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Athletics (Str)

Source Core Rulebook pg. 241 4.0
Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.

Table 4–4: Climb And Swim Distance

This table provides a quick reference for how far you can move with a Climb or Swim action.

Table 4-4: Climb and Swim Distance

Climb DistanceSwim Distance
SpeedSuccessCritical SuccessSuccessCritical Success
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025

Leap

The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap 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). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

Forced Movement

The Shove action can 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.
Item Bonuses for Athletics - Common Items
ItemBonusLevelCategoryConsumable?Note
Climbing Kit (Extreme)+13Adventuring GearNoAthletics checks to Climb
Crowbar (Levered)+13Adventuring GearNoAthletics checks to Force Open anything that can be pried open
Diving Suit+13Adventuring GearNoSwim checks made underwater
Portable Ram+13Adventuring GearNoChecks to Force Open doors, gates, and other similar obstacles
Aerial Cloak+13Other Worn ItemsNoAthletics checks to Jump
Spiny Lodestone+14SpellheartsNo
Magnetic Suit+14GadgetsNoAthletics checks to Climb metal objects and Grapple metal creatures
Lifting Belt+14Other Worn ItemsNo
Living Leaf Weave+15Alchemical OtherNoAthletics checks to Grapple, varies by consumable level
Helmsman's Recourse+15Specific ShieldsNoAthletics checks to Swim
Spiny Lodestone (Greater)+18SpellheartsNo
Helm of Underwater Action+19Other Worn ItemsNoAthletics checks to Swim
Spiderfoot Brew+10Alchemical ElixirsYesAthletics checks to Climb
Deadweight Mutagen (Lesser)+11Alchemical ElixirsYesAthletics checks to Shove and Trip
Blood Sap+11DrugsYes
Bestial Mutagen (Lesser)+11Alchemical ElixirsYes
Grit+11DrugsYes
Gecko Potion+11PotionsYesAthletics checks to Climb
Crystal Shards (Moderate)+14Alchemical BombsYesAthletics checks to Climb affected spaces
Egg Cream Fizz+15Alchemical FoodYesAthletics checks to Climb, Leap, and Swim
Lionfish Spear+20Specific Magic WeaponsNoAthletics checks to Swim
Boots of Bounding+27Other Worn ItemsNoAthletics checks to High Jump and Long Jump
Horseshoes of Speed+27Companion ItemsNoAthletics checks to High Jump and Long Jump
Armbands of Athleticism+29Other Worn ItemsNo
Portable Ram (Reinforced)+29Adventuring GearNoChecks to Force Open doors, gates, and other similar obstacles
Magnetic Suit (Greater)+210GadgetsNoAthletics checks to Climb metal objects and Grapple metal creatures
Electric Eelskin+210Specific Magic ArmorNoAthletics checks to Swim
Helmsman's Recourse (Major)+211Specific ShieldsNoAthletics checks to Swim
Spiny Lodestone (Major)+212SpellheartsNo
Stampede Medallion+212Eidolon ItemsNoAthletics checks to Shove or Trip
Sharkskin Robe+212Other Worn ItemsNo
Helm of Underwater Action (Greater)+213Other Worn ItemsNoAthletics checks to Swim
Stampede Medallion (Greater)+215Eidolon ItemsNoAthletics checks to Shove or Trip
Deadweight Mutagen (Moderate)+23Alchemical ElixirsYesAthletics checks to Shove and Trip
Bestial Mutagen (Moderate)+23Alchemical ElixirsYes
Ensnaring Disk+27TalismansYesDisarm
Dragonfly Fulu+27FuluYesAthletics checks to High Jump or Long Jump
Delve Scale+210Alchemical FoodYesAthletics checks to High Jump or Long Jump
Crystal Shards (Greater)+212Alchemical BombsYesAthletics checks to Climb affected spaces
Boots of Bounding (Greater)+314Other Worn ItemsNoAthletics checks to High Jump and Long Jump
Horseshoes of Speed (Greater)+314Companion ItemsNoAthletics checks to High Jump and Long Jump
Magnetic Suit (Major)+316GadgetsNoAthletics checks to Climb metal objects and Grapple metal creatures
Armbands of Athleticism (Greater)+317Other Worn ItemsNo
Avalanche Boots+317Other Worn ItemsNo
Belt of Giant Strength+317Other Worn ItemsNo
Sandals of the Stag+318Other Worn ItemsNoAthletics checks to High Jump or Long Jump
Stampede Medallion (Major)+318Eidolon ItemsNoAthletics checks to Shove or Trip
Titan's Grasp+318Other Worn ItemsNo
Bestial Mutagen (Greater)+311Alchemical ElixirsYes
Deadweight Mutagen (Greater)+311Alchemical ElixirsYesAthletics checks to Shove and Trip
Crystal Shards (Major)+318Alchemical BombsYesAthletics checks to Climb affected spaces
Dragon Handwraps+420Other Worn ItemsNoAthletics checks to Grapple or Shove
Deadweight Mutagen (Major)+417Alchemical ElixirsYesAthletics checks to Shove and Trip
Bestial Mutagen (Major)+417Alchemical ElixirsYes
Item Bonuses for Athletics - Uncommon/Rare/Unique Items
ItemBonusLevelCategoryConsumable?Note
Diver's Gloves (Lesser)+14Other Worn ItemsNoAthletics checks to Swim
Boots of Free Running (Lesser)+15Other Worn ItemsNoAthletics checks to High Jump and Long Jump
Grasp of Droskar+15Specific Magic WeaponsNoActivate action, once per hour and lasts 1 minute
Grub Gloves (Lesser)+16Other Worn ItemsNo
Journeybread+11Alchemical FoodYesAthletics checks to Climb, Force open, and Swim
Spiderfoot Brew (Lesser)+13Alchemical ElixirsYesAthletics checks made to climb
Elysian Dew+112PotionsYes
Diver's Gloves (Moderate)+29Other Worn ItemsNoAthletics checks to Swim
Boots of Free Running (Moderate)+211Other Worn ItemsNoAthletics checks to High Jump and Long Jump
Grub Gloves (Moderate)+212Other Worn ItemsNo
Plate Armor of the Deep+215Specific Magic ArmorNoAthletics checks to Swim
The Cyclone+220The Deck of DestinyNoAthletics checks made to Climb, High Jump, Long Jump, and Disarm (+3 at 17th level).
Applereed Mutagen (Lesser)+24Alchemical ElixirsYes
Demon Dust+26DrugsYes
Spiderfoot Brew (Greater)+29Alchemical ElixirsYesAthletics checks made to climb
Diver's Gloves (Greater)+315Other Worn ItemsNoAthletics checks to Swim
Boots of Free Running (Greater)+317Other Worn ItemsNoAthletics checks to High Jump and Long Jump
Bracers of Hammers+317Other Worn ItemsNo
Grub Gloves (Greater)+318Other Worn ItemsNo
Mattock of the Titans+319Specific Magic WeaponsNo
Applereed Mutagen (Moderate)+312Alchemical ElixirsYes
Spiderfoot Brew (Major)+317Alchemical ElixirsYesAthletics checks made to climb
Applereed 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 Core Rulebook pg. 241 4.0
Requirements You have both hands free.
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.

