Endurance

Endurance is a reactive skill, you will only roll it in response to outside stimuli. It allows you to ignore your own physical limits and push on despite fatigue, aggravated wounds, or continually damaging environments. Characters who invest heavily in this skill can push themselves much longer than those who do not, ignoring or fighting off debilitating magical effects and sprinting for hours at a time.

Key Attribute: Constitution
Racial Skill for: Godforged, Minotaur
Class Skill for: Aspirant, Brawler, Explorer, Gladiator, Marksman, Red Mage, Sentinel, Zealot

Special

Taking actions at the different paces tires a character out at different rates. Everyone can move flat-out for 1 round per point of Constitution, so even those of average constitution can run for at least a minute. Moving at a hustling pace for 1 minute is equivalent to 1 round of running. As most fights happen at this pace, this means that battles lasting longer than 1 minute per point of constitution may be hazardous for characters. Lastly, moving in a normal way for 10 minutes is equivalent to 1 round of running. While that doesn’t have much bearing on combat, it does mean that you can walk across the mountains for a few hours, resting for a few minutes every hour, without really wearing yourself out. Abilities in the Endurance skill can extend these times, and characters who invest in this skill can do substantially more.

Untrained Uses

Continue Exertion

Whatever action pace brings you to your limit, characters have to start making checks to see if they become tired once there. The base DC for this check is 10 or the DC to traverse the terrain, if it is difficult. Use the highest DC applicable. To that base you add +1 for every 5 points of subdual damage you’ve taken and a +1 penalty for each check you’ve made since you were last completely rested. The results of this check appear in the check result table below. If you become fatigued during your exertion, you’re done moving faster than a hustle for a while since the condition actually disallows taking any flat-out actions. If you become exhausted during your exertion, it stops you from doing pretty much anything beyond a normal pace since it disallows everything except walking. You may also fall unconscious when you acquire the exhausted condition, if you have taken enough subdual damage, and that disallows everything except sleeping it off. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it.

To become fully rested after an exertion, you have to rest for a while. Resting in this case means not taking any actions at even the normal pace, though you can take 5’ moves to “walk it off” if you like. You must rest for 1 round per round of flat-out action or 1 minute, whichever is less. After the time has passed you are considered fully rested, and you are no longer fatigued if you acquired that condition as a result of these checks. If you became exhausted as part of your exertion, you must rest for 10 minutes to clear that condition before any time spent counts towards you being fully rested and clearing the fatigued condition. If you fell unconscious during your exertion, you have to wait for the subdual damage to heal to the point where you regain consciousness before you can being to recover from exhaustion. It takes a lot of time to recover from that sort of strain, so you should probably not do it unless you’re really desperate.

If you begin exerting yourself before you have become fully rested, your previous penalty is reduced by 1 point for each round spent resting after clearing the unconscious and exhausted conditions, if they applied, but you must begin making checks as soon as you have moved the equivalent of 1 round at a flat-out pace with the current penalty.

Special: Characters who reach their limit by taking actions almost exclusively at the normal pace are granted a bonus to continuing their exertion. They may take 10 on these checks as long as they continue to proceed almost exclusively at the normal pace. In addition, they only need to make a check after every 2 check periods. “Almost exclusively” in this case means no more than 1 full period of hustling of flat-out action before you reach your limit, and then no more than 2 rounds of hustling action for each extended period once you have reached your limit and are making checks. If you exceed these limits, you may not take 10 on your checks and must make a check after each period.

Base DC: 10 or difficult terrain DC, +1 for each previous check since you were fully rested, +1 for every 5 points of subdual damage.
Check Result:

  • DC+0 and above: You suffer no effects other than the increased DC of the net check.
  • DC-1 to DC-5: You suffer 2 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
  • DC-6 and below: You suffer 4 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued you instead become exhausted, and as such may no longer take an action at the flat-out or hustling pace. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points and leave you unconscious.

Rank 1 Uses

Suck it Up

Some hazards and battles will be painful, and that pain can interrupt and ruin an action or drive you closer to death. Your body can ignore that pain to some degree. As a free action at the beginning of your turn you may attempt to ignore certain types action interrupting pain, such that you suffer no penalty from it for a short time. The DC for this check depends on what the source of your pain is.

