Climb Skill in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Climb Skill

General Skills Rules:
  • Taking 10: If you are not threatened or distracted you can take 10 on a roll.
  • Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
  • “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
  • “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.Climb(STR)(Armor Check Penalties)
Requires: part of a move action, each move action requires a climb check,   Retries: Yes   Movement Speed and Failure: Advance along a slope of some kind with a successful climb check at ¼ your movement rate. Failure by 4 or more indicates you are not able to make any progress and if you fail by 5 or more you fall. Any time you are damaged while climbing make a climb check to avoid falling.   Note: While climbing lose DEX to AC, can’t use a shield. Need both hands free. You can avoid losing DEX while climbing by taking a -20 to your check.   Climb faster: going half speed with -5 or full speed with -20.   Making your own handholds or footholds with pitons, takes 1 minute per piton and one is needed per 3 feet, climbing a wall with pitons is DC 15, you may also chopped similar footholds into an ice wall with a handaxe.   Repelling; if you have 1 rank in climb or use rope, if fail make another use rope climb at previous DC +5 to stop fall and take only 1d6, otherwise uncontrolled fall.   Catching a Falling Character: must in reach, make melee touch AC, if hit, make climb check DC = wall’s climb DC + 10. Success means he is caught, if the total weight is over your heavy load you fall too. If you fail the climb check by 4 or less you don’t catch but you don’t fall, 5 or more and you fall.   Haul a character upward with a rope, you can lift double max load.   Synergy: 5 ranks in use rope gets you +2 climb checks.   Notes: a creature with a natural climb speed has +8 racial bonus on climb, may take 10 on climb checks and retains DEX to AC.   Action and DC:
  • Climb steep slope DC:0
  • Knotted rope and wall to brace DC:0
  • Rope with wall to brace DC:5
  • Knotted Rope DC:5
  • Surface with ledges to hold and stand on DC:5
  • A very rough wall DC:5
  • Surface with handholds and footholds DC:15
  • A very rough natural rock wall DC:15
  • Rope DC:15
  • Pulling self up from dangling from hands DC:15
  • Uneven surface with narrow holds (dungeon) DC:20
  • Rough surface (natural rock wall, brick wall) DC:25
  • Overhang or ceiling with handholds but no footholds DC:25
  • Chimney where can brace 2 sides DC:-10
  • Climbing a corner DC:-5
  • Slippery +5 Climb half speed (instead of 4th) DC:-5
  • Climb Full Speed DC:-20
  • Climb wall with pitons DC:15
  • Repel base move down DC:10
  • Repel twice move down as full round DC:10
  • Repel 4x base move as full round DC:20
  • Climb Anchor Chain DC:5
  • Climb Rigging DC:5
  • Climb Ships Hull DC:20
  • Tree with many branches DC:5
  • Tree with few or weak branches DC: 10
  • Tree with no branches but can clasp arms DC:20
  • Tree with no branches, too large to clasp arms DC:25
  • Catch self falling, walls normal climb DC +20
  • Catch Self Falling from Tree, base tree DC +5
  • Catch Self Falling, slopes normal climb DC +10

Comments

Please Login in order to comment!