Dodge represents your reaction speed, and how well you avoid debilitating or damaging effects aimed in your direction.
Tumble, roll, duck, or dive out of the way of an attack. Dodge is usually used as a reaction, to measure how quickly you can react to a situation, and how gracefully you can avoid effects that have been thrown at you.
SPECIAL: You can actively use Dodge as a 1 Action skill to prepare to dodge an attack over the upcoming turn. You gain a +1 to your active Dodge check for every 4 ranks in Dodge you possess.
Critical Success You completely dodge the triggering ability. You take no damage, and suffer no other ill effects from that ability.Success You successfully dodge the triggering ability. You take half damage, and ignore other abilities as noted in that ability's description. Failure You suffer the full effects of the ability.Critical Failure You take double damage from the triggering ability, and other negative effects likewise have their duration doubled against you.When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Dodge Check, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 9 metres shorter.Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 6 metres shorter. If you have no hands free, you continue to fall as if you had failed the check.Critical Failure You continue to fall, and you take 1d6 bludgeoning damage from the strain of trying to catch and failing.