(Fastplay) Climb

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Climb
    Restriction: you cannot use a shield when climbing
    Restriction: you must use both hands when climbing
    Restriction: you cannot climb a perfectly smooth, flat vertical surface
    Restriction: creatures cannot use the run action during climbing movement
    Restriction: creatures can move to avoid a blow (keep dexterity bonus); why not just say not flat-footed?
    Definition: wall >= 60 degrees
    Definition: slope < 60 degrees   
    DC Base: 0 (slope and rope; wall and knotted rope)
    DC Base: 5 (wall and rope; hanging knotted rope; rope trick spell)
    DC Base: 10 (rough ledged wall; ship's rigging)
    DC Base: 15 (natural rock surface with plentiful handholds; tree; hanging unknotted rope)
    DC Base: 15 (using hand holds, pitons or tools to cut hand holds per 5 feet)
    DC Base: 20 (dungeon wall; uneven surface)
    DC Base: 25 (brick wall; natural rock surface with narrow handholds)
    DC Base: 30 (overhang with handholds only)
    DC Modifier: -10 (chimney; opposing walls to brace on)
    DC Modifier: -5 (climbing a corner)
    DC Modifier: +5 (slippery surface)
    DC Modifier: +8 if creature has climb speed; can also take 10 on any wall even if rushed or threatened
    Dice Modifier: -5 when moving at half speed
    Dice Modifier: -5 when creature with climb speed moves at double-climb speed
    Check Frequency: 1 per round or each move action
    Check Frequency: when taking damage using same DC
    Check Frequency: when the DC <= 0 no check for creatures with climb speed
    Success: apply movement
    Failure: <= 4 no progress
    Failure: >=5 you fall from current height, take damage and land prone
    Failure: when taking damage and failing a check you fall from current height, take damage and land prone
    Condition: cannot move to avoid a blow (no dexterity bonus);
why not just say not flat-footed?
    Time: per movement
    Time: 1 minute to create a hand hold using pitons or hand axe
    Distance: per movement (~)
    Speeds: quarter, half; creatures can move double-climb speed or land speed whichever is less
Catch Yourself
    DC Base: 20 + wall DC
    DC Base: 10 + slope DC
    Success: you stop your fall
    Failure: you fall from your current height, take damage and land prone
    Time: free action
Catch an Ally
    Restriction: ally must be above or adjacent to you and within reach
    Restriction: your ally's total weight cannot exceed your heavy load limit
    DC Base: initial attempt; melee touch attack (target can opt to forgo his Dex bonus)
    DC Base: when you "hit" make a 10 + wall/slope DC check on a successful catch
    Success: catcher must make immediate Climb check to avoid falling himself
    Failure: <= 4 you fail to stop the fall but maintain your own grip
    Failure: >=5 you fall from current height too, take damage and land prone
    Time: free action
Rope Use
    Restriction: you can raise or lower double your maximum load only
Final Notes
    Bonus In: +2 Athletic (feat)
    Bonus In: +4 Athletic (feat) + Climb (10 ranks)
    D20: Climb + Rope Use