Cogliostro

NAME: Cogliostro
ALIAS: Bloodtide
RACE: Human
SUBRACE: Outsider
SUBRACE: Deity
TEMPLATE: ChoM
GENDER: Male
AGE: Unknown
EYES: Oak Brown
HAIR: Black (Graying)
SKIN: Olive
SIZE: Medium
HEIGHT: 6'4"
WEIGHT: 245 lbs
SPEED: 60 ft
ALIGNMENT: N(E)
CLASS LEVEL HD
1)Fighter 2 10
2)Brawler 5 10
3)Martial Artist 1 10
4)Reaping Mauler 1 10
5)Rogue 5 6
6)Assassin 1 6
7)Thief-Acrobat 1 6
8)Epic Infiltrator 1 6
9)Psion (Nomad) 2 4
10)Wizard 5 4
11)Blood Magus 4 4
13)Spell Addict 5 2
14)Archwizard 2 4
15)Eldritch Master 8 4
16)Wizard King 5 6
CHAR LEVEL: 48
DIVINE RANK: 7
EXPERIENCE: 1,130,000
FEAT POOL: 0
SKILL POINTS: 0/1333
HIT POINTS: 966
DMG REDUCT: 20/Epic
SPELL RESIST: 59
PSION RESIST: 49
SPELL POINTS/Ar:
SPELL POINTS/Di: --
POWER POINTS:
XP BURN/WEEK: 30,000
XXXX --
XXXX --
XXXX --

STAT VALUE MOD
STR 40 +15
DEX 30 +10
CON 40 +15
INT 59 +24
WIS 30 +10
CHA 30 +10
APP 15 +2
STR FEAT VALUE
OVER HEAD: 6400
OFF GROUND: 12,800
PUSH/DRAG: 32,000
LT LOAD: 2128
MED LOAD: 4256
HVY LOAD: 6400
XXXXXXXXXXXXXXX XXXX
MONEY AMOUNT
COPPER --
SILVER --
ELECTRUM --
GOLD --
PLATINUM --
( ) --
( ) --

SAVING THROW TOTAL = BASE + STAT MOD + MAGIC MOD + MISC MOD
FORTITUDE 46 = 24 + 15 + -- + 7
REFLEX 38 = 21 + 10 + -- + 7
WILL 41 = 24 + 10 + -- + 7

Misc Mods includes Divine bonuses.
+2 Fort save bonus when within 1 mile of a rat deific familiar
+1 dodge bonus to REF saves w/Haste
+2 haste bonus to AC w/Surge

ARMOR CLASS
AC = Base + DEX MOD + SIZ MOD + ARMOR + NATURAL + MISC
48 = 10 + 10 + 0 + 0 + 7 + 21

Miscellaneous includes Divine and Divine Deflection bonuses (both allowed vs. Touch attacks), dodge bonus from Martial Artist, as well as bonus from Unarmored Defense Mastery
+1 dodge bonus to AC w/Haste

VARIANT AC FORMULA = ADJUSTED AC
FLAT FOOTED Subtract DEX mod and similar bonuses = 48
TOUCH Excludes Shield, Enhancement Bonus = 48

SHIELD/ITEM BONUS WT PEN SP. FAIL
-- -- -- -- --
INITIATIVE = DEX MOD + MISC
16 = 10 + 6

MELEE BONUS = BASE ATTACK + STR MOD + SIZE MOD + MISC
49 = 27 + 15 + 0 + 7
RANGED BONUS = BASE ATTACK + DEX MOD + SIZE MOD + MISC
44 = 27 + 10 + 0 + 7

Misc mods include Divine Attack Bonus

WEAPON/ATTACK FORM ATTK+ DMG+ DMG CRIT RANGE
Unarmed Attacks +52 +18 1d10 19-20/x2 --

THESE NEED REDONE:

FULL ATTACK UNARMED: +55/+55/+50/+45/+40
FULL ATTACK UNARMED w/HASTE: +56/+56/+56/+51/+46/+41
FULL ATTACK UNARMED w/BULL'S STRENGTH: +57/+57/+52/+47/+42
FULL ATTACK UNARMED w/HASTE & BULL'S STRENGTH: +58/+58/+58/+53/+48/+43

