(STR; ARMOR 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 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.
|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
Swim checks are subject to double the normal armor check
penalty and encumbrance penalty.
If you have the Athletic
feat, you get a +2 bonus on Swim checks.
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
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.