How Far Can Your Character Move?
Your
speed is determined by your race and your armor (see
Table: Tactical Speed). Your speed while unarmored is your base land speed.
Encumbrance: A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal.
If you do nothing but move (that is, if you use both of your actions in a round to move your
speed), you can move double your
speed.
If you spend the entire round running, you can move quadruple your
speed. If you do something that requires a full round you can only take a 5-foot step.
Bonuses to Speed: A
barbarian has a +10 foot bonus to his
speed (unless he's wearing heavy armor). Experienced monks also have higher
speed (unless they're wearing armor of any sort). In addition, many spells and magic items can affect a character's
speed. Always apply any modifiers to a character's
speed before adjusting the character's
speed based on armor or
encumbrance, and remember that multiple bonuses of the same type to a character's
speed don't stack.
Table: Tactical Speed
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Race
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No Armor or Light Armor
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Medium or Heavy Armor
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Human, elf, half-elf, half-orc |
30 ft.(6 squares) |
20 ft.(4 squares) |
Dwarf |
20 ft.(4 squares) |
20 ft.(4 squares) |
Halfling, gnome |
20 ft.(4 squares) |
15 ft.(3 squares) |
Diagonals: When
measuring distance, the first
diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
You can't move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an
opponent.
You can also move diagonally past other impassable
obstacles, such as pits.
Closest Creature: When it's important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.
Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn't provide you with
cover.
Opponent: You can't move through a square occupied by an
opponent, unless the
opponent is helpless. You can move through a square occupied by a helpless
opponent without penalty. (Some creatures, particularly very large ones, may present an
obstacle even when helpless. In such cases, each square you move through counts as 2 squares.)
Ending Your Movement: You can't end your
movement in the same square as another creature unless it is helpless.
Overrun: During your
movement you can attempt to move through a square occupied by an
opponent.
Tumbling: A trained character can attempt to
tumble through a square occupied by an
opponent (see the
Tumble skill).
Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes
attacks of opportunity when doing so.
Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than it is.
A big creature can move through a square occupied by a creature three size categories smaller than it is.
Designated Exceptions: Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the
Tumble skill or similar
special abilities.
If you occupy squares with different kinds of terrain, you can move only as fast as the most
difficult terrain you occupy will allow.
Obstacles: Like
difficult terrain,
obstacles can hamper
movement. If an obstacle hampers
movement but doesn't completely block it each obstructed square or obstacle between squares counts as 2 squares of
movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don't have sufficient
movement to cross the barrier and move into the square on the other side, you can't cross the barrier. Some
obstacles may also require a
skill check to cross.
On the other hand, some
obstacles block
movement entirely. A character can't move through a blocking obstacle.
Flying and incorporeal creatures can avoid most
obstacles
Squeezing: In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a -4 penalty on
attack rolls and a -4 penalty to AC.
When a Large creature (which normally takes up four squares) squeezes into a space that's one square wide, the creature's miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.
A creature can squeeze past an
opponent while moving but it can't end its
movement in an occupied square.
To squeeze through or into a space less than half your space's width, you must use the
Escape Artist skill. You can't attack while using
Escape Artist to squeeze through or into a narrow space, you take a -4 penalty to AC, and you lose any Dexterity bonus to AC.
Accidentally Ending Movement in an Illegal Space: Sometimes a character ends its
movement while moving through a space where it's not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there's a legal position that's closer.
Double Movement Cost: When your
movement is hampered in some way, your
movement usually costs double. For example, each square of
movement through
difficult terrain counts as 2 squares, and each
diagonal move through such terrain counts as 3 squares (just as two
diagonal moves normally do).
If
movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If
movement cost is doubled three times, then each square counts as 8 squares (12 if
diagonal) and so on. This is an exception to the general rule that two doublings are equivalent to a tripling.
Minimum Movement: Despite penalties to
movement, you can take a
full-round action to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn't allow you to move through impassable terrain or to move when all
movement is prohibited.) Such
movement provokes
attacks of opportunity as normal (despite the distance covered, this move isn't a 5-foot step).
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