You can ignore wounds from caltrops or similar movement reducing injuries and move at full speed with a DC 15 check. You can take strenuous actions at 0 hit points without incurring damage with a DC 20 check. Lastly, you can make a check to stop a continuous injury, like being on fire or submersed in acid, from interrupting an action or requiring you to take an action you would prefer not to. The DC is equal to 15 + 1 per four points of damage you suffer from continuous sources this round. Damage from instantaneous sources, like being stabbed or flame striked, is not added to this total since resisting instantaneous damage effects is a function of the Ignore Distraction ability.

Base DC: Varies, see above.
Check Result:

  • DC+5 and above: You suffer no effects from your injured condition for up to 1 minute, so long as you don’t suffer new conditions on injuries. After this time, or when you acquire a new injury or condition, you must make checks as normal. Note that continuous exposure to a damaging environment counts as a new injury each round, so you won’t ever be able to ignore side effects from those for more than 1 round.
  • DC+0 to DC+4: You don’t allow the damage to your body to bother you, and suffer no debilitation conditions from your injuries this round. Live it up while you can.
  • DC-1 to DC-5: You suffer the full effects of your injured conditions this round, but you don’t lose control. If you would normally have to spend an action to continue an interruptable action this round you must still expend that action even though you fail to make any progress this round. If you choose not to expend the action your lose all of your progress and must restart later.
  • DC-6 and below: The pain is too much, and you can’t control your body precisely. In addition to suffering the full effects of your injuries this round, you are unable to keep the pain from causing a spasm that ruins any interruptable actions you were attempting. This may also waste the attempt as well.

Rank 4 Uses

Not… Finished… Yet…

Some people just refuse to lay down and die, even as their bodies are slowly turning to stone, and can even turn the process back. You may attempt to fight off any lingering effects resulting from a failed Fortitude save. This includes death effects like Finger of Death, petrification effects like Flesh to Stone, and other status effect inducing abilities. While it does include persistent damage over time effects that do not allow additional saves, it does not include instantaneous damage effects. If a spell contains both an instantaneous damage effect and a status effect, only the status effect may be fought with this ability. While you are attempting to fight off the condition, you may suffer either the standard effect or the stunned condition, whichever is less bad. Being stunned is generally preferable to being petrified or dead, for example. If you have any immunity to the stunned condition, it does not apply to these cases.

The DC for this check is the save DC + the spell level. This check is a free action, made on your turn after suffering an eligible effect. The check results below indicate how you respond to the effect.

Base DC: Spell save DC + the spell level.
Check Result:

  • DC+10 and above: You shrug off the effect as if you had made your saving throw, suffering all effects normally associated with a successful saving throw. You no longer need to make these checks, as there is nothing left to fight against from this effect.
  • DC+5 to DC+9: You are able to act normally this round, as you fight your debilitating condition back for now. You suffer damage from persistent effects this round as if you had made a successful save. You gain a +3 cumulative bonus to any future checks to resist the effect. If your total check bonus reaches +5 you immediately shrug off the effect as if you had made your initial saving throw, and may no longer make checks against the effect.
  • DC+0 to DC+4: You are able to take a standard action normally this round, as you work to keep your debilitating condition in check. You take only half damage from a persistent effect this round, or the amount you would suffer on a successful save, whichever is greater. You gain a +2 cumulative bonus to any future checks to resist the effect. If your total check bonus reaches +5 you immediately shrug off the effect as if you had made your initial saving throw, and may no make checks against the effect.
  • DC-1 to DC-5: You force yourself to get a swift action off normally this round, though you are gradually losing to your debilitating condition. You suffer a -2 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
  • DC-6 to DC-10: You are unable to rally yourself to take any action free of the effect this round, instead suffering fully under your debilitating condition. You suffer a -3 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
  • DC-11 and below: You immediately succumb to the effect, as if your total penalty had reached -5. You may not make additional checks to resist it.

Rank 6 Uses

Cardio Trained

Adventurers ran and climbed and swam, and they did it for longer periods than the peaceful masses. You can move flat-out for two rounds per point of your Constitution score, and after you reach this limit you make checks for each additional two rounds of flat-out action. This also means that you can move at a hustle for two minutes per point and take unhurried paced actions for 20 minutes per point. The base DC for fatigue checks after this point is 15 or the DC of the terrain you’re crossing +5, whichever is greater, and you suffer a penalty based on your subdual damage and previous checks since your last rest. The results of this check appear in the check result table below.

