(STR; ARMOR CHECK
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
. 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.
A 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.
A climber's kit gives you a +2 circumstance bonus on Climb checks.
The DC of the check
depends on the conditions
of the climb. Compare the task with those on the following table to determine an appropriate DC.
Example Surface or Activity
||A slope too steep to walk up, or a knotted rope with a wall to brace against.
||A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
||A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.
||Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
||An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
||A rough surface, such as a natural rock wall or a brick wall.
||An overhang or ceiling with handholds but no footholds.
||A perfectly smooth, flat, vertical surface cannot be climbed.
Climb DC Modifier1
Example Surface or Activity
|| Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10).
||Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
|| Surface is slippery (increases DC by 5).
|1These modifiers are cumulative; use any that apply.
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. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing.
Any time you take damage
while climbing, make a Climb check
against the DC of the slope or wall
. Failure means you fall from your current height and sustain the appropriate falling damage
You try to climb more quickly than normal. By accepting a -5 penalty, you can move half your speed
(instead of one-quarter your speed
Making Your Own Handholds and Footholds:
You can make your own handholds and footholds by pounding pitons into a wall
. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall
with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall
Catching Yourself When Falling:
It's practically impossible to catch yourself on a wall
. Make a Climb check
(DC = wall
's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).
Catching a Falling Character While Climbing:
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. 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 you hit, you must immediately attempt a Climb check
(DC = wall
's DC + 10). 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 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
. If you fail by 5 or more, you fail to stop the character's fall and begin falling
You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.
A halfling has a +2 racial bonus on Climb checks because halflings
The master of a lizard familiar gains a +3 bonus on Climb checks.
If you have the Athletic
feat, you get a +2 bonus on Climb checks.
A creature with a climb speed
has a +8 racial bonus on all Climb checks. 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 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. Such a creature retains its Dexterity bonus to Armor Class
(if any) while climbing, and opponents get no special
bonus to their attacks against it. It cannot, however, use the run action
If you have 5 or more ranks in Use Rope
, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall