ability damage for a short time. Because the amount of time is rank dependant, it gives a reason to keep the skill maxed out even after you can reliably hit +15 movement Your thoughts? END COMMUNICATION [/QUOTE]
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