Might
Description
Ability Score Used: Strength Usable Untrained? Yes Armor Check Penalty Applies? Yes
Might is a general skill, allowing characters to perform acts of strength, such as the classic "bend bars and lift gates" from 1st edition AD&D. In addition, Might is the skill used for climbing up ropes and vertical surfaces, such as city walls and cliff-faces.
Creatures with a natural burrow speed frequently gain a racial bonus to Might checks.
Feat of Strength
You can perform a feat of strength, such as tearing the bars out of a barred window, bending the bars of a portcullis, punching a camel and knocking it out cold, or even knocking over large, heavy objects. This use of the Might skill is broad in application, and GM's are the final arbiters of how it can be used.
As a general rule of thumb, Might should not be used in place of an existing combat maneuver, such as sunder, to replicate its effects. In such a case, the creature needs to use Maneuver Offense to determine the outcome. This means that actually breaking an object cannot be achieved with the Might skill, though deforming the object is very frequently possible. However, GM's may decide that a raging barbarian who wants to smash in the gates of the keep with his bare fists is just so cinematic that it should have a chance to work, even though smashing gates is usually so hard it requires siege weapons and hours or days of pounding on the gates to smash them in. Sometimes, it's important to let the players be superheroes, so again, GM's are the final arbiters of what is possible here. GM's may also want to grant a free Intimidate check to anyone who successfully pulls off a particularly showy Feat of Strength. By their very nature, feats of strength are showy things, and any attempt, even unsuccessful, is going to bring attention to the person doing it. You cannot attempt to brute-force your way out of a jail cell without making any noise. | |
Action Required: |
Standard action |
DC of Check: |
Depending on the action, typically a Challenging DC vs. the level of the owner of the thing being acted upon, or the campaign level. |
Modifiers to Check |
|
Take 10? / Take 20? |
Yes |
Allows Assists? |
{{{Assist}}} |
Results of Success |
You are able to perform the feat of strength. |
Consequences of Failure |
A failure means you are unable to pull off the attempt. A failure by less than 5 might mean partial success, if the GM decrees it so. |
Retry Allowed? |
Yes |
Provokes AOO? |
Yes |
Halt a Fall / Catch a Falling Creature
You can catch yourself while falling, by grabbing onto some piece of passing terrain, such as a tree branch, a cliff's edge, an abutment, etc. Similarly, you can grab onto a creature which is falling past you, to attempt to arrest their fall.
You must have at least one hand free to attempt this. | |
Action Required: |
Immediate action |
DC of Check: |
10 + 10 per 10 feet you or the falling creature have fallen at the point you attempt to halt the fall (minimum 20). |
Modifiers to Check |
If you have both hands free, the DC is reduced by -5. |
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must be adjacent to you. If there is not enough room, they cannot assist. |
Results of Success |
You are able to latch onto the nearby terrain, halting your fall (or catching the falling creature) and taking no falling damage. If you halted your own fall, you must still climb back up to a horizontal surface (using the Movement skill to climb). While climbing, most creatures are denied their dexterity bonus to AC (unless they have Lesser Climb or Greater Climb speeds). |
Consequences of Failure |
If you fail the check, you do not stop the fall of yourself or the falling creature. The fall continues the remaining distance to the ground, and all falling damage is added together before any defenses, such as DR, are applied. |
Retry Allowed? |
No |
Provokes AOO? |
Yes |
Clamber
You can enter a larger creature's space, to set up internal flanks by moving under, onto, or amidst the target creature. Clamber is NOT used to move through an enemy's space (you have to use the Overrun combat maneuver for that), nor can it ever affect multiple creatures.
