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climb_skill

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Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-26T00:17:59-04:00

Climb (Skill)

Created Friday 26 July 2013

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.

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.

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:

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

climb_skill.1375718434.txt.gz · Last modified: 2021/12/04 00:43 (external edit)