Being Swept Away

Characters swept away by water moving 60 feet per round or faster must make DC 20 Swim checks every round to avoid going under. If a character gets a check result of 5 or more over the minimum necessary, he arrests his motion by catching a rock, tree limb, or bottom snag — he is no longer being carried along by the flow of the water. Escaping the rapids by reaching the bank requires three DC 20 Swim checks in a row. Characters arrested by a rock, limb or snag can't escape under their own power unless they strike out into the water and attempt to swim their way clear. Other characters can rescue them, but pulling out a character trapped in rapid waters can be difficult. A rescuer needs a branch, spear haft, rope or similar tool that enables him to reach the victim with one end of it. Then she must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole or rope. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

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