FLURRY OF BLOWS: +53/+53/+53/+48/+43/+38
FLURRY OF BLOWS w/HASTE: +54/+54/+54/+54/+49/+44/+39
FLURRY OF BLOWS w/BULL'S STRENGTH: +55/+55/+55/+50/+45/+40
FLURRY OF BLOWS w/HASTE & BULL'S STRENGTH: +56/+56/+56/+56/+51/+46/+41

SURGED FLURRY: +54/+54/+54/+49/+44/+39
SURGED FLURRY w/HASTE: +55/+55/+55/+55/+50/+45/+40
SURGED FLURRY w/BULL'S STRENGTH: +56/+56/+56/+51/+46/+41
SURGED FLURRY w/HASTE & BULL'S STRENGTH: +57/+57/+57/+57/+52/+47/+42

GRAPPLE CHECK: +56
GRAPPLE CHECK w/BULL'S STRENGTH: +58
GRAPPLE CHECK w/HASTE: +57
GRAPPLE CHECK w/BULL'S STRENGTH & HASTE: +59

SKILL NAME KEY SKILL MOD = KEY MOD + RANKS + MISC MOD
Appraise INT 36 = 24 + 5 + 7
Autohypnosis WIS 33 = 10 + 10 + 13
Balance DEX 42 = 10 + 21 + 11
Bluff CHA 62 = 10 + 45 + 7
Climb STR 47 = 15 + 25 + 7
Computer Use INT 36 = 24 + 5 + 7
Concentration CON 72 = 15 + 50 + 7
Craft (Alchemy) INT 81 = 24 + 25 + 32
Craft (Armorsmithing) INT 36 = 24 + 5 + 7
Craft (Bowmaking) INT 36 = 24 + 5 + 7
Craft (Gemcutting) INT 36 = 24 + 5 + 7
Craft (Leatherworking) INT 36 = 24 + 5 + 7
Craft (Stonemasonry) INT 36 = 24 + 5 + 7
Craft (Tattoo Artist) INT 34 = 24 + 3 + 7
Craft (Weaponsmithing) INT 36 = 24 + 5 + 7
Decipher Script INT 41 = 24 + 10 + 7
Demolitions INT 36 = 24 + 5 + 7
Diplomacy CHA 49 = 10 + 10 + 29
Disable Device INT 56 = 24 + 25 + 7
Disguise CHA 52 = 10 + 35 + 7
Drive DEX 22 = 10 + 5 + 7
Escape Artist DEX 52 = 10 + 35 + 7
Forgery INT 56 = 24 + 25 + 7
Gather Information CHA 44 = 10 + 25 + 9
Handle Animal CHA 22 = 10 + 5 + 7
Hide DEX 62 = 10 + 45 + 7
Intimidate CHA 58 = 10 + 35 + 13
Investigate INT 36 = 24 + 5 + 7
Jump STR 52 = 15 + 26 + 11
Knowledge (Arcana) INT 108 = 24 + 51 + 32
Knowledge (Anatomy) INT 46 = 24 + 15 + 7
Knowledge (The Planes) INT 41 = 24 + 10 + 7
Knowledge (Religion) INT 36 = 24 + 5 + 7
Knowledge (Undead) INT 41 = 24 + 10 + 7
Knowledge (Streetwise) INT 41 = 24 + 10 + 7
Knowledge (Nobility and Royalty) INT 36 = 24 + 5 + 7
Knowledge (Space) INT 41 = 24 + 10 + 7
Knowledge (History) INT 41 = 24 + 10 + 7
Knowledge (Local) INT 46 = 24 + 15 + 7
Knowledge (Geography) INT 36 = 24 + 5 + 7
Knowledge (Politics) INT 36 = 24 + 5 + 7
Knowledge (Psionics) INT 38 = 24 + 5 + 9
Knowledge (Earth/Life Sciences) INT 50 = 24 + 15 + 11
Knowledge (Physical Sciences) INT 36 = 24 + 5 + 7
Knowledge (Technology) INT 41 = 24 + 10 + 7
Knowledge (Behavioral Sciences) INT 32 = 24 + 1 + 7
Knowledge (Business) INT 32 = 24 + 1 + 7
Knowledge (Tactics) INT 32 = 24 + 1 + 7
Listen WIS 64 = 10 + 45 + 9
Move Silently DEX 62 = 10 + 45 + 7
Navigate INT 36 = 24 + 5 + 7
Open Lock DEX 52 = 10 + 35 + 7
Perform (Dancing) CHA 22 = 10 + 5 + 7
Pilot DEX 22 = 10 + 5 + 7
Profession (Gambling) WIS 32 = 10 + 15 + 7
Psicraft INT 47 = 24 + 15 + 9
Repair INT 36 = 24 + 5 + 7
Research INT 36 = 24 + 5 + 7
Ride DEX 39 = 10 + 20 + 9
Search INT 76 = 24 + 45 + 7
Sense Motive WIS 62 = 10 + 45 + 7
Sleight of Hand DEX 68 = 10 + 45 + 13
Spellcraft INT 142 = 24 + 51 + 68
Spot WIS 71 = 10 + 50 + 11
Stabilize Self CON 32 = 15 + 10 + 7
Survival WIS 32 = 10 + 15 + 7
Swim STR 27 = 15 + 5 + 7
Treat Injury WIS 42 = 10 + 25 + 7
Truespeak INT 81 = 24 + 50 + 7
Tumble DEX 56 = 10 + 35 + 11
Use Magic Device CHA 27 = 10 + 10 + 7
Use Psionic Device CHA 27 = 10 + 10 + 7
Use Rope DEX 22 = 10 + 5 + 7

