Climb

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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.
-10* Climbing a chimney (artificial or natural) or other location where one can brace against two opposite walls (reduces DC by 10).