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DC & CR for crossing unstable scree slope
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<blockquote data-quote="ElectricDragon" data-source="post: 2983385" data-attributes="member: 10778"><p>Instead of a Reflex save for catching yourself while falling on a slope, it is a Climb check at 10 + the Slope's Climb DC. I would make it a Climb check (maybe impose a DC 5 Balance check at the mid point of the climb) DC 10 + 5 (Slippery). For 30 ft. and a normal medium character that would be 5 checks: two Climb DC 15, one Balance DC 5, and two Climb DC 15 and 4 rounds. </p><p></p><p>Using any rope with a grapple should lower the DC by 5. Using a silk rope would give +2 circumstance to Climb checks (assuming an adequately set grapple), halflings would get a +2 Racial bonus to Climb checks (but the reduced speed would then require 6 Climb checks), Atheletic feat gives +2 Climb checks, Lizard familiar gives +3 Climb checks, Climber's Kit gives a +2 circumstance bonus to Climb checks (probably doesn't stack with silk rope). Don't expect any more than one of these bonuses to apply to any one character. It can happen, but it is unlikely.</p><p></p><p>So, catching yourself on a failed (by 5 or more) Climb check would be Climb check DC 25 or 20 if also using a rope. I would allow such a check every 5 feet on the slope. I would make the damage similar to normal falling damage (1d3/5 ft. or 1d6/10 ft. if the fall is that far) except change it to nonlethal damage rather than lethal damage. If they go over the edge; that would be lethal.</p><p></p><p>I would set the CR of this hazard at 2 or 3.</p><p></p><p>My big question is: why would the players climb such a thing if they have no way to get the mules across except by pulling them up?</p><p></p><p>Ciao</p><p>Dave</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 2983385, member: 10778"] Instead of a Reflex save for catching yourself while falling on a slope, it is a Climb check at 10 + the Slope's Climb DC. I would make it a Climb check (maybe impose a DC 5 Balance check at the mid point of the climb) DC 10 + 5 (Slippery). For 30 ft. and a normal medium character that would be 5 checks: two Climb DC 15, one Balance DC 5, and two Climb DC 15 and 4 rounds. Using any rope with a grapple should lower the DC by 5. Using a silk rope would give +2 circumstance to Climb checks (assuming an adequately set grapple), halflings would get a +2 Racial bonus to Climb checks (but the reduced speed would then require 6 Climb checks), Atheletic feat gives +2 Climb checks, Lizard familiar gives +3 Climb checks, Climber's Kit gives a +2 circumstance bonus to Climb checks (probably doesn't stack with silk rope). Don't expect any more than one of these bonuses to apply to any one character. It can happen, but it is unlikely. So, catching yourself on a failed (by 5 or more) Climb check would be Climb check DC 25 or 20 if also using a rope. I would allow such a check every 5 feet on the slope. I would make the damage similar to normal falling damage (1d3/5 ft. or 1d6/10 ft. if the fall is that far) except change it to nonlethal damage rather than lethal damage. If they go over the edge; that would be lethal. I would set the CR of this hazard at 2 or 3. My big question is: why would the players climb such a thing if they have no way to get the mules across except by pulling them up? Ciao Dave [/QUOTE]
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DC & CR for crossing unstable scree slope
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