Friday, November 27, 2009
Climbing Rules, and Staves
A cliff? ^^ Like the campaign name, "Cliffs of Qualinesti"
I am going to have a series of three posts, I am separating them to help people, who need to find information within them. The first is about climb DC's, and the party's general predicament with cliff scaling.
Let me start by saying that I more or less estimated Climb DC's and rules about speed. Now that I am staring at the "Core Rulebook" we can go back over these things, and do them correctly, without me being half-awake and guessing.
The canyon wall has two Climb DC's. The bottom fifth is considered easier climbing, as rocks, and mineral deposits from the river has made it more rugged, and thus more handholds. The other four fifths, are the part of the canyon not recently touched by the river or falling rocks. This means it is a lot more smooth from the original water erosion, and wind erosion from thousands of years. Worse yet is that because as time went on, the river lowered, there is a slight pitch in, of about 5 degrees, making it harder. You can think of the grand canyon if you'd like as it is similar in this respect. Therefore here are the associated climb DC's you'll perhaps need to know.
Portion of Canyon DC
First 50', no rope = 15 (pretty much the same as last session)
First 50', w/ rope = 5 (pretty much the same as last session)
51' to 250', no rope = 26
51' to 250', w/ rope = 10*
*-Basic perceptions, and rudimentary exploration will reveal that the higher up cave has no obvious spot to tie a rope to, unless you tied it to a very strong spider web.
Knowing this will hopefully guide your discernment with your next course of action, with all your spelunking adventures. If you have questions about any spells that allow some sort of flight feel free to ask. I'll just post a few important things.
You can fly while holding up to your maximum load.
Carrying more than one person will incur acrobatic checks to make sure the flyer can balance more than one being.
Heavy or Medium load reduces flight speed to 40.
Air Walk is like moving on the land, however you can ascend at a 45 degree angle.
Same penalties for trying to carry extra people as with fly.
Staff Usage notes :
Staves hold an array of spells. A caster may use one of those spells if it is in their spell repertoire. A spell uses a number of charges, some of them may be more than one charge. The advantage over a staff compared to a wand, is that the staff may use the caster level, and the spell ability bonus of either the creator of the wand or the user of the wand, whichever is better.
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