General Skills
Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


There is a Legacy version here.

Athletics (Str)

Source Player Core pg. 234
Athletics allows you to perform deeds of physical prowess. Most Athletics actions let you move about the environment (Climb, High Jump, Long Jump, Swim) or control your opponent's movement in combat (Grapple, Reposition, Shove, Trip, and Disarm). Escape: When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.
Item Bonuses for Athletics - Common Items

Item Bonuses for Common items

Ability/SkillItemBonusLevelCategoryConsumable?Note
AthleticsClimbing Kit (Extreme)+13Adventuring GearNoAthletics checks to Climb
AthleticsCrowbar (Levered)+13Adventuring GearNoAthletics checks to Force Open anything that can be pried open
AthleticsDiving Suit+13Adventuring GearNoSwim checks made underwater
AthleticsPortable Ram+13Adventuring GearNoChecks to Force Open doors, gates, and other similar obstacles
AthleticsAerial Cloak+13Other Worn ItemsNoAthletics checks to Jump
AthleticsMagnetic Suit+14GadgetsNoAthletics checks to Climb metal objects and Grapple metal creatures
AthleticsSpiny Lodestone+14SpellheartsNo
AthleticsLifting Belt+14Worn ItemsNo
AthleticsHelmsman's Recourse+15Specific ShieldsNoAthletics checks to Swim
AthleticsLiving Leaf Weave+15Alchemical OtherNoAthletics checks to Grapple, varies by consumable level
AthleticsSpiny Lodestone (Greater)+18SpellheartsNo
AthleticsHelm of Underwater Action+19Other Worn ItemsNoAthletics checks to Swim
AthleticsSpiderfoot Brew+10Alchemical ElixirsYesAthletics checks to Climb
AthleticsBestial Mutagen (Lesser)+11Alchemical ElixirsYes
AthleticsBlood Sap+11DrugsYes
AthleticsGrit+11DrugsYes
AthleticsDeadweight Mutagen (Lesser)+11Alchemical ElixirsYesAthletics checks to Shove and Trip
AthleticsGecko Potion+11PotionsYesAthletics checks to Climb
AthleticsCrystal Shards (Moderate)+14Alchemical BombsYesAthletics checks to Climb affected spaces
AthleticsEgg Cream Fizz+15Alchemical FoodYesAthletics checks to Climb, Leap, and Swim
AthleticsLionfish Spear+20Specific Magic WeaponsNoAthletics checks to Swim
AthleticsAlacritous Horseshoes+27Companion ItemsNoAthletics checks to High Jump and Long Jump
AthleticsBoots of Bounding+27Worn ItemsNoAthletics checks to High Jump and Long Jump
AthleticsPortable Ram (Reinforced)+29Adventuring GearNoChecks to Force Open doors, gates, and other similar obstacles
AthleticsArmbands of Athleticism+29Worn ItemsNo
AthleticsMagnetic Suit (Greater)+210GadgetsNoAthletics checks to Climb metal objects and Grapple metal creatures
AthleticsElectric Eelskin+210Specific Magic ArmorNoAthletics checks to Swim
AthleticsTideplate+210Specific Magic ArmorNoAthletics checks to Swim
AthleticsHelmsman's Recourse (Major)+211Specific ShieldsNoAthletics checks to Swim
AthleticsStampede Medallion+212Eidolon ItemsNoAthletics checks to Shove or Trip
AthleticsSpiny Lodestone (Major)+212SpellheartsNo
AthleticsSharkskin Robe+212Other Worn ItemsNo
AthleticsHelm of Underwater Action (Greater)+213Other Worn ItemsNoAthletics checks to Swim
AthleticsStampede Medallion (Greater)+215Eidolon ItemsNoAthletics checks to Shove or Trip
AthleticsBestial Mutagen (Moderate)+23Alchemical ElixirsYes
AthleticsDeadweight Mutagen (Moderate)+23Alchemical ElixirsYesAthletics checks to Shove and Trip
AthleticsDragonfly Fulu+27FuluYesAthletics checks to High Jump or Long Jump
AthleticsEnsnaring Disk+27TalismansYesDisarm
AthleticsDelve Scale+210Alchemical FoodYesAthletics checks to High Jump or Long Jump
AthleticsCrystal Shards (Greater)+212Alchemical BombsYesAthletics checks to Climb affected spaces
AthleticsAlacritous Horseshoes (Greater)+314Companion ItemsNoAthletics checks to High Jump and Long Jump
AthleticsBoots of Bounding (Greater)+314Worn ItemsNoAthletics checks to High Jump and Long Jump
AthleticsMagnetic Suit (Major)+316GadgetsNoAthletics checks to Climb metal objects and Grapple metal creatures
AthleticsAvalanche Boots+317Other Worn ItemsNo
AthleticsBracers of Strength+317Other Worn ItemsNoAthletics checks to lift a heavy object, Escape, and Force Open
AthleticsArmbands of Athleticism (Greater)+317Worn ItemsNo
AthleticsStampede Medallion (Major)+318Eidolon ItemsNoAthletics checks to Shove or Trip
AthleticsTitan's Grasp+318Other Worn ItemsNo
AthleticsSandals of the Stag+318Other Worn ItemsNoAthletics checks to High Jump or Long Jump
AthleticsBestial Mutagen (Greater)+311Alchemical ElixirsYes
AthleticsDeadweight Mutagen (Greater)+311Alchemical ElixirsYesAthletics checks to Shove and Trip
AthleticsCrystal Shards (Major)+318Alchemical BombsYesAthletics checks to Climb affected spaces
AthleticsDragon Handwraps+420Other Worn ItemsNoAthletics checks to Grapple or Shove
AthleticsBestial Mutagen (Major)+417Alchemical ElixirsYes
AthleticsDeadweight Mutagen (Major)+417Alchemical ElixirsYesAthletics checks to Shove and Trip

