Revision [1154]
This is an old revision of MMClimb made by GilbertoLeon on 2010-09-05 14:47:24.
Climb (Str)
You|re skilled in scaling angled and uneven surfaces.
Check: With each successful Climb check, you can move up, down, or across a slope, wall, or other steep incline (even a ceiling with handholds). A slope is any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.
A failed Climb check indicates you make no progress, and failure by 5 or more means you fall from whatever height you already attained (unless you are secured with some kind of harness or other equipment). Make a Climb check to catch yourself (DC equal to wall|s DC + 20). A slope is easier to catch on (DC equal to slope|s DC + 10). It|s somewhat easier to catch someone else who falls, assuming they are within arm|s reach. Make a Climb check (DC equal to wall|s DC +10) to do so. A slope is easier (DC equal to the slope|s DC +5). If you fail the check, you do not catch the other person. If you fail by 5 or more, you fall as well.
The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5.
DC | Example wall or Surface or Task |
0 | A slope too steep to walk up. A ladder. |
5 | A knotted rope with a wall to brace against. |
10 | A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on, such as a rugged cliff face. |
15 | Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up when dangling by your hands. |
20 | An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds. |
25 | A rough surface with no real handholds or footholds, such as a brick wall. |
25 | Overhang or ceiling with handholds but no footholds. |
-- | A perfectly smooth, flat, vertical surface can|t be climbed without the Wall-Crawling effect (see page 102). |
-10 | Climbing inside an air duct, chimney, or other location where you can brace against two opposite walls (reduces normal DC by 10). |
-5 | Climbing a corner where you can brace against perpendicular walls (reduces normal DC by 5). |
+5 | Surface is slippery (increases normal DC by 5). |
- Accelerated Movement: You can try to move faster than normal while balancing. You can move your full speed, but take a -5 penalty on your Acrobatics check. Moving twice your speed requires two checks, one for each move action.
- Jumping: You can make an Acrobatics check to extend the distance you can jump (see Jumping, page 34) by 1 foot per point your check exceeds DC 15.
- Falling: You can make an Acrobatics check (DC 5) to lessen damage from a fall. Subtract the amount your roll exceeds the DC from the distance of a fall in feet before determining damage. So an Acrobatics check of 20 (15 more than the DC) reduces the effective distance of a fall by 15 feet. A fall reduced to 0 distance does no damage and you land on your feet. You can reduce knockback damage in the same way (see Knockback, page 165).
- Avoiding Being Tripped: You can make an Acrobatics check in place of the Strength or Dexterity check to avoid a trip attack (see Trip, page 159). You cannot use Acrobatics to make trip attacks, however.
- Instant Up: You can make an Acrobatics check (DC 20) to stand from a prone position as a free action rather than a move action.
- Performance: You can use Acrobatics as an Expertise skill to impress an audience.
Try Again: No.
Action: Free. If you actually move as part of your Acrobatics check, then it counts as part of your move action.
Special: The balancing aspects of Acrobatics can be used untrained.
MMSkills