Difference between revisions of "Climb"
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Revision as of 19:16, 19 August 2017
Climb (STR; Armour Check Penalty)
Use this skill to scale a cliff, to get to the window on the second story of a wizard's tower, or to climb out of a pit after falling through a trapdoor.
Check: With each successful Climb check, you can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with hand-holds) one-half your speed as a miscellaneous full-round action. You can move half that far, one fourth of your speed, as a miscellaneous move-equivalent action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.
A failed Climb check means that you make no progress, and a check that fails by 5 or more means that you fall from whatever height you have already attained.
A climber's kit (page 110) gives a +2 circumstance bonus to Climb checks.
The DC of the check depends on the conditions of the climb.
| DC | Example Wall or Surface | 
|---|---|
| 0 | A slope too steep to walk up. A knotted rope with a wall to brace against. | 
| 5 | A rope with a wall to brace against, or a knotted rope, or a rope affected by the Rope Trick spell. | 
| 10 | A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging. | 
| 15 | Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree. An unknotted rope. | 
| 20 | An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. | 
| 25 | Overhang or ceiling with handholds but no footholds. | 
| - | A perfectly smooth, flat, vertical surface cannot be climbed. |