Item Bonuses for Uncommon/Rare/Unique items

Ability/SkillItemBonusLevelCategoryConsumable?Note
AthleticsDiver's Gloves (Lesser)+14Other Worn ItemsNoAthletics checks to Swim
AthleticsGrasp of Droskar+15Specific Magic WeaponsNoActivate action, once per hour and lasts 1 minute
AthleticsBoots of Free Running (Lesser)+15Other Worn ItemsNoAthletics checks to High Jump and Long Jump
AthleticsGrub Gloves (Lesser)+16Other Worn ItemsNo
AthleticsJourneybread+11Alchemical FoodYesAthletics checks to Climb, Force open, and Swim
AthleticsSpiderfoot Brew (Lesser)+13Alchemical ElixirsYesAthletics checks made to climb
AthleticsElysian Dew+112PotionsYes
AthleticsDiver's Gloves (Moderate)+29Other Worn ItemsNoAthletics checks to Swim
AthleticsBoots of Free Running (Moderate)+211Other Worn ItemsNoAthletics checks to High Jump and Long Jump
AthleticsGrub Gloves (Moderate)+212Other Worn ItemsNo
AthleticsThe Mountain Man+220The Deck of DestinyNoAthletics checks to Force Open, Grapple, Shove, or Trip (+3 at 17th level)
AthleticsThe Cyclone+220The Deck of DestinyNoAthletics checks made to Climb, High Jump, Long Jump, and Disarm (+3 at 17th level).
AthleticsApplereed Mutagen (Lesser)+24Alchemical ElixirsYes
AthleticsDemon Dust+26DrugsYes
AthleticsSpiderfoot Brew (Greater)+29Alchemical ElixirsYesAthletics checks made to climb
AthleticsDiver's Gloves (Greater)+315Other Worn ItemsNoAthletics checks to Swim
AthleticsBoots of Free Running (Greater)+317Other Worn ItemsNoAthletics checks to High Jump and Long Jump
AthleticsBracers of Hammers+317Other Worn ItemsNo
AthleticsGrub Gloves (Greater)+318Other Worn ItemsNo
AthleticsMattock of the Titans+319Specific Magic WeaponsNo
AthleticsApplereed Mutagen (Moderate)+312Alchemical ElixirsYes
AthleticsSpiderfoot Brew (Major)+317Alchemical ElixirsYesAthletics checks made to climb
AthleticsApplereed Mutagen (Greater)+418Alchemical ElixirsYes

Related Feats

To see a list of Feats related to Athletics, click here.

