Climbing and Listening

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Non-thief Chance to Hear Noise:

Dwarf Elf Gnome Half-elf Halfling Human
15% (3) 20% (4) 25% (5) 15% (3) 20% (4) 15% (3)

Non-thief Climbing Chance:

Thief with mountaineering proficiency Climb walls % + 10%
Thief Climb walls %
Mountaineering proficiency 40% + 10% per proficiency slot
Mountaineer (decided by DM) 50%
Unskilled climber 40%
Situation Modifier
Abundant handholds (brush, trees, ledges) +40%
Rope and wall +55%
Sloped inward +25%
Armor:
Banded, splint -25%
Plate armors (all types) -50%
Scale, chain, ring -15%
Studded leather, padded -5%
Character race:
Dwarf -10%
Gnome -15%
Halfling -15%
Encumbrance -5% per level above unencumbered
Surface condition:
Slightly slippery (wet or crumbling) -25%
Slippery (icy, slimy) -40%
Climber wounded below ½ hp -10%

Aside from jumping or flying, the quickest way to get down from a height is to rappel. This requires a rope attached at the top of the climb and a skilled mountaineer to set up the rappel and to hold the rope at the bottom. When rappeling down a surface, a Climbing check with a +50 bonus must be rolled. Free rappels (with the end of the rope unsupported at the bottom) are also possible, but the modifier is only +30. Of course, a failed check results in a slip sometime during the rappel (the DM decides on the damage suffered). A character can rappel at a speed equal to his normal dungeon movement (120 feet per round for an unencumbered human). One other thing to bear in mind is that there must be a landing point at the end of the rope. Rappelling 60 feet down a 100-foot cliff means the character is either stranded at the end of the rope or, worse still, rappels right off the end and covers the last 40 feet much faster than he did the first 60!

Climbing and Listening

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