Swim
Restriction: you cannot take 10 in stormy weatherDC Base: 10 (calm water)
DC Base: 15 (rough water)
DC Base: 20 (stormy water)
DC Modifier: creature with Swim can take 10 even if threatened or distracted, can run in a straight line
Dice Modifier: +8 when creature has swim speed and is avoiding hazard or special action
Check Frequency: 1 per round while in the water
Success: apply movement
Failure: <= 4 you make no progress
Failure: >=5 you go underwater
Distance: per movement
Speed: half, quarter
Time: full-round action at half speed
Time: move action at quarter speed
Avoid Fatigue (Non-Lethal Damage)
DC Base: 10Check Frequency: 1 per hour
Failure: take 1d6 points of non-lethal damage from fatigue
Hold Your Breath
DC Base: 10 + Con bonusDC Modifier: +1 to the DC when underwater
Check Frequency: check every round to continue holding your breath
Success: you continue to hold your breath
Failure: you begin to drown
Time: Con x 2 in rounds, move only or free actions, reduced by 1 round for each standard or full-round action
Time: 1 per hour when swimming above water of take nonlethal (fatigue damage)
Other Notes
Bonus In: +2 Athletic (feat)Bonus In: +4 Athletic (feat) + Swim (10 ranks)
D20: Swim