Greater Swim: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]]
A creature with a greater swim speed can move through water at its indicated speed without making [[Movement]] checks, even during combat. Greater swim grants a +8 racial bonus to Swim skill checks, which must be used when navigating hazards or performing tricky tasks while distracted.  Furthermore, while swimming, a creature with a greater swim speed can make a [[Movement]] check to perform any actions normally possible with [[Acrobatics]] when on land, such as tumbling to avoid attacks of opportunity.  Creatures without a swim speed cannot use either [[Acrobatics]] or [[Movement]] in this fashion while swimming.
A creature with a greater swim speed can move through water at its indicated speed without making [[Movement (Swim)]] checks, even during combat. ''Greater Swim'' grants a +8 [[racial bonus]] to [[Movement (Swim)]] [[skill check]]s, which must be used when navigating hazards or performing tricky tasks while distracted.  Furthermore, while swimming, a creature with a ''Greater Swim'' speed can make a [[Movement (Swim)]] check to perform any actions normally possible with [[Acrobatics]] when on land, such as tumbling to avoid [[attacks of opportunity]].  Creatures without a swim speed cannot use either [[Acrobatics]] or [[Movement (Swim)]] in this fashion while swimming.


* '''Prone:''' Creatures with greater swim cannot be made [[Prone]], but any time they are subject to the [[Prone]] condition, they are instead [[Slowed]] until the end of their next turn, after which it automatically clears (even if they don't move).
* '''Prone:''' Creatures with ''Greater Swim'' cannot be made [[Prone]], but any time they are subject to the [[Prone]] condition, they are instead [[Slowed]] until the end of their next turn, after which it automatically clears (even if they don't move).


* '''Difficult Terrain:''' Creatures with greater swim are not normally subject to ground-based difficult terrain, and can also ignore the movement penalties caused by hazards like strong currents and vortexes which constitute difficult terrain in water.
* '''Difficult Terrain:''' Creatures with ''Greater Swim'' are not normally subject to ground-based [[difficult terrain]], and can also ignore the movement penalties caused by hazards like strong currents and vortexes which constitute [[difficult terrain]] in water.


* '''Permitted Movement:''' Creatures with greater swim can perform charges and make 5-foot steps, run or withdraw.
* '''Permitted Movement:''' Creatures with ''Greater Swim'' can perform [[charge]]s and make [[5-foot step]]s, [[run]] or [[withdraw]].


* '''Overland Travel:''' Outside of combat, creatures with greater swim can travel overland at twice the pace of a walking creature with the same speed.
* '''Overland Travel:''' Outside of combat, creatures with ''Greater Swim'' can [[Types_of_Movement#Overland_Movement|travel overland]] at twice the pace of a walking creature with the same speed.

Revision as of 13:34, 28 June 2017

A creature with a greater swim speed can move through water at its indicated speed without making Movement (Swim) checks, even during combat. Greater Swim grants a +8 racial bonus to Movement (Swim) skill checks, which must be used when navigating hazards or performing tricky tasks while distracted. Furthermore, while swimming, a creature with a Greater Swim speed can make a Movement (Swim) check to perform any actions normally possible with Acrobatics when on land, such as tumbling to avoid attacks of opportunity. Creatures without a swim speed cannot use either Acrobatics or Movement (Swim) in this fashion while swimming.

  • Prone: Creatures with Greater Swim cannot be made Prone, but any time they are subject to the Prone condition, they are instead Slowed until the end of their next turn, after which it automatically clears (even if they don't move).
  • Difficult Terrain: Creatures with Greater Swim are not normally subject to ground-based difficult terrain, and can also ignore the movement penalties caused by hazards like strong currents and vortexes which constitute difficult terrain in water.
  • Overland Travel: Outside of combat, creatures with Greater Swim can travel overland at twice the pace of a walking creature with the same speed.