Spelljammer
Mountaineering
Bonus for climbing in the mountains, rappelling, finding the safest path through the mountains, etc. It does not include the ability to climb sheer cliffs. User Climbing skill for that. Mountaineering is more about finding the best way through difficult, mountainous terrain, with occasional difficult climbs.

Climb Mountain - Bonus is equal to (STR + DEX + PER - 45) + (Rank x 5). Use this skill to find the best way up a mountain that does not involve vertical climbs (Climbing skill is needed for that). Rolls are needed when the GM determines that the climb has become difficult to the point where a mishap could lead to a fall or other injury. In such cases, a Climb Mountain roll is made and compared to the following table.

RollResult
Absolute SuccessNormal TMR
Success1/2 TMR
Near Success1/4 TMR
Partial SuccessRest for a round and try again
FailureSpend 1d4 rounds looking for a better way
Absolute FailureSpend 2d6 rounds looking for a better way. Make 4x LUCK roll or suffer 2d20 damage with 1% chance of grievous wound per point of damage suffered.
BlunderDead end. Spend 2d6 minutes looking for a better way. Suffer 3d20 damage with a 2% chance of a grievous wound per point of damage suffered.

Climb Ropes – See Climbing skill for information on Climb Ropes.

Tie Knots
A Mountaineer is also skilled with tying knots. This skill applies primarily in the context of mountaineering. The GM may apply a penalty if used in a different context such as tying someone up to prevent them from escaping, or rigging up ropes used on a sailing vessel.

Bonus for knot tying knots is (((DEX + KNOW) - 30) * 1.5) + (Rank x 6)