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=Climb ([[Strength]]; [[Armor Check Penalty]])=
 
=Climb ([[Strength]]; [[Armor Check Penalty]])=
 
__TOC__
 
__TOC__
==Check==
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==[[Skill Check|Check]]==
   
With a successful Climb [[check]], you can advance up, down, or across a slope, a wall, or some other steep incline (or 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.
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With a successful Climb [[Skill Check|check]], you can advance up, down, or across a slope, a wall, or some other steep incline (or 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 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.
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A Climb [[Skill Check|check]] that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.
   
A [[climber’s kit]] gives you a '''+2''' [[circumstance bonus]] on Climb [[check]]s.
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A [[climber’s kit]] gives you a '''+2''' [[circumstance bonus]] on Climb [[Skill Check|checks]].
   
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]].
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The [[Difficulty Class|DC]] of the [[[[Skill Check|check]] depends on the conditions of the [[Skill Check|check]]. Compare the task with those on the following table to determine an appropriate [[Difficulty Class|DC]].
   
{| border=1 style="border-collapse:collapse;"
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{|border=1
! Climb [[DC]] !! Example Surface or Activity
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!Climb [[Difficulty Class|DC]]!!Example Surface or Activity
 
|-
 
|-
| 0 || A slope too steep to walk up, or a knotted rope with a wall to brace against.
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|0||A slope too steep to walk up, or a knotted rope with a wall to brace against.
 
|-
 
|-
| 5 || A rope with a wall to brace against, or a knotted rope, or a rope affected by the [[Rope Trick | rope trick]] [[spell]].
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|5||A rope with a wall to brace against, or a knotted rope, or a rope affected by the [[Rope Trick|rope trick]] [[spell]].
 
|-
 
|-
| 10 || A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
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|10||A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
 
|-
 
|-
| 15 || Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
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|15|| Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
 
|-
 
|-
| 20 || An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
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|20||An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
 
|-
 
|-
| 25 || A rough surface, such as a natural rock wall or a brick wall.
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|25||A rough surface, such as a natural rock wall or a brick wall.
 
|-
 
|-
| 25 || An overhang or ceiling with handholds but no footholds.
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|25||An overhang or ceiling with handholds but no footholds.
 
|-
 
|-
| - || A perfectly smooth, flat, vertical surface cannot be climbed.
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| - ||A perfectly smooth, flat, vertical surface cannot be climbed.
 
|}
 
|}
   
   
{| border=1 style="border-collapse:collapse;"
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{|border=1
! Climb [[DC]] Modifier<sup>1</sup> !! Example Surface or Activity
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!Climb [[Difficulty Class|DC]] Modifier<sup>1</sup>!! Example Surface or Activity
 
|-
 
|-
| -10 || Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10).
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| -10|| Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces [[Difficulty Class|DC]] by 10).
 
|-
 
|-
| -5 || Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
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| -5|| Climbing a corner where you can brace against perpendicular walls (reduces [[Difficulty Class|DC]] by 5).
 
|-
 
|-
| +5 || Surface is slippery (increases DC by 5).
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| +5|| Surface is slippery (increases [[Difficulty Class|DC]] by 5).
 
|}
 
|}
   
 
:These modifiers are cumulative; use any that apply.
 
:These modifiers are cumulative; use any that apply.
   
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 can’t move to avoid a blow, so you lose your [[Dexterity]] bonus to [[AC]] (if any). You also can’t use a shield while climbing.
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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 can’t move to avoid a blow, so you lose your [[Dexterity]] bonus to [[AC]] (if any). You also can’t use a [[shield]] 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]].
+
Any time you take damage while climbing, make a Climb [[Skill Check|check]] against the [[Difficulty Class|DC]] of the slope or wall. Failure means you fall from your current height and sustain the appropriate [[falling damage]].
   
 
===Accelerated Climbing===
 
===Accelerated Climbing===
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===Making Your Own Handholds and Footholds===
 
===Making Your Own Handholds and Footholds===
   
You can make your own handholds and footholds by pounding [[pitons]] into a wall. Doing so takes 1 minute per [[piton]], and one [[piton]] is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with [[pitons]] 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.
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You can make your own handholds and footholds by pounding [[piton]]s into a wall. Doing so takes 1 minute per [[piton]], and one [[piton]] is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with [[piton]]s in it has a [[Difficulty Class|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===
 
===Catching Yourself When Falling===
   
It’s practically impossible to catch yourself on a wall while falling. Make a Climb [[check]] ([[DC]] = wall’s [[DC]] + 20) to do so. It’s much easier to catch yourself on a slope ([[DC]] = slope’s [[DC]] + 10).
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It’s practically impossible to catch yourself on a wall while falling. Make a Climb [[Skill Check|check]] ([[DC]] = wall’s [[Difficulty Class|DC]] + 20) to do so. It’s much easier to catch yourself on a slope ([[Difficulty Class|DC]] = slope’s [[Difficulty Class|DC]] + 10).
   
