Difference between revisions of "Swim (D&D skill)"

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*The surface of the water provides Complete Concealment (50% miss chance) to attacks going either up or down because of diffraction.
 
*The surface of the water provides Complete Concealment (50% miss chance) to attacks going either up or down because of diffraction.
 
*A land creature underwater or a sea creature in air suffers from distorted vision. This means all targets get the benefit of Concealment (20% miss chance). Any kind of adaptive magic overcomes this penalty, as does a pair of goggles. Someone with 5 or more ranks in Swim can overcome this penalty by natural means.
 
*A land creature underwater or a sea creature in air suffers from distorted vision. This means all targets get the benefit of Concealment (20% miss chance). Any kind of adaptive magic overcomes this penalty, as does a pair of goggles. Someone with 5 or more ranks in Swim can overcome this penalty by natural means.
*Armor specifically adapted for underwater use does not give the double normal armor penalty on the Swim skill. Regular armor can be adapted for underwater use at twice the usual cost.
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*Armor specifically adapted for underwater use does not give the double normal armor penalty on the Swim skill. Armor made to be used underwater gets dry and stiff in the air, which doubles the armor penalty. Armor can be adapted to be amphibious at 50% extra cost.
 
[[Category:D&D]]
 
[[Category:D&D]]

Revision as of 13:22, 13 February 2007

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Water Rules

  • The surface of the water provides Complete Concealment (50% miss chance) to attacks going either up or down because of diffraction.
  • A land creature underwater or a sea creature in air suffers from distorted vision. This means all targets get the benefit of Concealment (20% miss chance). Any kind of adaptive magic overcomes this penalty, as does a pair of goggles. Someone with 5 or more ranks in Swim can overcome this penalty by natural means.
  • Armor specifically adapted for underwater use does not give the double normal armor penalty on the Swim skill. Armor made to be used underwater gets dry and stiff in the air, which doubles the armor penalty. Armor can be adapted to be amphibious at 50% extra cost.