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. 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 you have the Athletic feat, you get a +2 bonus on Climb checks.Ī creature with a climb speed has a +8 racial bonus on all Climb checks. The master of a lizard familiar gains a +3 bonus on Climb checks. You can lift double your maximum load in this manner.Ī halfling has a +2 racial bonus on Climb checks because halflings are agile and surefooted. You can use a rope to haul a character upward (or lower a character) through sheer strength. Catching yourself or another falling character doesn’t take an action. Each move action that includes any climbing requires a separate Climb check. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.Ĭlimbing 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).
![d&d 3.5 sudden strike d&d 3.5 sudden strike](https://www.gry-online.pl/galeria/html/pliki/85653625.jpg)
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. 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 hit, you must immediately attempt a Climb check (DC = wall’s DC + 10). 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 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. It’s much easier to catch yourself on a slope (DC = slope’s DC + 10).Ĭatching a Falling Character While Climbing Make a Climb check (DC = wall’s DC + 20) to do so. It’s practically impossible to catch yourself on a wall while falling. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. You can make your own handholds and footholds by pounding pitons into a wall. By accepting a -5 penalty, you can move half your speed (instead of one-quarter your speed). You try to climb more quickly than normal. Failure means you fall from your current height and sustain the appropriate falling damage.
![d&d 3.5 sudden strike d&d 3.5 sudden strike](https://img.yumpu.com/55502633/1/500x640/dampd-35-complete-mage-oef.jpg)
You also can’t use a shield while climbing.Īny time you take damage while climbing, make a Climb check against the DC of the slope or wall. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any).
D&D 3.5 SUDDEN STRIKE FREE
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.
![d&d 3.5 sudden strike d&d 3.5 sudden strike](http://www.combatsim.com/memb123/cnews/images14/csim-blitz001.jpg)
The DC of the check depends on the conditions of the climb.
![d&d 3.5 sudden strike d&d 3.5 sudden strike](https://www.wingamestore.com/images_screenshots/sudden-strike-3-85832.jpg)
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.Ī 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.Ī climber’s kit gives you a +2 circumstance bonus on Climb checks. 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.