A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain is divided into two categories: gentle hills and rugged hills. Hills terrain often serves as a transition zone between rugged terrain such as mountains and flat terrain such as plains.
This incline isn't steep enough to affect movement
, but characters gain a +1 bonus on melee attacks against foes downhill from them.
Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement
to enter each square of steep slope
. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance
check upon entering the first steep slope
square. Mounted characters make a DC 10 Ride
check instead. Characters who fail this check stumble and must end their movement
1d2x5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement
. A steep slope
increases the DC of Tumble
checks by 2.
typically requires a DC 15 Climb
check to scale and is 1d4x10 feet tall, although the needs of your map may mandate a taller cliff
. A cliff
isn't perfectly vertical, taking up 5-foot squares if it's less than 30 feet tall and 10-foot squares if it's 30 feet or taller.
Other Hills Terrain Elements:
Trees aren't out of place in hills terrain, and valleys often have active streams (5 to 10 feet wide and no more than 5 feet deep) or dry streambeds (treat as a trench
5 to 10 feet across) in them. If you add a stream or streambed, remember that water always flows downhill.
Stealth and Detection in Hills:
In gentle hills, the maximum distance at which a Spot
check for detecting the nearby presence of others can succeed is 2d10x10 feet. In rugged hills, this distance is 2d6x10 feet.
Hiding in hills terrain can be difficult if there isn't undergrowth around. A hilltop or ridge provides enough cover
from anyone below the hilltop or ridge.
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