+2 synergy bonus to Appraise checks involving alchemical items
+2 synergy bonus to Appraise checks involving armor
+2 synergy bonus to Appraise checks involving bows, crossbows, and similar
+2 synergy bonus to Appraise checks involving gems
+2 synergy bonus to Appraise checks involving leather products
+2 synergy bonus to Appraise checks involving stonework
+2 synergy bonus to Appraise checks involving weapons
+6 synergy bonus to Disguise when attempting to stay in character
+2 synergy bonus to Survival checks in aboveground, natural settings
+2 synergy bonus to Survival checks in other Planes
+2 synergy bonus to Survival checks to avoid getting lost
+6 synergy bonus to Survival checks to find or follow tracks
+2 synergy bonus to Climb checks involving a rope
+4 synergy bonus to Use Rope when binding someone
+2 synergy bonus to Escape Artist when rope bindings are involved
+2 synergy bonus to Spellcraft checks to decipher a scroll
+8 synergy bonus to Use Magic Device checks involving scrolls
+2 synergy bonus to Use Psionice Device checks involving power stones
+2 synergy bonus to Psicraft checks to address power stones

FEAT DESCRIPTION
Legendary Trait Intelligence +1/6 levels
Blooded +2 Init and Spot; Immune to Shaken condition
Quick Learner +1 skill point/character level
Unarmored Defense Focus +2 AC unarmored
Unarmored Defense Specialization +4 AC unarmored
Unarmored Defense Mastery +6 AC unarmored
Alertness +2 Listen & Spot checks
Leadership Gain Cohort & Followers
Technical Proficiency Use high tech stuff
Weapon Mastery Unarmed Attacks
Weapon Mastery Light Blades
Weapon Mastery Heavy Blades
Overwhelming Critical Heavy Blades
Devestating Critical Heavy Blades
Iron Palm Useless fighting feat
Two Weapon Fighting Lessen penalties & one off hand attack
Improved Two Weapon Fighting Two off hand attacks
Greater Two Weapon Fighting Three off hand attacks
Perfect Two Weapon Fighting Off hand attacks equal to main hand
Improved Unarmed Strike Not subject to AoO w/unarmed attk
Improved Grapple (Virtual) Not subject to AoO for grapple, +4 grapple checks
Clever Wrestling Variable bonus vs differing sized opponents
Cleave Drop a foe, free attack on another target
Combat Reflexes 1 extra AoO per DEX mod
Improved Combat Reflexes Unlimited AoO per round
Improved Initiative +4 initiative
Dodge +1 to AC vs one opponent
Mobility (Virtual) +4 AC vs AoO for moving
Sneak Attack Training x3 +3d6 sneak attack
Crippling Strike 1 point STR dmg with sneak attack
Opportunist As rogue class feature
Arcane Strike +2 hit, +1d6 dmg per spell level sacrificed
Brandish Magical Might Add INT mod to checks for overcoming SR
Arcane Manipulation Break down slots into equal lesser slots
Eschew Materials No need components < 1 gp
Ignore Material Components No need material components
Craft Magic Items













