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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 0 | + | |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. | ||
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