Greater Swim: Difference between revisions

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<small>[[Epic Path]] \ [[Types of Movement]] \ {{PAGENAME}}</small>
[[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 +2 training bonus to [[Movement]] skill checks to swim, 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 [[Tumble|tumbling]] to avoid [[attacks of opportunity]].  Creatures without a swim speed cannot use either [[Acrobatics]] or [[Movement]] 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).


A creature with a greater swim speed can move through water at its indicated speed without making [[Swim]] 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 [[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 [[Swim]] in this fashion while swimming.
* '''Difficult Terrain:''' Creatures with ''greater swim'' are not normally subject to ground-based [[difficult terrain]], but they are subject to hazards like strong currents and vortexes which constitute difficult terrain in water.


* '''Prone:''' Creatures with greater swim cannot be made [[Prone]], but any time they are subject to the [[Prone]] condition, they are instead [[Slowed]] for one move action, after which it automatically clears (even if they don't move).
* '''Permitted Movement:''' Creatures with ''greater swim'' can perform [[charge]]s, make [[5-foot step]]s, [[run]] or [[withdraw]].


* '''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 [[Overland Travel|travel overland]] at twice the pace of a [[walk]]ing creature with the same speed.
 
* '''Permitted Movement:''' Creatures with greater swim can perform charges and make 5-foot steps, 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.

Latest revision as of 15:33, 9 July 2017

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 +2 training bonus to Movement skill checks to swim, 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.

  • 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, but they are subject to 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.