The Agility (Dexterity) skill measures your ability to move quickly and precisely in situations requiring great coordination. The more agile an adventurer is, the more difficult they are to restrain, hit, or target.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Agility, 12 Wisdom
Large, heavy weapons are slow and easy for you to predict their movements.
You have advantage on Dodge (Agility) checks against two-handed power attacks.
Prerequisite: 3 Agility
Your acrobatic prowess allows you to reduce the impact of long falls.
You always land upright after a fall of 20 feet or less, except on a critically failed Tumble (Agility) check.
Prerequisite: 5 Agility
Treat all falls as 10 feet shorter.
Prerequisite: 7 Agility, Size -2 or smaller
Treat all falls as an additional 20 feet shorter (total 30 feet.)
Prerequisite: 3 Agility
Your impeccable balance allows you to move across slippery areas at high speed.
Whenever you make a Balance (Agility) check to move across a hard, slippery surface such as ice, you may add your Athletics modifier. If you do, then on a success, you move at double your speed.
Prerequisite: 3 Agility
You may Dive without a running start.
When you do, you take a -2 circumstance penalty to the outcome of the check.
Prerequisite: 5 Agility
You may move up to your speed in any direction as part of a successful Dodge (Agility) check.
You may still move up to 2 feet in any direction on a failed check.
Prerequisite: 5 Agility
You have incredible balance and bodily coordination.
All Balance (Agility) checks you make are one level of success better than they would normally be, unless you miss the difficulty by 20 or more.
Prerequisite: 10 Agility
Your unbelievably quick movements catch your opponents completely off their guard.
Whenever you critically succeed on a Dodge (Agility) check, you gain three opportunity frames against the attacker.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Telegraphing | ✪40 | 3 Agility, 12 Wisdom | Details ▶ | |
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Feather Falling | ✪30 | 3 Agility | Details ▶ |
Skater | ✪60 | 3 Agility | Details ▶ | |
Quick Dive | ✪20 | 3 Agility | Details ▶ | |
Side Jump | ✪75 | 5 Agility | Details ▶ | |
Coordination | ✪80 | 5 Agility | Details ▶ | |
Quick Stand | ✪140 | 7 Agility | Details ▶ | |
Flurry Rush | ✪160 | 10 Agility | Details ▶ |
You keep your balance while moving across a narrow, unstable, or slippery surface. Make a Balance (Agility) skill check, the difficulty of which depends on the surface itself.
Success: | You move across the surface at half your speed until you next stop moving or you leave the dangerous area. |
Critical Success: | You move across the surface at full speed. |
Failure: | You must remain still to keep your balance (you waste the action frame.) |
Critical Failure: | You slip and fall prone. |
You attempt to avoid an incoming attack or grapple. Make a Dodge (Agility) check to contest your assailant's Attack roll. As part of your dodhing movement, you may move up to 2 feet in any direction, regardless of whether you succeed.
Your Passive Agility contests attack rolls normally. When you dodge, the outcome of the check replaces that value, regardless of which is higher.
Assistance: Helpers make a Pull To Safety (Reflex) check.
Success: | The attack misses you. |
Critical Success: | The attack becomes a critical miss. |
Failure: | The attack hits you as it would normally. |
Critical Failure: | The attack becomes a critical hit. |
Tumbling may be an action or a reaction in response to a fall, in order to lessen the fall damage. The difficultyof the Tumble (Agility) check is determined by the GM based on the circumstances and distance fallen. You cannot tumble if you are overencumbered, carrying a grappled creature, or if you can't tell the distance of the fall beforehand.
Success: | Treat falling damage as though you had fallen half the distance you actually fell, and you land upright. |
Critical Success: | You take no falling damage and land upright. |
Failure: | You take normal falling damage and land prone. |
Main Page: Grappling
You attempt to escape from being grappled. Make an Escape (Agility) OR Escape (Strength) check against the grappler's Athletics check.
Assistance: Helpers make a Strength check.
Success: | The Grappled status effect is cleared. |
Critical Success: | You escape from the grapple and gain one bonus frame. |
Failure: | You remain Grappled. |
Critical Failure: | You remain Grappled and you take bludgeoning damage equal to 1d6 plus the grappler's Size modifier as you injure yourself in your attempt to escape. |
You dive under a low passage, or into water. You must get a running start by moving toward to the spot of your dive in the frame(s) immediately preceding it. Make a Dive (Agility) check. The difficulty is set by the GM based on the size of the distance of the dive and the environment.
Success: | You dive through or into the area without taking damage. |
Failure: | You land improperly. If you dove horizontally, you take Bludgeoning damage equal to your Speed. If you dove vertically, you take half falling damage. |
Critical Failure: | If you dove horizontally, you take Bludgeoning damage equal to your Speed and become Stunned. If you dove vertically, you take full falling damage. |
You exit a vehicle onto the nearest surface.
No check is required if the vehicle is stationary. To exit a moving vehicle, make a Tumble (Agility) check.
Success: | You take fall damage as though you had fallen 10 feet, and you land prone. |
Critical Success: | You take no falling damage. |
Failure: | You take fall damage as though you had fallen a distance equal to half the vehicle's speed, and you land prone. |
Critical Failure: | You collide with a stationary object as you jump out. You take fall damage as though you had fallen a distance equal to the vehicle's speed. |