Climb


Climb

(Str; Armor Check Penalty)


Use this skill to steal a roc’s last egg from its cliff-top nest or simply scale an inconvenient wall.


  • Check:
    With a successful Climb check, you can advance up, down or across a slope, wall or some other steep incline, even a ceiling with handholds at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. A Climb check that fails by four or less means that you make no progress and one that fails by five or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC. A perfectly smooth, flat, vertical surface cannot be climbed You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you cannot move to avoid a blow, so you cannot make Active Defense checks at all. You also cannot make Shield Defense checks while climbing. Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

  • Accelerated Climbing:
    You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed instead of one-quarter your speed.

  • Making Your Own Handholds and Footholds:
    You can make your own handholds and footholds by pounding spikes into a wall. Doing so takes one minute per spike and one spike is needed per three feet of distance. As with any surface that offers handholds and footholds, a wall with spikes in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.

  • Catching Yourself When Falling:
    It is practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall’s DC + 20) to do so. It is much easier to catch yourself on a slope (DC = slope’s DC + 10).

  • Catching a Falling Character While Climbing:
    If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if they are within your reach. Doing so requires a successful melee attack against the falling character, who can of course avoid making an Active Defense check. If you hit, you must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling character, but their total weight, including equipment, cannot exceed your heavy load limit or you will automatically fall. If you fail your Climb check by four or less, you fail to stop the character’s fall but do not lose your grip on the wall. If you fail by five or more, you fail to stop the character’s fall and begin falling as well.

  • Action:
    Climbing is part of movement, so it is generally part of a move action and may be combined with other types of movement in a move action. Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character does not take an action.

  • Special:
    You can use a rope to haul a character upward – or lower a character – through sheer strength. You can lift double your maximum load in this manner. If you have the Athletic feat, you gain a +2 bonus on Climb checks. Some creatures can climb as a natural ability. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb or at its land speed, whichever is slower and makes a single Climb check at a –5 penalty. Such a creature may make Active Defense checks while climbing and opponents gain no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

  • Synergy: If you have five or more ranks in Use Rope, you gain a +2 bonus on Climb checks made to climb a rope, a knotted rope or a rope-and-wall combination.








Climb

Age of Heroes TolsimirWolfblood