Tweak RPG/Skills/Swim
From NexusCrossing
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[edit] Swim (Str; Armor Check Penalty)
[edit] Check
- Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.
- If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.
- The DC for the Swim check depends on the water, as given on the table below.
Swim DCs
Water Swim DC
Calm water 10
Rough water 15
Stormy water 20[1]
[1] You can’t take 10 on a Swim check in stormy water, even if
you aren’t otherwise being threatened or distracted.
- Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
[edit] Action
- A successful Swim check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action.
[edit] Special
- Swim checks are subject to double the normal armor check penalty and encumbrance penalty.
- A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
