D20r:Athletics
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====Check==== | ====Check==== | ||
- | Make an Althetics 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. | + | Make an Althetics 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 at least a journeyman of Athletics, you instead swim one-half your speed as a move action or up to your speed as a full-round action. |
If you are underwater, either because you failed an Athletics 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. | If you are underwater, either because you failed an Athletics 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 | + | The DC for the Athletics check to swim depends on the water, as given on the table below. |
{|border=1px | {|border=1px | ||
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|Calm water || 10 | |Calm water || 10 | ||
|- | |- | ||
- | | Rough water || | + | | Rough water || 12 |
|- | |- | ||
- | | Stormy water || 20<sup>1</sup> | + | | Stormy water || 20<sup>1, 2</sup> |
|- | |- | ||
- | | Swim up waterfall, through whirlpool, or other extraordinary conditions || | + | | Swim up waterfall, through whirlpool, or other extraordinary conditions<sup>3</sup> || 40 |
|} | |} | ||
- | <sup>1</sup>You can't take 10 on a Swim check in stormy or worse water, even if you aren't otherwise being threatened or distracted. | + | <sup>1</sup> You can't take 10 on a Swim check in stormy or worse water, even if you aren't otherwise being threatened or distracted.<br> |
+ | <sup>2</sup> You must be at least a journeyman of Athletics to make use of this option.<br> | ||
+ | <sup>3</sup> You must be a master of Athletics to make use of this option. | ||
- | Each hour that you swim, you must make a DC 20 | + | Each hour that you swim, you must make a DC 20 Athletics check or take 1d6 points of nonlethal damage from fatigue. |
====Action==== | ====Action==== | ||
- | A successful Athletics check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action. By taking a - | + | A successful Athletics check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action. By taking a -10 penalty on the check, a character can swim twice the amount as appropriate for the action used. |
====Special==== | ====Special==== | ||
Athletics checks made for swimming are subject to double the normal armor check penalty and encumbrance penalty. | Athletics checks made for swimming 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 Athletics checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard. The creature always can choose to take 10 on a Athletics 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. | + | A creature with a swim speed can move through water at its indicated speed without making Athletics checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard and is always considered to be at least an apprentice of Athletics when making an Athletics check to swim. The creature always can choose to take 10 on a Athletics check to swim, 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. |