Create magic items:
Attune Gem
Brew Potion
Craft Bonding Item
Craft Power Bonding Item
Craft Golem (max hp)
Craft Magic Arms and Armor
Craft Rod
Craft Spelljammer Helm
Craft Wand
Craft Wondrous Item
Forge Ring
Implant Spellware/Dweoware Scribe Scroll
Craft Epic Magic Items Create epic magic items
Epic Spellcasting Able to cast Epic spells
Combat Casting +4 on Concentration to cast defensively
Improved Combat Casting Do not incur AoO when casting
Improved Metamagic -1 level of metamagic cost
Still Spell Cast w/o somatic component
Silent Spell Cast w/o verbal component
Quicken Spell Cast as a free action
Maximize Spell Cast to max effects
Heighten Spell Increase Spell Level
Song of the Dead Use Mind-Affecting spells vs Undead
Truename Training Truespeak as class skill
Weapon Group Proficiency Basic Weapons
Weapon Group Proficiency Crossbows
Weapon Group Proficiency Bows
Weapon Group Proficiency Spears and Lances
Weapon Group Proficiency Flails and Chains
Weapon Group Proficiency Maces and Clubs
Weapon Group Proficiency Heavy Blades
Weapon Group Proficiency Light Blades
Weapon Group Proficiency Picks and Hammers
Weapon Group Proficiency Firearms
Armor Proficiency Light
Armor Proficiency Medium
Armor Proficiency Heavy
Shield Proficiency Duh

FLAWS
Bad Reputation
Black Sheep of the Family
Branded
Curiosity
Dark Secret
Dislike of Nobility
Fool With Money
Harbinger of Ill Omen
Hedonistic
Hot-headed
Hunted
Impious
Intolerance: Bullies
Intolerance: Arrogance
Intolerance: Lawful Good types
Irritating Personality: Extremely Sarcastic
Jealous Lover
Misfortunate
Nightmares
No Retreat
Overconfident
Overzealous
Phobia, Minor: Heights
Powerful Enemy: Family
Powerful Enemy: Strahd Von Zarovich
Proud
Qualm: Chivalrous Courtesy
Qualm: Honorable Challenge
Qualm: Will not kill an innocent
Qualm: Never desert friends and close allies
Qualm: Always keep word
Reaction Penalty
Reckless
Righteous
Stubborn
Weakness: Alcohol
Weakness: Gambling
Weakness: Damsels in Distress

GEAR/ITEM DESCRIPTION

ADDITIONAL NOTES/ERRATA
Quick Reference Info

5 Free Actions per round

Sneak Attack +13d6 +1 STR damage
Lingering damage on my next turn 13d6 + 1 STR damage
Can Flank & Catch Flat-Footed anyone of Divine Rank 7 or less.

Caster Level 30th
Effective Caster Level 34th (35 w/Blood Component)
-4 levels on metamagic
+1 save DC of all arcane spells
Caster level check vs SR = 65 + 1d20

Unlimited AoO
All AoO get sneak attack damage

Evasion (No dmg on successful REF save, full on failed)
Uncanny Dodge (No lose DEX mod for flat-foot)
Improved Uncanny Dodge (Can't be flanked unless 4+ higher)

Surge 1/day: +20 spd, +2 haste AC bonus, -1 Flurry penalty; 20 rnds
Rage 1/day: +4 STR & CON, +2 Will saves, -2 AC; 20 rnds
Flurry of Blows: 1 extra unarmed/light wpn attack, all at -2 attack

Rogue Class Abilities

Sneak Attack +3d6
Uncanny Dodge
Evasion
Trap Sense +1
Trapfinding

Assassin Class Abilities

Sneak Attack +1d6
Poison Use
Death Attack: DC 10 + Class Level + INT mod = 35

Epic Infiltrator Class Abilities

Sneak Attack +1d6
Improved Cover Identity [3]:
1) UNREVEALED
2) UNREVEALED
3) UNREVEALED

Thief-Acrobat Class Abilities

Fast Acrobatics: Ignore -5 penalty for Balance, Climb, and Tumble checks at accelerated speed.
Kip Up: Stand from prone as free action w/no AoO.
Steady Stance: No flat foot while climbing, balancing. +1 to checks when damaged.

