Dragonwriter: Any actions for Herriman?

SRD said:When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
The bars are impossible to fit trough for a Medium creature or larger, as their head would not go trough. Herriman can go trough if he can hit DC30.
Climbing the wall - it's a stone foundation but with brick walls past the three feet of foundations. So the DC will be 25, and you must be able to hit it on a take: 10 to avoid taking damage. Or you could figure out a way of avoiding the climbing. The second story windows are not barred.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.