Athletics Untrained Actions

Climb [one-action]

Move 
Source Player Core pg. 234
Requirements You have two hands free.
You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You're off-guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that's trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.

Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.

Falling

When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land. You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear here.

Force Open [one-action]

Attack 
Source Player Core pg. 234
Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Success You break the door, window, container, or gate open, and it gains the broken condition. If it's especially sturdy, the GM might have it take damage but not be broken.
Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.

Grapple [one-action]

Attack 
Source Player Core pg. 235
Requirements You have at least one free hand and your target is no more than one size larger than you.
Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.

Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on the target end.
Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

High Jump [two-actions]

Source Player Core pg. 235
You Stride, then attempt a DC 30 Athletics check to jump vertically. If you didn't Stride at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM.

Critical Success You Leap up to 8 feet vertically and 10 feet horizontally.
Success You Leap up to 5 feet vertically and 5 feet horizontally.
Failure You Leap normally.
Critical Failure You fall prone in your space.

Leap

The Leap basic action is used for High Jump and Long Jump. A horizontal Leap lets you jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more).

A vertical Leap lets you jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

Long Jump [two-actions]

Source Player Core pg. 235
You Stride, then attempt a DC 15 Athletics check to make a long jump in the direction you were Striding. If you didn't Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.

Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed.
Failure You make a normal horizontal Leap.
Critical Failure You make a normal horizontal Leap, then fall and land prone.

Leap

The Leap basic action is used for High Jump and Long Jump. A horizontal Leap lets you jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more).

A vertical Leap lets you jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

Reposition [one-action]

Attack 
Source Player Core pg. 235
Requirements You either have at least one hand free, or you're grabbing or restraining the target. The target can't be more than one size larger than you.
You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC.

Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.

Forced Movement

Reposition and Shove force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. See Forced Movement for full details.

Shove [one-action]

Attack 
Source Player Core pg. 235
Requirements You have at least one hand free. The target can't be more than one size larger than you.
You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.

Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.

Forced Movement

Reposition and Shove force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. See Forced Movement for full details.

Swim [one-action]

Move 
Source Player Core pg. 235
You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of the water; in most instances of calm water, you get an automatic critical success. If your land Speed is 40 feet or higher, increase the maximum possible distance by 5 feet for every 20 feet of Speed above 20 feet.

If you end your turn in water and haven't succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. This doesn't apply if your last action on your turn was to enter the water.

Critical Success You move through the water, increasing the maximum distance by 5 feet.
Success You move through the water.
Critical Failure You make no progress. If you're holding your breath, you lose 1 round of air.

Trip [one-action]

Attack 
Source Player Core pg. 236
Requirements You have at least one hand free. Your target can't be more than one size larger than you.
You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.

Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance, fall, and land prone.

Athletics Trained Actions

Disarm [one-action]

Attack 
Source Player Core pg. 236
Requirements You have at least one hand free. The target can't be more than one size larger than you.
You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC.

Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.
Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Failure You lose your balance and become off-guard until the start of your next turn.

Multiple Attacks with Athletics

Several Athletics actions have the attack trait, meaning that using them more than once in the same turn makes them less accurate. Since these actions use your free hand, you use the traits for your fist attack to determine the multiple attack penalty, so your fist's agile trait applies. Therefore, you take a –4 penalty if the action is your second attack of the turn, or a –8 if it's the third. Some weapon traits allow you to take these actions using a weapon, in which case the penalty might be –5 or –10 if the weapon doesn't have the agile trait. Some characters can get unarmed attacks without the agile trait as well. If it's unclear which penalty to use, the GM makes the call.