Brawler Class Abilities

Sneak Attack +2d6
Combat Awareness: Uncanny Dodge equivalent
Powerful Punch: unarmed attack damage increased to 1d6
Surprise Guard: -10 damage from any sneak attacks
Bar-room Fury: Rage as a Barbarian 1/day

Wizard King Class Abilities

1) Increased Spell Power: Necromancy +2 save DC
2) +2 bonus to INT score
3) Fundamentals of Magic: -3 levels of metamagic increase
4) +4 bonus to caster level checks vs. SR
5) +25 bonus to Spellcraft, Knowledge (Arcana), and Craft (Alchemy)

Spell Addict Class Abilities

Wild Casting [Ex]: Concentration check DC 12 + (2xSL) or fail each cast. If fail by 5+, 1 dmg/SL
Crippling Casting [Ex]: On failed check, voluntarily take dmg=SL to cast spell
Engorged Spellcasting [Ex]: -2 Dispel per level of sacrificed spell above normal SL
Power Casting [Ex]: Sacrifice spell of equal or higher level to cast a failed Concentration check

Blood Magus Class Abilities

Blood Component [Su]: 1 hp damage increase CL by 1, free action
Durable Casting [Ex]: -4 hp dmg for Concentration checks due to dmg
Stanch [Ex]: Auto stable below 0 hp
Death Knell as spell-like ability 1/day

Scarification [Ex]: Scribe Scroll on self, up to 6 spells
1) Elminster's Effulgent Epuration
2) Pierce Any Shield
3) Dweomerbanish
4) Araemyth
5) Heal, Mass
6) Wish

Blood Draught [Ex]: Brew/Store potions in bloodstream, up to 44, standard action to use
Cure Serious Wounds x8
Barkskin x 2
Enlarge Person x2
Gaseous Form x2
Amorphous Form x2
Bull's Strength x2
Bear's Endurance x2
Cat's Grace x2
Invisibility x2
Protection from Arrows x2
Mirror Image x2
Claws of the Beast x2
Blindsight x2
Remove Curse x1
Remove Blindness/Deafness x1
Restoration, Lesser x2
Spider Climb x2
Fly x2
See Invisibility x2
Divine Favor x2

Archmage Class Abilities

Arcane Reach [Su]: 30 ft range for touch spells
Mastery of Elements: Swap energy types

Eldritch Master Class Abilities

Detect Magic [Sp] at will
True Spell (0 Level) [Su] 1/day:
True Spell (1st level) [Su] 1/day:
True Spell (2nd level) [Su] 1/day:
Spell Dilettante [Su]: Cast Cleric spells as arcane
Spell Dilettante [Su]: Cast Druid spells as arcane

Psion (Nomad) Class Abilities

Discipline 1: Psychoportation

Sciences
1)Teleport
2)Time Travel

Devotions
1)Time Dilation
2)Time Shift
3)Time Duplicate
4)Phase
5)Phase Object

Chosen of Mystra Template Abilities

+10 enhancement bonus to Constitution
Detect Magic [Su] at will, line of sight range
Silver Fire [Su] 1/day, 4d12 divine damage
Immunities [Ex]: Aging, Disease, Disintegration, Poison. No need to sleep.

Bonus Spells [Sp]: Usable 1/day each
1st - Chromatic Orb
2nd -
3rd - ShadowHeart's Spellbolt
4th - ShadowHeart's Persistence
5th - Ghostgrail
6th - Trollish Fortitude
7th - ShadowHeart's Supreme Weaveweapon
8th -
9th - Dweomerbanish

Spell Immunities [Su]:
1st - Chromatic Orb
2nd -
3rd - Fireball
4th - Fire Shield
5th - Feeblemind
6th - Antimagic Field
7th -
8th -
9th - Mordenkainen's Disjunction

Divine Characteristics

Maximum Hit points per hit die
Speed 60 ft
Greater Teleport at will [Sp] CL 20th, self + 500 lbs
5 Free Actions per round
Automatic portfolio free action DC 20