To become fully rested after an exertion, you must rest for 1 round per round of flat-out action or 2 minutes, whichever is less. Fatigue is eliminated after just 1 minute of rest, or when you are fully rested (whichever occurs first). Exhaustion reduces to fatigue after only five minutes, and it must still be cleared before you any rest counts towards resetting your exertion levels or towards any bonus to continued exertion checks. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it. If you begin exerting yourself before you have become fully rested, you gain a +1 bonus to your check for every 2 rounds spent resting, but must begin making checks as soon as you have moved the equivalent of 2 rounds at a flat-out pace.

This ability supersedes the movement and fatigue rules and Continue Exertion.

Base DC: 15 or difficult surface DC +5 (whichever is greater)
Check Result:

  • DC+0 and above: You suffer no effects other than the increased DC of the next check.
  • DC-1 to DC-5: You suffer 4 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
  • DC-6 and below: You suffer 8 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points.

Rank 8 Uses

Paragon Athlete

Running twice as far as others before tiring isn’t enough. You can move flat-out for one minute per point of your Constitution score, and after you reach this limit you make checks for each additional minute of running. This also means that you can hustle for ten minutes per point and walk for 100 minutes per point; you can probably stop worrying about walking at this point. The base DC for fatigue checks after this point is 20 or the DC of the terrain you’re crossing +10, whichever is greater, and you suffer a penalty based on your subdual damage and previous checks since your last rest. The results of this check appear in the check result table below.

To become fully rested after an exertion, you must rest for 7 rounds per minute of flat-out action or 8 minutes, whichever is less. Fatigue is eliminated after just four minutes of rest, or when you are fully rested (whichever occurs first). Exhaustion reduces to fatigue after ten minutes, and it must still be cleared before you any rest counts towards resetting your exertion levels or towards any bonus to continued exertion checks. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it. If you begin exerting yourself before you have become fully rested, you gain a +1 bonus to your check for every seven rounds spent resting, but must begin making checks as soon as you have moved the equivalent of a minute at a flat-out pace.

This ability supersedes the movement and fatigue rules, as well as the Continue Exertion and Cardio Trained abilities.

Base DC: 20 or difficult surface DC +10 (whichever is greater)
Check Result:

  • DC+0 and above: You suffer no effects other than the increased DC of the next check.
  • DC-1 to DC-5: You suffer 6 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
  • DC-6 and below: You suffer 12 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points.

Rank 10 Uses

Marathon Machine

You could probably sprint marathons without much difficulty. You can move flat-out for ten minutes per point of your Constitution score before you need to begin making checks. You can therefore hustle for 100 minutes per point, and that’s about the point where you can stop tracking hustling time. When you have run to that limit, you must make an Endurance check, and an additional one for each additional ten minutes that you move flat-out. The DC for this check is 25 or the DC of the terrain you are crossing +15, whichever is greater, and you suffer a penalty based on your subdual damage and previous checks since your last rest. The results of this check appear in the check result table below.

To become fully rested after an exertion, you must rest for half the time you moved at a flat-out rate or an hour, whichever is less. Fatigue is eliminated after 20 minutes of rest, or when you are fully rested (whichever occurs first). Exhaustion reduces to fatigue after 15 minutes, and it must still be cleared before you any rest counts towards resetting your exertion levels or towards any bonus to continued exertion checks. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it. If you begin exerting yourself before you have become fully rested, you gain a +1 bonus to your check for every five minutes spent resting, but must begin making checks as soon as you have moved the equivalent of ten minutes at a flat-out pace.

This ability supersedes the movement and fatigue rules, as well as the Continue Exertion, Cardio Trained, and Paragon Athlete abilities.

Base DC: 25 or difficult surface DC +15 (whichever is greater)
Check Result:

  • DC+0 and above: You suffer no effects other than the increased DC of the next check.
  • DC-1 to DC-5: You suffer 8 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
  • DC-6 and below: You suffer 16 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points.

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Endurance

Fading Embers Sasaisen