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Tightrope Walking

Tightrope Walking(Rogue, 1)
Ability: Dexterity
Modifier: 0
The character can attempt to walk narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. Each round the character can walk his full movement rate (walking, running etc.) One proficiency check is made every 60 feet, with failure indicating a fall. The check is made with a ‐6 penalty to the ability score if the surface is one inch or less in width (a rope), a ‐3 penalty if two inches to six inches wide, and unmodified if seven inches to 12 inches wide. Surfaces wider than one foot require no check for proficient characters under normal circumstances. Every additional proficiency slot spent on tightrope walking reduces these penalties by 1. Use of a balancing rod (or quarterstaff) reduces the penalties by 2. Winds or a vibration in the line increases the penalties by 2 to 6,n a tightrope, but he suffers a ‐5 penalty to his attack roll and must roll a successful proficiency check at the beginning of each round to avoid falling off. Since the character cannot maneuver, he gains no adjustment to his AC for Dexterity when fighting on a rope. If he is struck while on the rope, he must roll an immediate proficiency check to retain his balance as well.

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