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climb_skill [2013/08/08 06:36]
storyteller more text, format
climb_skill [2021/12/04 00:39] (current)
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-  * **Example Wall, Slope, Or Task DC** +|**Example Wall, Slope, Or Task**|**DC**| 
-  ​* ​A slope too steep to walk up  +|A slope too steep to walk up|0| 
-  ​* ​A knotted rope with a wall to brace against 5 +|A knotted rope with a wall to brace against|5| 
-  ​* ​A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on. 10 +|A rope with a wall to brace against. A knotted rope. A surface with sizable 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 +|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.|5| 
-  ​* ​An uneven surface with just a few narrow handholds and footholds 20 +|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 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+|An overhang or ceiling with hand-holds but no footholds|25|
  
 A perfectly smooth, flat, vertical surface cannot be climbed 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 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* +|Climbing a corner where you can brace against perpendicular walls|-5*| 
-  ​* ​Surface is slippery +5* +|Surface is slippery|+5*|
-  * * These conditions modify the base climb DC of the surface and are cumulative. +
  
 +*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. **Accelerated Climbing Movement:** You can try to move at your full speed while climbing by taking a –5 penalty on your Climb check.
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 **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). **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**+**Grab My Arm!:​** ​ You can catch someone who is falling past you. If you can make a melee touch attack against someone falling within your reach, you may attempt a Climb check (DC = wall’s DC +10) to prevent that person’s fall. (The DC for catching someone falling on a slope is the slope’s DC +5.) If you fail the Climb check, you fail to stop the person’s fall. If you fail by 5 or more, you fall as well. The person’s total weight (including equipment) cannot exceed your heavy load, or you automatically fall.
  
 **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: **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** +|**Conditions**|**Climb Check DC**| 
-  ​* ​Rough or asymmetric walls, alcoves 0 +|Rough or asymmetric walls, alcoves|0| 
-  ​* ​Symmetrical design, rough surface, abundant footholds 5 +|Symmetrical design, rough surface, abundant footholds|5| 
-  ​* ​Symmetrical design, normal surface, some footholds or alcoves 15 +|Symmetrical design, normal surface, some footholds or alcoves|15| 
-  ​* ​Symmetrical design, smooth surface, few footholds 20 +|Symmetrical design, smooth surface, few footholds|20| 
-  ​* ​Symmetrical design, slick surface, no footholds 25+|Symmetrical design, slick surface, no footholds|25|
  
  
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 Accelerated climbing, allowing the character to climb at his or her full speed, is a full-round action. A character can move half that far (one-half his or her speed) as a move action. Accelerated climbing, allowing the character to climb at his or her full speed, is a full-round action. A character can move half that far (one-half his or her speed) as a move action.
  
- +{{tag>​skills armorpenalty ​strbased ​sw}} 
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-{{tag>​skills armorpenalty ​strskills ​sw}} +
climb_skill.1375943771.txt.gz · Last modified: 2021/12/04 00:43 (external edit)