Swim (D&D skill)
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A character with 5 or more ranks of Swim skill can decide whether to use accelerated swimming (CAd 103) after making the roll. Anytime you make a Swim roll by a margin of 10 or more, you can use this option.
Water Rules
- 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.
- Wading trough water deeper than your waist (including walking along the sea floor) costs 4 squares of movement.