7.25 Swim (Str)

The Swim skill represents your ability to swim.

7.25.1 Fighting While Swimming

A creature that is swimming without a swim speed takes a -4 penalty to its accuracy and Armor and Reflex defenses.

Distant fighting is limited while underwater, or otherwise submerged in a water-like liquid. In clear water, both line of sight and line of effect are limited to 120 feet. The density of the water blocks effects from spreading further than that. Murky water can have drastically more limited visibility, at the GM’s discretion.

Ranged weapons have great difficulty functioning underwater. All ranged weapons have range limits of 5/15 when used by a creature that is underwater, or when used against a target that is underwater, regardless of the attack’s normal range limits or any other modifiers.

7.25.2 Common Swim Tasks

Move: You can make a Swim check as a movement while you are in water or a similar liquid. This requires two free hands, or one free hand if you take a -5 penalty. The difficulty value is based on the turbulence of the liquid. Success means that you move through the water, up to a maximum distance equal to a quarter of the base speed for your size (see Size Categories). Critical success means the maximum distance you can move increases to half of your base speed.

7.25.3 Swim Speed

Some creatures have a listed swim speed. A creature with a passive swim speed must still make a Swim check to move in liquid. However, the distance it can move if it succeeds on the Swim check is equal to its listed swim speed, regardless of its size or whether it gets a critical success.

7.25.4 Swim Difficulty Values

Liquid

Difficulty Value

Calm water

5

Rough water

10

Viscous liquid, like a muddy swamp

10

Stormy water

15

Extremely stormy water

20