Climb Fastplay

Climb

Restriction: you cannot use a shield when climbing
Restriction: you must use both hands when climbing
Restriction: you cannot climb a perfectly smooth, flat vertical surface
Restriction: creatures cannot use the run action during climbing movement
Restriction: creatures can move to avoid a blow (keep dexterity bonus); why not just say not flat-footed?
Definition: wall >= 60 degrees
Definition: slope < 60 degrees
DC Base: 0 (slope and rope; wall and knotted rope)
DC Base: 5 (wall and rope; hanging knotted rope; rope trick spell)
DC Base: 10 (rough ledged wall; ship's rigging)
DC Base: 15 (natural rock surface with plentiful handholds; tree; hanging unknotted rope)
DC Base: 15 (using hand holds, pitons or tools to cut hand holds per 5 feet)
DC Base: 20 (dungeon wall; uneven surface)
DC Base: 25 (brick wall; natural rock surface with narrow handholds)
DC Base: 30 (overhang with handholds only)
DC Modifier: -10 (chimney; opposing walls to brace on)
DC Modifier: -5 (climbing a corner)
DC Modifier: +5 (slippery surface)
DC Modifier: +8 if creature has climb speed; can also take 10 on any wall even if rushed or threatened
Dice Modifier: -5 when moving at half speed
Dice Modifier: -5 when creature with climb speed moves at double-climb speed
Check Frequency: 1 per round or each move action
Check Frequency: when taking damage using same DC
Check Frequency: when the DC <= 0 no check for creatures with climb speed
Success: apply movement
Failure: <= 4 no progress
Failure: >=5 you fall from current height, take damage and land prone
Failure: when taking damage and failing a check you fall from current height, take damage and land prone
Condition: cannot move to avoid a blow (no dexterity bonus); why not just say not flat-footed?
Time: per movement
Time: 1 minute to create a hand hold using pitons or hand axe
Distance: per movement (~)
Speeds: quarter, half; creatures can move double-climb speed or land speed whichever is less

Catch Yourself

DC Base: 20 + wall DC
DC Base: 10 + slope DC
Success: you stop your fall
Failure: you fall from your current height, take damage and land prone
Time: free action

Catch an Ally

Restriction: ally must be above or adjacent to you and within reach
Restriction: your ally's total weight cannot exceed your heavy load limit
DC Base: initial attempt; melee touch attack (target can opt to forgo his Dex bonus)
DC Base: when you "hit" make a 10 + wall/slope DC check on a successful catch
Success: catcher must make immediate Climb check to avoid falling himself
Failure: <= 4 you fail to stop the fall but maintain your own grip
Failure: >=5 you fall from current height too, take damage and land prone
Time: free action

Rope Use

Restriction: you can raise or lower double your maximum load only

Final Notes

Bonus In: +2 Athletic (feat)
Bonus In: +4 Athletic (feat) + Climb (10 ranks)
D20: Climb + Rope Use

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