Might
- Ability Score Used: Strength
- Usable Untrained? Yes
- Armor Check Penalty Applies? Yes
Might is a general skill, allowing characters to perform acts of strength, such as the classic "bend bars and lift gates" from 2nd edition D&D. In addition, Might is the skill used for climbing up ropes and vertical surfaces, such as city walls and cliff-faces.
Creatures with a natural climb speed frequently gain a racial bonus to Might checks for purposes of climbing. This bonus does not apply to the other uses of Might.
With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
You need at least one hand free to climb, and you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). If you are using a light shield or buckler, and are using the hand carrying that shield to climb, you also lose your shield bonus to AC. | |||||||||||||||||||||||
Action Required: |
Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. | ||||||||||||||||||||||
DC of Check: |
The DC of climb checks is based on the surface you are attempting to climb:
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Modifiers to Check |
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Take 10? / Take 20? |
{{{Take10-Take20}}} | ||||||||||||||||||||||
Allows Assists? |
{{{Assist}}} | ||||||||||||||||||||||
Results of Success |
{{{Success}}} | ||||||||||||||||||||||
Consequences of Failure |
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. | ||||||||||||||||||||||
Retry Allowed? |
Yes | ||||||||||||||||||||||
Provokes AOO? |
Yes, since it is made as part of a move action. |
You can perform a feat of strength, such as tearing the bars out of a barred window, bending the bars of a portcullis, punching a camel and knocking it out cold, or even knocking over large, heavy objects. This use of the Might skill is broad in application, and GM's are the final arbiters of how it can be used.
As a general rule of thumb, Might should not be used in place of an existing combat maneuver, such as sunder, to replicate its effects. In such a case, the creature needs to use CMB to determine the outcome. This means that actually breaking an object cannot be achieved with the Might skill, though deforming the object is very frequently possible. However, GM's may decide that a raging barbarian who wants to smash in the gates of the keep with his bare fists is just so cinematic that it should have a chance to work, even though smashing gates is usually so hard it requires siege weapons and hours or days of pounding on the gates to smash them in. Sometimes, it's important to let the players be superheroes, so again, GM's are the final arbiters of what is possible here. In no case can a creature affect any object with a Feat of Strength check if that object weighs more than the maximum of their Heavy Load for their Strength score, nor may Feats of Strength ever be used to do something to a creature (that's what combat is for!). This prevents that barbarian from attempting to | |
Action Required: | |
DC of Check: | |
Modifiers to Check | |
Take 10? / Take 20? |
{{{Take10-Take20}}} |
Allows Assists? |
{{{Assist}}} |
Results of Success |
{{{Success}}} |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |
Action Required: | |
DC of Check: | |
Modifiers to Check | |
Take 10? / Take 20? |
{{{Take10-Take20}}} |
Allows Assists? |
{{{Assist}}} |
Results of Success |
{{{Success}}} |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |