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- | Content-Type: text/x-zim-wiki | ||
- | Wiki-Format: zim 0.4 | ||
- | Creation-Date: 2013-07-26T00:17:59-04:00 | ||
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- | ====== Climb (Skill) ====== | ||
- | Created Friday 26 July 2013 | ||
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- | === CLIMB (STR) === | ||
- | //Armor Penalty// | ||
- | Use this skill to scale a cliff, slope or wall, or to move using hand-holds in zero-G. | ||
- | **Check:** With each successful Climb check, you can advance up, down, or across a slope, wall, cliff, or other inclined surface. | ||
- | A slope is considered to be any incline of less than 60 degrees. A wall is 60 degrees or steeper. | ||
- | A failed climb check indicates that you make no progress, and a check failed by 5 or more indicates that you have fallen. | ||
- | The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, the DC is reduced by 5. | ||
- | Since you can’t move to avoid attacks while climbing, your are considered flat-footed while climbing (and lose your Dexterity bonus to Defense). | ||
- | Any time you take damage while climbing, you must make a Climb check at thenormal DC for the surface or fall. | ||
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- | **Example Wall, Slope, Or Task** **DC** | ||
- | A slope too steep to walk up 0 | ||
- | A knotted rope with a wall to brace against 5 | ||
- | A rope with a wall to brace against. A knotted rope. A surface with sizeable ledges to hold on to and stand on. 10 | ||
- | Any surface with adequate handholds and footholds, such as a rough natural rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up while dangling by your hands. 15 | ||
- | An uneven surface with just a few narrow handholds and footholds 20 | ||
- | An uneven surface with no real hand-holds or footholds, such as a brick wall. 25 | ||
- | An overhang or ceiling with hand-holds but no footholds 25 | ||
- | A perfectly smooth, flat, vertical surface cannot be climbed --- | ||
- | Climbing inside an air duct or other location where one can brace against two opposite walls -10* | ||
- | Climbing a corner where you can brace against perpendicular walls -5* | ||
- | Surface is slippery +5* | ||
- | * These conditions modify the base climb DC of the surface and are cumulative. | ||
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- | **Accelerated Climbing Movement:** You can try to move at your full speed while climbing by taking a –5 penalty on your Climb check. | ||
- | **Making Handholds and Footholds:** You can make your own handholds and foot-holds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In a similar fashion, a climber with an ice ax or another proper im-plement can cut handholds or footholds in an ice wall. | ||
- | Naturally, the GM may rule that certain surfaces are to hard or too yielding to take pitons. | ||
- | **Catching Yourself While Falling:** It’s practically impossible to catch yourself on a a wall once you’ve started to fall. Make a Climb check (DC equal to the wall’s normal DC +20) to do so. A slope is relatively easier to catch yourself on (DC equal to the slope’s DC +10). | ||
- | **Grab My Arm!: swhg** | ||
- | **Zero-G Movement:** A character in zero gravity in an enclosed or semi-enclosed location can make a Climb Check as a free action before she begins her movement each round. A successful check means the character can move at her normal speed for the round. The DC for the check depends on the conditions, as shown below: | ||
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- | **Conditions Climb Check** **DC** | ||
- | Rough or asymmetric walls, alcoves 0 | ||
- | Symmetrical design, rough surface, 5 | ||
- | abundant footholds | ||
- | Symmetrical design, normal surface, 15 | ||
- | some footholds or alcoves | ||
- | Symmetrical design, smooth surface, 20 | ||
- | few footholds | ||
- | Symmetrical design, slick surface, 25 | ||
- | no footholds | ||
- | @skills @armorpenalty @strskills @sw | ||