(Strength; Armor Check Penalty)
Use this skill to scale a cliff, to get to the window on the second story of a wizard's tower, or to climb out of a pit after falling through a trapdoor.
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 climb. Compare the task with those on the following table to determine an appropriate DC.
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).
Rapid Climbing: You can climb even more quickly than normal. By accepting a -20 penalty on your Climb check, you can move 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 forego 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.
Combat Climb: You can move freely enough to avoid blows while climbing. By accepting a -20 penalty on your Climb check, you can retain your
Dexterity bonus to AC while climbing.
Rappelling: You can use a rope and climbing gear to descend over a precipice or down a sheer cliff. You must have a rope and at least 1 rank in either Climb or Use Rope. You must declare the distance you intend to cover, then make a successful Climb check and a successful Use Rope check according to the parameters below.
- Climb: While you are rappelling, the Difficulty Class to climb down a wall of any texture, even one that is perfectly smooth, flat, and vertical, becomes DC 10. Add 5 to the DC if the surface is slippery, or 10 if you are rappelling with no surface to brace against.
- Use Rope: While rappelling, you can descend at your base land speed with a DC 10 Use Rope check, or you can take a Full-Round Action to move twice your speed. If you make a DC 20 Use Rope check, you can take a Full-Round Action to descend at four times your base speed.
If you fail either your Climb check or your Use Rope check, you still descend your declared distance but may go into an uncontrolled fall. To prevent this outcome, you can attempt another Use Rope check (DC equal to previous DC + 5). On a success, you take 1d6 points of damage but halt your movement; on a failure, you fall. If you don't hit bottom by the start of your next turn, you can try to arrest your descent with another Use Rope check (DC equal to previous DC + 10). Success means you take 3d6 points of damage; failure means you continue to fall.
Climbing Trees: A successful Climb check allows you to move up, down, or across a forest canopy at one-quarter your normal speed. Typical DCs are shown on the table.
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.
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
Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the
Run action while climbing.
Skill Unlock
A character who selects this skill for the Signature Skill feat or a
Rogue who selects it for their Rogue's Edge class ability gains the following abilities when they reach the designated number of ranks in this skill:
- 5 Ranks: You are no longer denied your Dexterity bonus when climbing.
- 10 Ranks: You gain a natural climb speed (but not the +8 Racial bonus on Climb checks) of 10 feet, but only on surfaces with a Climb DC of 20 or lower.
- 15 Ranks: You gain a natural climb speed (but not the +8 Racial bonus on Climb checks) equal to your base speed on surfaces with a Climb DC of 20 or lower, and of 10 feet on all other surfaces.
- 20 Ranks: You gain a natural climb speed equal to your base speed on all surfaces. If you have both hands free, you gain a +8 Racial bonus on Climb checks.
Comments