Quasqueton
First Post
Swim DCs = calm water DC 10, rough water DC 15, stormy water DC 20.Check: Make a Swim 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 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 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.
Special: Swim checks are subject to double the normal armor check penalty and encumbrance penalty.
Assuming calm water, is it a DC 10 Swim check to just keep your head above water (not moving any distance)? Is removing armor a standard action?
For instance:
My paladin (Strength 14, Constitution 14, chain shirt armor) falls into calm water. He has a Swim check modifier of -2. Taking 10 will not help (result = 8). It takes 1 minute (10 rounds) to remove a chain shirt. I'll have to make a Swim check every round (rolling a natural 12 or better) to avoid going under. I can hold my breath for up to 14 rounds (or 7 if removing the armor as a standard action each round).
What exactly are the options in this situation? Is there any benefit (lower DC) to just staying in one place and removing the armor rather than moving 15' each round while removing the armor? Or how about just using a full round action just to stay in one place (not move or take off armor)?
Round 1, Swim check DC 10, remove "1/10th" of the armor. Round 2, Swim check DC 10, remove "2/10th" of the armor. Etc.
If I fail a Swim check one round, I go under (start counting rounds for holding breath), but can still take off another 1/10th of the armor (costing double for holding breath that round). Next round is another Swim check -- if successful, reset breath rounds, and take off another 1/10th of the armor; but if failed, count off another double cost for holding breath, but still get to take off another 1/10th of the armor.
It seems that so long as I am keeping track of the rounds, the actual game mechanics are not all *that* complicated. But I am surprised at how deadly even a chain shirt is to a swimming character. Being in a port city, I'm thinking I need to put some skill points in Swim. Unfortunately, Swim is not a class skill for paladins :-(
How exactly would you handle rescuing a swimming character? Aid another to give them +2? If you just say the rescuer takes the rescuee as weight, that will pretty much sink both characters.
Is my understanding of the Swim skill correct?
Quasqueton