Endurance is the use of constitution and athleticism to perform athletic abilities during an extended period of time, withstanding possible exhaustion.
The movement actions a character perform requires successful Constitution (Athletics) checks. The check is called an Endurance check, which even dashing requires, however each movement action has an active time period in which additional rolls for that movement action is not required.
The DLs for movement actions range from 14 to 22, however, failing these does not mean total failure, to make up for the difference between the roll and the DL you can use Endurance Points. These endurance points recuperate while no movement action is active, at a rate of three times the active time period for the movement action you took. When determining success, you may use your passive score or the roll, whichever is higher.
- Endurance Points =
your Constitution score + your Athletics Proficiency bonus
- Endurance Points =
- Passive Endurance =
10 + your Constitution modifier + your Athletics Proficiency bonus
- Passive Endurance =
Action | DL | Active Time | Speed |
---|---|---|---|
Walk | - | ∞ | 1x |
Dash | 14 | 10 minutes (100 rounds) | 2x |
Run | 18 | 1 minute (10 rounds) | 3x |
Sprint | 22 | 6 seconds (1 round) | 4x |
In Combat Ruling
In combat a Dash check is always made at the start of it. This cost is to allow dashes to be made freely, without having to control for it within combat during separate turns.
This ruling allows for dashing during 10 minutes, which translates into 100 turns.
Example
For example when Zalek the Orc Barbarian with a Constitution score of 17 and an Athletics Proficiency bonus of +4 first starts combat, he rolls a dash Endurance check to see if he can dash. However, his passive score already surpasses the DL, which lets him automatically succeed.
The next turn, Zalek decides that he wants to make a sprint towards the closest enemy, requiring a DL 22 Endurance check. He rolls a 12 on his d20, totaling to the roll to 19. Fortunately, he can make up the difference between the DL of 22 and his roll of 19 with his Endurance points, which has the pool size of 21. Using 3 of his Endurance points lets him succeed on his sprint check.
Afterward, if he wants to regain the spent Endurance points, he has to wait three times the active time of the movement action he used. This means that he has to wait for 18 seconds, or 3 turns, without using any movement actions, to regain the 3 points he spent.