Characters without the Climb Walls thief skill may attempt to climb using brute strength, caution, and luck. This method is slow, dangerous, and exhausting compared to trained thieves.
Strength Check
- Roll 1d20 ≤ STR after all modifiers.
- Checks are required once per 10 feet climbed.
- Thieves never use these rules.
Base Difficulty by Surface
- Ladder, knotted rope, ship rigging +4
- Rough natural rock, tree trunk +0
- Rubble, broken masonry -2
- Sheer natural stone with few holds -4
- Smooth worked stone -6
- Polished stone, ice, glass n/a
Situational Modifiers
- Rope, pitons, grappling hook (properly anchored): +2
- Climbing at half speed (careful): +2
- Rushing or combat pressure: -4
- Wet, icy, loose, or crumbling surface: -2 to -6
- Heavy load (encumbered or worse): -2
Armor worn:
- Leather / Padded: -0
- Chain / Scale: -2
- Plate / Banded: -4
Rate of Climb
- Normal: 10 feet per round
- Careful: 10 feet per 2 rounds (+2 bonus)
- Characters may not run, charge, or fight while climbing.
Failure Results
Compare the roll to the modified target number.
- Fail by 1-2: No progress; clings in place
- Fail by 3-5: Slips 5 feet; make a DEX Check or fall
- Fail by 6+: Immediate fall from current height
- Falling damage is per RC rules (1d6 per 10 feet).
Fatigue
After every 30 feet climbed (successful or not), the climber must make a CON Check.
- Failure: -2 penalty to all further climbing checks
- Second failure: Character must rest for 10 minutes or stop climbing
- Third failure: Automatic slip (5 feet) and exhaustion
- Resting for 10 minutes removes all fatigue penalties.
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