D&D 3E/3.5 D&D 3.5 rules question - Climb Speed

Greenfield

Adventurer
There is a character in our game who has an Alternate Class Feature for specialist Wizards. It can be used once per day per Int modifier, and grants the character either a Swim speed, Climb speed or Fly speed equal to his base movement for one round.

The question that comes up is this: Normally a character needs to make a Climb check to scale something, with the DC based on the surface being climbed.

How does that mesh with a Climb Speed of 30: Does he have to make Climb checks, or does he just go Spiderman for a round?

Similarly, does a Swim Speed of 30 relieve him of any need to make Swim checks?

(As a note, this horribly abusive build is my own character. I'm not challenging anyone, I just want to make sure I'm doing this by the rules.)
 

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Okay, answering my own question: From the Climb skill: A creature with a Climb Speed get's a +8 modifier to any Climb checks. They still need to make the Climb checks, but can always Take 10, and doesn't lose Dex to AC when climbing.
 

Yeah, that sounds right. Other than any bonus to climb checks, the climb speed gives the extra advantage of actually moving at full speed (climb speed) rather than half of your normal speed.
 

(Sorry for the formatting.)

Monster Manual, page 311-312:

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 of more than 0, but it always can choose to take 10 (see Checks without Rolls, page 65 of the
Player’s Handbook),
even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb


(see the Climb skill, page 69 of the
Player’s Handbook), it moves at


double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a –5 penalty. Creatures cannot run while climbing. A creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.


 


There is a character in our game who has an Alternate Class Feature for specialist Wizards. It can be used once per day per Int modifier, and grants the character either a Swim speed, Climb speed or Fly speed equal to his base movement for one round.

The question that comes up is this: Normally a character needs to make a Climb check to scale something, with the DC based on the surface being climbed.

How does that mesh with a Climb Speed of 30: Does he have to make Climb checks, or does he just go Spiderman for a round?

Similarly, does a Swim Speed of 30 relieve him of any need to make Swim checks?

(As a note, this horribly abusive build is my own character. I'm not challenging anyone, I just want to make sure I'm doing this by the rules.)

A swim speed typically lets you take 10 on swim checks, even if you are normally unable to, allows you to "run" while swimming, and you gain a +8 racial bonus on swim checks to avoid a hazard or perform a special action.

Do you know what maneuverability you gain with your fly speed?
 

The ability is found in the Immediate Magic ACF list in PHB II, and doesn't say anything about maneuverability. There might be an errata on it, but I'd say "average" is a safe bet. With six seconds of flight at a time, it's not as if you get a lot of aerobatics practice.
 

The ability is found in the Immediate Magic ACF list in PHB II, and doesn't say anything about maneuverability. There might be an errata on it, but I'd say "average" is a safe bet. With six seconds of flight at a time, it's not as if you get a lot of aerobatics practice.

Just enough time to watch the ground rush up to meet you?
 

Something like that.

But since I'm running a melee fighter type who took a single level dip into Wizard, it gives the character Charge options not always available: If he wants to burn a use (he gets two per day) he can Charge 120 feet (double move) over essentially any terrain, or even across a stream or chasm.

<Small tangent> We used to play a Super hero system that allowed multiple attacks, but you couldn't hit the same target twice in the same round. (Kept it from being Rocket tag, literally).

We also house ruled a Knowledge skill : Knowledge - Game Mechanics. With this skill your character realizes that there are rules governing reality, other than the laws of physics. Taking advantage of this skill always incurs the "played out of character" penalty, of course, but...

Your character is falling from a tall building (classic comic book trope). Making the Game Mechanics roll, they realize that if they shoot the ground, they can't hit it a second time this round, so something will somehow delay their impact long enough for a friend or ally to save them.

Fail the skill check? Go ahead and shoot the ground: Then watch the ground come up and hit you! (Rules continuity maintained, rules lawyering thwarted!) </tangent>

Back to D&D, at low levels (Wiz was my 2nd level, we're now 3rd), the Fly, Swim or Climb abilities are substantial, as is the ability to cast Enlarge Person on the Fighter with the reach weapon. And specializing with the Transmutation school gives him an extra shot with that spell.

Since the plan includes no further levels in Wiz, a Familiar would do little, other than provide a non-advancing point of vulnerability. Besides, the ability to temporarily sprout dragonfly wings fits in with his Fey Heritage feat. (Taken for game color more than any actual advantage.) Yeah, it gives Alertness, if it's within 5 feet, but with him being a melee type that's the last place he wants such a vulnerability to hang out.
 

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