Sample Climb Tasks

Untrained ladder, steep slope, low-branched tree
Trained rigging, rope, typical tree
Expert wall with small handholds and footholds
Master ceiling with handholds and footholds, rock wall
Legendary smooth surface

Force Open [one-action]

Attack 
Source Core Rulebook pg. 242 4.0
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 the door, window, container, or gate 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.

Sample Force Open Tasks

Untrained fabric, flimsy glass
Trained ice, sturdy glass
Expert flimsy wooden door, wooden portcullis
Master sturdy wooden door, iron portcullis, metal bar
Legendary stone or iron door

Grapple [one-action]

Attack 
Source Core Rulebook pg. 242 4.0
Requirements You have at least one free hand or have your target grappled or restrained. Your target isn't more than one size larger than you.
You attempt to grab a creature or object with your free hand. 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 that creature or object 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 Core Rulebook pg. 242 4.0
You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
Success Increase the maximum vertical distance to 5 feet.
Failure You Leap normally.
Critical Failure You don’t Leap at all, and instead you fall prone in your space.

Long Jump [two-actions]

Source Core Rulebook pg. 242 4.0
You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed.

If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

Success Increase the maximum horizontal distance you Leap to the desired distance.
Failure You Leap normally.
Critical Failure You Leap normally, but then fall and land prone.

Shove [one-action]

Attack 
Source Core Rulebook pg. 243 4.0
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.

Swim [one-action]

Move 
Source Core Rulebook pg. 243 4.0
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

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. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Sample Swim Tasks

Untrained lake or other still water
Trained flowing water, like a river
Expert swiftly flowing river
Master stormy sea
Legendary maelstrom, waterfall

Trip [one-action]

Attack 
Source Core Rulebook pg. 243 4.0
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 and lands prone and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance and fall and land prone.

Athletics Trained Actions

Disarm [one-action]

Attack 
Source Core Rulebook pg. 243 4.0
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You try to knock something 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. Until the start of that creature's turn, 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.
Critical Failure You lose your balance and become flat-footed until the start of your next turn.

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.

If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can’t be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can Grab an Edge as a reaction (page 472) to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463.