Swim

Swim (Str)

Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on.

Check: A successful Swim check allows you to swim one-quarter your speed as a move action or one-half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail be 5 or more, you go underwater and start to drown (see Drowning).

If you are underwater (whether drowning or swimming underwater intentionally), you take a cumulative -1 penalty to your Swim check for each consecutive round you’ve been underwater.

The DC for the Swim check depends on the water.

Water DC

Calm Water 10

Rough Water 15

Stormy Water 20

Each hour that you swim, make a Swim check against DC 20 or take 1d6 points of vitality damage from weariness.

Retry: A new check is allowed the round after a check is failed.

Special: Instead of an armor check penalty, you suffer a penalty of -1 for each 2 kilograms of gear you carry.

You can take 10 when making a Swim check, but you can’t take 20.

A character with the Athletic feat gets a +2 aptitude bonus on Swim checks.

Time: A Swim check is either a move action or a full-round action, as described above.