| Raetu |
Skip to the last two lines for the short version.
So, I was working on designing a campaign for a group of friends that tend to de-rail plans and stories rather often. Seeing as I hate to hard-mount stories to rails, this necessitates creating several possible story paths based on whatever absurd shenanigans they are likely to get up to (or not get up to when you were expecting them to).
Over the course of plotting out all of these paths, I came upon the possibility of them getting in to a dramatic (if short) fight while clinging to the top and sides of an ancient wizard's flying construct.
The pilot isn't likely to be trying to shake them off (although I'm probably going to end up going through my old d20 Modern books to look up rules for that just in case), but given the construct's speed, wind would be a significant factor.
So, seeing as I couldn't find rules for it, anyone have any ideas as to how best to figure severe/windstorm speed winds in to climb checks?
Also, ideas about small characters laying prone and using climb to resist the wind instead of just trying to stand and out-muscle it? (I strongly suspect the numbers given for STR checks in the environment table are for people standing up doing the dramatic X3-Wolverine style walking forward against the force/wind, as opposed to the dramatic crawl to safety you might see in a space-show when something pokes a hole in the side of the ship)