With the exception of specific
movement-related skills, most
move actions don't require a check.
The simplest
move action is moving your
speed. If you take this kind of
move action during your turn, you can't also take a 5-foot step.
Many nonstandard modes of
movement are covered under this category, including climbing (up to one-quarter of your
speed) and swimming (up to one-quarter of your
speed).
Accelerated Climbing: You can
climb one-half your
speed as a
move action by accepting a -5 penalty on your
Climb check.
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a
move action. This action also applies to weapon-like objects carried in easy reach, such as
wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base
attack bonus of +1 or higher, you may draw a weapon as a
free action combined with a regular
move. If you have the
Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a
free action.
Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a
move action. If you have a base
attack bonus of +1 or higher, you can
ready or loose a shield as a
free action combined with a regular
move.
Dropping a carried (but not worn) shield is a
free action.
In most cases, moving or manipulating an item is a
move action.
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a
door. Examples of this kind of action, along with whether they incur an
attack of opportunity, are given in Table: Actions in Combat.
Direct or Redirect a Spell
Some spells
allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a
move action and does not provoke
attacks of opportunity or require
concentration.
Mounting or dismounting from a steed requires a
move action.
Fast Mount or Dismount: You can mount or dismount as a
free action with a DC 20
Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a
move action instead. (You can't attempt a fast mount or fast dismount unless you can
perform the mount or dismount as a
move action in the current round.)