General | Combat Stamina
Achievement | Alignment | Armor Mastery | Betrayal | Blood Hex | Called Shot | Combat | Combination | Conduit | Coven | Critical | Damnation | Esoteric | Faction | Familiar | Gathlain Court Title | Grit | Hero Point | Item Creation | Item Mastery | Meditation | Metamagic | Monster | Origin | Panache | Performance | Shield Mastery | Stare | Story | Style | Targeting | Teamwork | Trick | Weapon Mastery | Words of Power


Run

Source PRPG Core Rulebook pg. 132
You are swift of foot.

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Mythic Run

Source Mythic Adventures pg. 72
You run with preternatural speed and endurance.

Prerequisites: Run.

Benefit: When running, you move seven times your normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or six times your speed if wearing heavy armor or carrying a heavy load. When making a jump after a running start, you gain an additional bonus equal to your tier + 4 on your Acrobatics check.

You can run normally for a number of rounds equal to your Constitution score plus your tier, but after that you must succeed at Constitution checks to continue running.