Move actions used to clamber are always at half your normal speed for the movement type you are using. This affects the whole move action, not just the squares in which you enter the creature's space. Clamber includes avoiding the attack of opportunity from the target creature, but not from other nearby creatures who also threaten you. Those creatures require a tumble check, using acrobatics, to avoid provoking from, if you wish to do so. However, the target creature of clamber only gets an attack of opportunity against you if you fail your clamber check by 5 or more (see failure). If you choose to both tumble and clamber in the same move action, your movement is only halved once for both actions (i.e. not quartered). However, difficult terrain in your path still costs twice as much movement to move into, out of your already-halved speed. The target creature must be at least 2 size categories larger than you. Note that all internal squares of a creature are considered to be threatened by that creature. If you succeed, you may move up to your speed, and position yourself anywhere inside the target creature's space, assuming you have movement enough to reach it. | |
Action Required: |
Move action at half speed |
DC of Check: |
the target creature's Maneuver Defense |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 1 ally). Assisting ally must be adjacent to you at the start of your clamber attempt. |
Results of Success |
You enter the creature's space and move into one of its interior squares. You cannot move to a square further away than you can reach in a single move action. You do not provoke an attack of opportunity from the target creature, though your movement might provoke from any other creatures which threaten squares you are moving through. |
Consequences of Failure |
If you fail, your movement ends in the first unoccupied space of your path, and you provoke an attack of opportunity from the target creature. Any remaining movement in your move action is lost. |
Retry Allowed? |
Requires another move action. Retrying does not negate checks which have failed. |
Provokes AOO? |
Only on a check that fails by 5 or more |
Delay Condition
You can attempt to shrug off the effects of a status condition for 1 round. Delay condition cannot be used more than once on the same condition, so a particular condition's effects can never be delayed for more than 1 round. While the condition is delayed, you do not suffer any of its effects, but its duration, if of a set period of time (e.g. 2 rounds), doesn't begin to decrease until after the delay condition effect ends. | |
Action Required: |
Immediate action |
DC of Check: |
|
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
You are able to power your way through the condition's effects for 1 round. Its duration (if any) does not get reduced by this delay, and only starts decreasing when it begins to affect you in the next round. |
Consequences of Failure |
You fail to delay the effects of the condition, suffering its effects as normal. |
Retry Allowed? |
You may never attempt to delay the effects of a condition more than once, regardless of whether you succeed or fail on your first attempt. |
Provokes AOO? |
No |
Carry Heavier Loads
If you have ranks in Might, you work out! For every rank you possess in might, you can increase your carrying capacity, as detailed on the table below. This is automatic and always on, simply for possessing ranks in might. You can never more than double your base encumbrance numbers with this skill use of might. This does not affect any movement reduction or encumbrance penalties for wearing medium or heavy armor, or some shields.
The table below shows how many pounds of additional carrying capacity are granted at each rank of might. These values are not additive with prior ranks – they are the total bonus you receive for having the listed number of ranks.
Integral bonuses are not the same as skill ranks, and therefore do not improve your carry heavier loads bonus.
Ranks in Might Additional Carrying Capacity Light Load Medium Load Heavy Load Max Drag 1 +1 lbs +2 lbs +3 lbs +15 lbs 2 +2 lbs +4 lbs +6 lbs +30 lbs 3 +3 lbs +6 lbs +9 lbs +45 lbs 4 +4 lbs +8 lbs +12 lbs +60 lbs 5 +5 lbs +10 lbs +15 lbs +75 lbs 6 +12 lbs +24 lbs +36 lbs +180 lbs 7 +14 lbs +28 lbs +42 lbs +210 lbs 8 +16 lbs +32 lbs +48 lbs +240 lbs 9 +18 lbs +36 lbs +54 lbs +270 lbs 10 +20 lbs +40 lbs +60 lbs +300 lbs 11 +33 lbs +66 lbs +99 lbs +495 lbs 12 +36 lbs +72 lbs +108 lbs +540 lbs 13 +39 lbs +78 lbs +117 lbs +585 lbs 14 +42 lbs +84 lbs +126 lbs +630 lbs 15 +45 lbs +90 lbs +135 lbs +675 lbs 16 +64 lbs +128 lbs +192 lbs +960 lbs 17 +68 lbs +136 lbs +204 lbs +1020 lbs 18 +72 lbs +144 lbs +216 lbs +1080 lbs 19 +76 lbs +152 lbs +228 lbs +1140 lbs 20 +80 lbs +160 lbs +240 lbs +1200 lbs 21 +105 lbs +210 lbs +315 lbs +1,575 lbs 22 +110 lbs +220 lbs +330 lbs +1,650 lbs 23 +115 lbs +230 lbs +345 lbs +1,725 lbs 24 +120 lbs +240 lbs +360 lbs +1,800 lbs 25 +125 lbs +250 lbs +375 lbs +1,875 lbs 26 +156 lbs +312 lbs +468 lbs +2,340 lbs 27 +162 lbs +324 lbs +486 lbs +2,430 lbs 28 +168 lbs +336 lbs +504 lbs +2,520 lbs 29 +174 lbs +348 lbs +522 lbs +2,610 lbs 30 +180 lbs +360 lbs +540 lbs +2,700 lbs 31 +217 lbs +434 lbs +651 lbs +3,255 lbs 32 +224 lbs +448 lbs +672 lbs +3,360 lbs 33 +231 lbs +462 lbs +693 lbs +3,465 lbs 34 +238 lbs +476 lbs +714 lbs +3,570 lbs 35 +245 lbs +490 lbs +735 lbs +3,675 lbs