Fast play rules


Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

Water Swim DC
Calm water 10
Rough water 15
Stormy water 20

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 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 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.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.

Other misc actions with swim

Action Swim DC
Cliff Dive Condition of water +5 per 10 feet
Pierce the waves 10 + Double the water conditions DC

Cliff Dive: With a successful Swim check against a DC equal to the conditions of the water below, +5 for every 10 feet of height, you can dive from a cliff or other high object into water and take no damage. In addition, once in the water, you can move up to your full normal movement rate for one move action, without need of another skill check, as the speed of your fall propels you like a dolphin through the water. Only water that is of a
depth at least equal to double your height can be dived into in this fashion. On an unsuccessful check, you take full damage from the fall. The cliff dive counts as a move action.

Pierce the Waves: With a successful skill check against a DC equal to 10+ the creatures CMD, you can negate the armor class bonus a creature wading or partially submerged receives when attacked by a being on land, as well as reduce the total cover bonus a completely submerged creature receives to partial cover. using Swim in this fashion requires a fullround
action, which includes this Swim check, and a single attack action. Failure by 5 or more results in doubling the targets cover bonuses.


A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.


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 to perform a special action or avoid a hazard. The creature can always 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.

If you have the Athletic feat, you get a +2 bonus on Swim skill checks. If you have 10 or more ranks in Swim, the bonus increases to +4.

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