 
===Catching a Falling Character While Climbing===
 
===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 he or she is within your reach. Doing so requires a successful melee [[touch attack]] against the falling character (though he or she can voluntarily fore go any [[Dexterity]] bonus to [[AC]] if desired). If you hit, you must immediately attempt a Climb [[check]] ([[DC]] = wall’s [[DC]] + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your [[heavy load]] limit or you automatically fall. If you fail your Climb [[check]] by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.
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If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee [[touch attack]] against the falling character (though he or she can voluntarily fore go any [[Dexterity]] bonus to [[AC]] if desired). If you hit, you must immediately attempt a Climb [[Skill Check|check]] ([[Difficulty Class|DC]] = wall’s [[Difficulty Class|DC]] + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your [[heavy load]] limit or you automatically fall. If you fail your Climb [[Skill Check|check]] by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.
   
 
See also: [[epic usage]]s of Climb.
 
See also: [[epic usage]]s of Climb.
   
==[[Action]]==
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==[[action|Action]]==
   
Climbing is part of movement, so it’s 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 doesn’t take an [[action]].
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Climbing is part of movement, so it’s 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 [[Skill Check|check]]. Catching yourself or another falling character doesn’t take an [[action]].
   
 
==Special==
 
==Special==
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* 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.
 
* 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.
   
* A [[halfling]] has a +2 [[racial bonus]] on Climb [[check]]s because [[halfling]]s are agile and surefooted.
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* A [[halfling]] has a +2 [[racial bonus]] on Climb [[Skill Check|checks]] because [[halfling]]s are agile and surefooted.
   
* The master of a [[lizard]] [[Wizard#FAMILIARS | familiar]] gains a '''+3''' bonus on Climb [[check]]s.
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* The master of a [[lizard]] [[Wizard#FAMILIARS | familiar]] gains a '''+3''' bonus on Climb [[Skill Check|checks]].
   
* If you have the [[Athletic]] [[feat]], you get a '''+2''' bonus on Climb [[check]]s.
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* If you have the [[Athletic]] [[feat]], you get a '''+2''' bonus on Climb [[Skill Check|checks]].
   
* A creature with a [[climb speed]] has a +8 [[racial bonus]] on all Climb [[check]]s. The creature must make a Climb [[check]] to climb any wall or slope with a [[DC]] higher than 0, but it always can 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 speed (or at its land speed, whichever is slower) and makes a single Climb [[check]] at a -5 penalty. Such a creature retains its [[Dexterity]] bonus to [[Armor Class | AC]] (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the [[run]] action while climbing.
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* A creature with a [[climb speed]] has a +8 [[racial bonus]] on all Climb [[Skill Check|checks]]. The creature must make a Climb [[Skill Check|check]] to climb any wall or slope with a [[Difficulty Class|DC]] higher than 0, but it always can 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 speed (or at its land speed, whichever is slower) and makes a single Climb [[Skill Check|check]] at a -5 penalty. Such a creature retains its [[Dexterity]] bonus to [[Armor Class|AC]] (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the [[run]] action while climbing.
   
 
==[[Synergy]]==
 
==[[Synergy]]==
   
If you have 5 or more [[ranks]] in [[Use Rope]], you get a +2 bonus on Climb [[check]]s made to climb a rope, a knotted rope, or a rope-and-wall combination.
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If you have 5 or more [[rank]]s in [[Use Rope]], you get a +2 bonus on Climb [[Skill Check|checks]] made to climb a rope, a knotted rope, or a rope-and-wall combination.
   
 
{{SRDskill}}
 
{{SRDskill}}

Revision as of 22:41, 15 March 2008

Climb (Strength; Armor Check Penalty)

Check

With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or 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 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.

A climber’s kit gives you a +2 circumstance bonus on Climb checks.

The DC of the [[check depends on the conditions of the check. Compare the task with those on the following table to determine an appropriate DC.

Climb DC Example Surface or Activity
0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
25 A rough surface, such as a natural rock wall or a brick wall.
25 An overhang or ceiling with handholds but no footholds.
- A perfectly smooth, flat, vertical surface cannot be climbed.


Climb DC Modifier1 Example Surface or Activity
-10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10).
-5 Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
+5 Surface is slippery (increases DC by 5).
These modifiers are cumulative; use any that apply.

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 can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield 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 pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons 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’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s 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 he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily fore go any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.

See also: epic usages of Climb.

Action

Climbing is part of movement, so it’s 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 doesn’t 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.
  • A halfling has a +2 racial bonus on Climb checks because halflings are agile and surefooted.
  • The master of a lizard familiar gains a +3 bonus on Climb checks.
  • If you have the Athletic feat, you get a +2 bonus on Climb checks.
  • 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 always can 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 speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to AC (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Synergy

If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.

Template:SRDskill