(Str; Armor Penalty)
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 at one-quarter your normal speed. The Difficulty of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the Difficulty by 5.
A failed Climb check means you make no progress, and a check that fails by 5 or more means you fall from whatever height you attained (unless you are secured with some kind of harness or other equipment).
If you fall, make a Climb check (Difficulty equal to climb's Difficulty + 20). Success means you arrest your fall about halfway and suffer no damage.
It's somewhat easier to catch someone else who falls, assuming they are within arm's reach. Make a Climb check (Difficulty equal to climb's Difficulty +10) to do so. If you fail the check, you do not catch the other person. If you fail by 5 or more, you fall as well.
|Difficulty||Example Wall or Surface or Task|
|0||A slope too steep to walk up.|
|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 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.|
|-10||Climbing inside a chimney or other location where one can brace against two opposite walls (reduces normal Difficulty by 10).|
|-5||Climbing a corner where a character can brace against perpendicular walls (reduces normal Difficulty by 5).|
|+5||Surface is slippery (increases normal Difficulty by 5).|
Fighting While Climbing: Since you can't easily avoid attacks, you are flat-footed while climbing (losing your dodge bonus to Defense). Any time you take damage while climbing, make a Climb check against the Difficulty of the climb. Failure means you fall.
Challenges: You can take the following challenges with Climb:
Accelerated Climb: You can try to climb more quickly than normal. By accepting a +5 Difficulty modifier to your check, you can move half your speed instead of one-quarter your speed while climbing. You can accept this challenge twice, for a total Difficulty modifier of +10, to move at your normal speed while climbing.
Fighting Climb: You can accept a +5 Difficulty modifier to a Climb check to use your Dodge while climbing.
Secured Climb: If you take a +5 Difficulty modifier to your Climb check, you do not have to make a Climb check to maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks.
Action: Climbing is a move action.
Special: Someone using a rope can haul a character up (or lower a character down) by sheer strength. Use a character's carrying capacity to determine how much weight he can lift in this way.