+ 7 Divine bonus to AC (including Touch)
+ 7 Deflection bonus to AC (including Touch)
+ 7 Divine bonus to Natural Armor
+ 7 Divine bonus on attack rolls (plus no fail on natural 1)
+ 7 Divine bonus on all saving throws (plus no fail on natural 1)
+ 7 Divine bonus on all skill checks, ability checks, caster level checks

Damage Reduction 20/epic
Spell Resistance 39 (base, see below)
Fire Resistance 12
Immortal
No need to eat, breathe, or sleep
Not subject to Death from Massive Damage

Immunities:
Polymorphing, Petrification, Form-Altering Attacks, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Morale Effects, Electricity, Cold, Acid, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration.
Imprisonment and Banishment (Banishment, Binding, Dimensional Anchor, Dismissal, Imprisonment, Repulsion, Soul Bind, Temporal Stasis, Trap the Soul, Turning and Rebuking, etc).

Divine Aura [Ex]:
700 foot radius, Will save DC 27 to resist
Daze, Fright, or Resolve

Senses:
All senses extend out to 7 miles

Communication:
Can speak directly to any being within 7 miles
Understand, speak, and read any language, including nonverbal languages.

Domain Based Spell-like Abilities:
[ Magic, Retribution, Time, Trickery ]
( Caster Level 17, Usable at Will, DC 27 + spell level )
Antimagic Field (6)
Banishment (6)
Bear's Endurance (2)
Confusion (4)
Contingency (6)
Discern Location (8)
Disguise Self (1)
Dispel Magic (3)
False Vision (5)
Fire Shield (4)
Foresight (8)
Freedom of Movement (4)
Gentle Repose (2)
Haste (3)
Identify (2)
Imbue With Spell Ability (4)
Invisibility (2)
Mark of Justice (5)
Mislead (6)
Moment of Prescience (7)
Mordenkainen's Disjunction (9)
Nondetection (3)
Nystul's Magic Aura (1)
Permanency (5)
Polymorph Any Object (8)
Protection from Spells (8)
Screen (7)
Shield of Faith (1)
Speak With Dead (3)
Spell Resistance (5)
Spell Turning (7)
Storm of Vengeance (9)
Time Stop (9)
True Strike (1)

Domain Granted Powers:
( Usable 7/day each unless otherwise noted or unapplicable )
Strike of Vengeance: Max dmg attack vs someone who hit you.
Improved Initiative bonus feat

Salient Divine Abilities:
1)Automatic Metamagic: Quicken Spell-like Abilities
2)Automatic Metamagic: Intensify Spell
3)Divine Dodge: Any attack or targeted & area spell 57% miss chance
4)Divine Fast Healing: Fast Healing 27, reattach limbs
5)Divine Blast: 17d12 divine damage, ranged attack, destroys certain spells, 13/day
6)Hand of Death: Fort Save DC 37 or die, save=10d6 dmg
7)Divine Sneak Attack: +3d6, lingering dmg, flank/flat foot < Div Rank 8
8)Instant Counterspell
9)Increased Spell Resistance: +20 SR

Deific Familiar [ Rats ]

HD: As Master ( 48 HD/483 hp )
Initiative: +2
Speed: 15 ft, Climb 15 ft, Swim 15 ft
AC: 42 (+2 Size, +2 DEX, +28 Natural)
TAC: 14
FFAC: 30
Base Attack/Grapple: +12/+4
Attack: Bite +16 melee (1d3-4)
Full Attack: Bite +16 melee (1d3-4)
Space/Reach: 2-1/2 ft/0 ft
Special Attacks: --
Special Qualities: Low-light Vision, Scent, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak with Rodents, Spell Resistance 53, Scry on Familiar 1/day, Familiar Spell (?, ?, ?; 1/day each, CL 30)
Saves: Fort +16, Ref +18, Will +11
Abilities: STR 2, DEX 15, CON 10, INT 29, WIS 12, CHA 2
Skills: Balance +31, Climb +40, Hide +56, Move Silently +56, Swim +20
Feats: Weapon Finesse, Improved Evasion

Skills
Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks (added in above), even if rushed or threatened.
A rat uses it's Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.