Swimming - networkingguru/incursion-roguelike GitHub Wiki
(Passive) worst of DEX and STR [DOUBLE armour penalty]
Possessed By: Some Humans, Lizardfolk, Dragonkin, Barbarians, Bards, Druids, Rangers, Assassins, Twilight Huntsmen, Underdark Warriors.
Effects: The Swim skill has the following uses:
* Avoid Drowning (Passive): A Swim check is made when moving through a square containing deep water. The usual DC is 10, though especially turbulent water pushes the DC as high as 20. Failing this check causes the character's equipment to become soaked (it's presumed to be securely packaged otherwise), and the character takes damage and begins choking as described under the water terrain in question.
* Swimming Speed (Passive): A character's swimming movement rate is 70% of her normal movement rate, plus 10% per point of the Swim skill she has above +10. Aquatic creatures (and druids or mages shifted into such beings) have a base movement rate in water of 100%, but still gain a +10% bonus for every point of Swim skill above +10.
These modifiers are distinct from a terrain's movement modifier -- some liquid terrains might slow down movement even further.
* Defense in Water (Passive): A swimming character suffers a -4 penalty to Defense, adjusted up by one for every point of Swim above +10. At +15 and higher, this actually causes her to gain a bonus to Def instead of a penalty, as a result of being so agile and graceful in the water. As with movement, aquatic creatures suffer no penalty, but gain a +1 bonus for every point of Swim above +10.