Climb

*See also: Skills*

**Armor Check Penalty**

Use this skill to scale a cliff, to get to a window on the second story of a building, or to climb up an antenna array after falling out of an airway at the bottom of a floating city.

**Special:** Someone using a rope can haul a character upward (or lower the character) by means or sheer strength. Use the Encumbrance rules to determine how much weight a character can lift. You can Take 10 when Climbing, but you can't Take 20.

### Climb Surface

With each successful Climb check, you can advance up, down, or across a slope, a wall, or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. You can climb at one-half of your Speed as a Full-Round Action. You can move half that far- one-fourth of your Speed- as a Move Action.

A failed Climb check indicates that you made no progress, and a check that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the circumstances of the climb:

*\*These modifiers are cumulative; use any that apply.*

Since you can't move to avoid an attack while climbing, opponents get a +2 bonus on attack rolls against you, and you loss any Dexterity bonus to your Reflex Defense. 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.

### Accelerated Climbing

You can try to Climb more quickly than normal, but you take a -5 penalty on Climb checks. Accelerated Climbing allows you to Climb at your full Speed as a Full-Round Action. You can move half that far- one-half of your Speed- as a Move Action.

### Catching Yourself When Falling

It's practically impossible to catch yourself while falling. Make a Climb check (DC = wall's DC + 20) to do so. A slope is relatively easier to catch yourself on (DC = slope's DC + 10).

### Making Handholds and Footholds

You can make your own handholds and footholds by ponding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with an ice axe or similar implement can cut handholds or footholds in an ice wall.

## Additional Climb Applications

The following applications of the Climb skill are compiled from the subsequent Reference Books released for *Saga Edition*:

### Climbing in Low or High Gravity

*Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide*

When climbing in Low Gravity environments, Climb DCs are halved and movement is doubled. When climbing in High Gravity environments, DCs are doubled and Climb Speed is halved (minimum 1 square).

### Extreme Conditions

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

Climbing in extreme conditions (high altitude, weather, temperature, or unusual climbing surfaces) brings additional challenges. Proper climbing and survival gear is required. Extreme conditions can increase the DC by 5 for each circumstance in addition to the regular DC modifiers. Specialized climbing gear can negate these penalties to Climb checks under those conditions; typically, such gear costs the same as a Field Kit.