However, if it's any consolation, climbing is part of movement, so any movement remaining after exiting the pit can be taken as part of the same move action. The GM may whimsically limit the number of creatures that can assist.Ī creature must continue climbing until it clears the pit and it's no easier to climb a surface depending on how close to the climb's beginning or ending the climber is. Each creature capable of assisting that succeeds on the aid another roll (taking 10 isn't an option when aiding another) grants the original climber a +2 bonus on his Climb skill check. Other creatures that the GM rules are in a position to assist the climber can assist the climber by taking the aid another action to make Climb skill checks (DC 10) themselves. However, this will be little consolation if the Climb check modifier remains insufficient to scale the side of the pit. Likewise, an unhurried, unstressed creature can take 10 on this Climb skill check. square will depend on how often you've paid for pizza. A generous GM will allow an unhurried, unstressed creature to keep fractions, but, technically, the creature should round down-and whether this is rounded down to the nearest foot or the nearest 5-ft. (I'm serious! Read about Falling.) Exiting the pit by scaling the pit's wallsĪ typical dungeon wall requires a Climb skill check (DC 20) to move up it at one-fourth the creature's speed. It's a trap, so the creature hasn't deliberately fallen this distance, therefore the skill Acrobatics does not allow the creature to lessen this falling damage. fall deals 2d6 points of damage to the creature. After failing the Reflex saving throw (DC 20), the 20-ft. Can one do a running jump? If not, how much space does it require? How much space is needed to do this? By Pythagoras' theorem, the distance from a corner to the opposite one of a square with 10' sides is 14 feet, but getting from corner square to any other square only takes 5 feet of movement (first diagonal step). The chances of success with the basic climbing solution are not obvious without calculations, especially given the possibility of accelerated climbing. The third (and fourth) situations look like they would need some rules interpretation or more than simply reading the rulebook. Is the rest of the climb any easier, do they still need to roll, or what happens? Ten foot pit: This leaves their feet around 75 cm from the top, which means that they are mostly out of the pit. If a character with 30 feet speed climbs successfully, they ascend 7,5 feet. The existing rules leave the following simple questions unanswered, or at least make the answer not obvious by my standards: What if there is someone above, reaching down to help? How much easier does it get if there are at least two people down there? Climbing on the shoulders of an ally (with their help) should help a bit, at least. Jump up and grab hold of the floor above.Even 3 meters is a lot, so this is likely only for the superheroic characters. Some possible things that would occur to me (based on fictional possibilities): The pit is a cylinder with a bottom that is a square with 10' sides. How easy is it to get out of the pit? I am interested in the case of 10' deep pit and a deeper one the first one might have different viable options, considering only the fictional situation. In fact, they are only wearing pitiful rags (that do not a useful rope make) and have no equipment, since they have just escaped from slavery and are on their way out. Being the murderhoboes they are, they have not prepared for such an occasion. Adventurer(s) have fallen into a pit and want to get out.
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