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Kulan: Knightfall's Crisis in Bluffside Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 9809968" data-attributes="member: 2012"><p>Saving this for later...</p><p></p><p>[OOC]<strong><u>Climb</u></strong></p><p>A creature with a climb speed must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 (see Checks without Rolls, page 65 in the Player's Handbook), even if rushed, distracted, or endangered. It also gets a +8 racial bonus on all Climb checks. A successful check allows it to move its climb speed up down, or across the wall or slope as a move action. If it chooses an accelerated climb (see Climb, page 69 in the Player's Handbook), it moves at double the listed climb speed (or its land speed, whichever is less) and makes a single Climb check at a -5 penalty.</p><p></p><p>A creature with a climb speed retains its Dexterity bonus to Armor Class (if any) while climbing. Most creatures with climb speeds don't have hands, though many use some sort of appendage to climb. Those with appendages must have them free to climb. A creature can cling to a wall with one appendage while it casts a spell or takes some other action that requires only one appendage. A limbless creature, such as an ooze, never has to worry about having any appendages free -- it can just climb.</p><p></p><p>If the creature takes damage while climbing, it makes a Climb check against the DC of the slope or wall to avoid falling. (It can take 10 on the check.)</p><p></p><p><strong>Using the Climb Skill:</strong> A creature using the Climb skill to climb without a climb speed can take 10 on the check <u>only when not rushed or threatened</u>. It loses its Dexterity bonus (if any) while climbing, and <em><strong>it cannot take a 5-foot step or withdraw while climbing</strong></em>. A creature uses the Climb skill as a move action, and climbing is movement. With a successful check, the climber moves at <u>one quarter its land speed</u> when climbing (or one half land speed if it makes an accelerated climb). On a failed check, the creature doesn't move at all (but still uses up a move action) if the check failed by 4 or less. The creature falls if the check fails by 5 or more. See the Climb skill description for other details.</p><p></p><p><strong>All Climbers:</strong> Creatures cannot charge or run while climbing, even if they have Climb speeds.[/OOC]</p><p>I definitely should have been having you guys roll Climb checks, even with a ladder (<s>which reduces the DCs by 10, I think</s>).</p><p></p><p>EDIT: I'm fairly certain the base Climb DCs should be 10 (based on the RC), but since I've not been using the rules properly, I'm going to set the climb DCs at 5. If the bad guys actually start to threaten characters as they're climbing, then it will be DC 10. With an accelerated climb, the DCs increase by +5. If you want your PC to attempt a climb at full speed, it is +20 to the DCs.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9809968, member: 2012"] Saving this for later... [OOC][B][U]Climb[/U][/B] A creature with a climb speed must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 (see Checks without Rolls, page 65 in the Player's Handbook), even if rushed, distracted, or endangered. It also gets a +8 racial bonus on all Climb checks. A successful check allows it to move its climb speed up down, or across the wall or slope as a move action. If it chooses an accelerated climb (see Climb, page 69 in the Player's Handbook), it moves at double the listed climb speed (or its land speed, whichever is less) and makes a single Climb check at a -5 penalty. A creature with a climb speed retains its Dexterity bonus to Armor Class (if any) while climbing. Most creatures with climb speeds don't have hands, though many use some sort of appendage to climb. Those with appendages must have them free to climb. A creature can cling to a wall with one appendage while it casts a spell or takes some other action that requires only one appendage. A limbless creature, such as an ooze, never has to worry about having any appendages free -- it can just climb. If the creature takes damage while climbing, it makes a Climb check against the DC of the slope or wall to avoid falling. (It can take 10 on the check.) [B]Using the Climb Skill:[/B] A creature using the Climb skill to climb without a climb speed can take 10 on the check [U]only when not rushed or threatened[/U]. It loses its Dexterity bonus (if any) while climbing, and [I][B]it cannot take a 5-foot step or withdraw while climbing[/B][/I]. A creature uses the Climb skill as a move action, and climbing is movement. With a successful check, the climber moves at [U]one quarter its land speed[/U] when climbing (or one half land speed if it makes an accelerated climb). On a failed check, the creature doesn't move at all (but still uses up a move action) if the check failed by 4 or less. The creature falls if the check fails by 5 or more. See the Climb skill description for other details. [B]All Climbers:[/B] Creatures cannot charge or run while climbing, even if they have Climb speeds.[/OOC] I definitely should have been having you guys roll Climb checks, even with a ladder ([S]which reduces the DCs by 10, I think[/S]). EDIT: I'm fairly certain the base Climb DCs should be 10 (based on the RC), but since I've not been using the rules properly, I'm going to set the climb DCs at 5. If the bad guys actually start to threaten characters as they're climbing, then it will be DC 10. With an accelerated climb, the DCs increase by +5. If you want your PC to attempt a climb at full speed, it is +20 to the DCs. [/QUOTE]
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