Athletics allows you to perform deeds of physical prowess and athletics. This skill is used to determine the success of physical actions such as climbing a tree, jumping over a large hole, throwing an object at a target, and lifting and carrying heavy objects. When you use the Escape basic action, you can use either Acrobatics, Athletics or Unarmed Strikes.
With Athletics, you can move, up, down, or across a steep incline. Unless a climb is particularly easy, you must attempt an Athletics check. The DC of this check is based on the nature of the incline and environmental circumstances.
Critical Success: You move up, across, or safely down the incline for 5 feet plus 5 feet per 1 Range 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 1 Range of your land Speed (a total of 5 feet for most PCs).Critical Failure: You fall. If you began the climb on stable ground, you fall and land prone.You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt an Athetlics check against the DC of the effect. This is typically the Unarmaed Attacks Check of a creature grabbing you, the Manipulation DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment.
Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then take a Guarded Step action as a reaction.Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn.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.Leap lets you take a careful, short jump. You can Leap up to 15 feet horizontally if your Speed is at least 1 Range. You land in the space where your Leap ends (meaning you can typically clear a 10-foot gap if your Speed is 1 Range or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
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.Lift allows to pick up and move objects around. Unless an is particularly easy to lift, you must attempt an Athletics check. The DC of this check is based on the weight and nature of the object you're trying to lift.
Critical Success You effortlessly lift the object, and can carry it around for one round without any encumbrance. Success You lift the object, and can move it around, but you are Encumbered (-6 to all other Physical checks) for as long as you carry it.Failure You cannot lift the object. If you are currently carrying the object, you can either choose to drop it as a Free Action, or you can continue to carry the object using an additional 2 Actions.Critical Failure You pull something while trying to lift the object. You do not lift the object, and take -2 to all Physical checks for the following 1 round. If you are currently carrying the object, you immediately drop it as a Free Action.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 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 10 feet per 1 Range of your land Speed (a total of 15 feet for most PCs).Success You move through the water 5 feet, plus 5 feet per 1 Range 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.You toss an object in a particular direction. This can be anything, from a baseball, to a dart, to a rock you picked off the ground, to a throwing knife, to a grenade. Roll an Athletics check for the weapon, you are using, and compare the result to the target creature's AC to determine the effect.
The accuracy of your throw depends on the range and the degree of success you achieve with an Athletics check.
Critical Success You land a Critical Hit on the target.Success You hit the target.Failure You miss the target. If you are throwing a grenade or another area-of-effect weapon, if you fail the check by 5 or less, the target is still caught in the blast.Critical Failure Your weapon slips and flies wildly off course. You suffer a Ranged Weapon Critical Fumble.