Movement
Movement Types
There are other ways to move, such as through the air or underground. Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally, such as a barathu having a fly Speed or a kalo having a swim Speed. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Speeds can be increased or decreased with item, circumstance, and status bonuses and penalties. Penalties can't reduce your Speeds below 5 feet unless stated otherwise.
Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet. In some cases, the GM might rule otherwise, especially if you're moving a very short distance using one of the types of movement.
Speed
When you use the Stride action, you move a number of feet equal to your Speed. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed.
Hover: Some creatures, such as barathus, have a land Speed that represents how fast they can move while hovering within 5 feet of a solid surface. Hovering creatures don't count as flying but might be able to avoid certain types of difficult or hazardous terrain, at the GM's discretion.
Burrow Speed
Climb Speed
You might still have to attempt Athletics checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an Athletics check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to Athletics checks to Climb.
If you have a climb Speed, you're not off-guard while you're climbing.
Fly Speed
Wind conditions can affect how you use the Fly action. In general, moving against the wind uses the same rules as moving through difficult terrain (or greater difficult terrain, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Tactical Movement.
Upward and downward movement are both relative to the gravity in your area; if you're in zero gravity, moving up or down is no different from moving horizontally.
Swim Speed
You might still have to attempt checks to Swim in hazardous conditions or to cross turbulent water. You can also choose to roll an Athletics check to Swim rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to Athletics checks to Swim.
Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid drowning.
Falling
You can Grab an Edge as a reaction to reduce the damage from some falls, or Arrest a Fall if you have a fly Speed. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).
Falling on a Creature
Falling Objects
Tactical Movement
When the rules refer to a “movement cost” or “spending movement,” they're describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs the number of feet you're moving. However, sometimes it's harder to move a certain distance due to difficult terrain or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.
Grid Movement
Diagonal Movement
3D Movement
Size, Space, and Reach
The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space, or 4 squares on the grid. (If you need to measure in three dimensions, their space is also 10 feet high.) Sometimes part of a creature extends beyond its space, such as if a sky fisher is grabbing you with its lasso filaments. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature.
A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount.
Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can share a space occupied by a larger creature as well. If a Tiny creature's reach is 0 feet, it must share a space with a creature in order to attack it.
Size | Space | Reach (Tall) | Reach (Long) |
---|---|---|---|
Tiny | Less than 5 feet | 0 feet | 0 feet |
Small | 5 feet | 5 feet | 5 feet |
Medium | 5 feet | 5 feet | 5 feet |
Large | 10 feet | 10 feet | 5 feet |
Huge | 15 feet | 15 feet | 10 feet |
Gargantuan | 20 feet or more | 20 feet | 15 feet |
Moving Through a Creature's Space
Prone and Incapacitated Creatures
Creatures of Different Sizes
Tiny creatures are an exception, just like with sharing a space. They can move through creatures' spaces and can even end their movement there. Similarly, other creatures can move through and end their movement in a Tiny creature's space.
Objects
Forced Movement
If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example— you stop moving in the last space you can occupy.
Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed out of an airlock, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature.
Some abilities allow a creature to move while carrying another along with it. This is forced movement for the carried creature. Unless noted otherwise, they both move on the same path while this happens—the carrying creature can't drag its victim through dangers while avoiding them itself, for example.
Terrain
Difficult Terrain
Movement you make while jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.
Ignore Difficult Terrain
Hazardous Terrain
Narrow Surfaces
Uneven Ground
Inclines
Cover
Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all.
Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space. See the diagram for examples.
Cover and Large Creatures
Special Circumstances
Type of Cover | Bonus | Can Hide |
---|---|---|
Lesser | +1 to AC | No |
Standard | +2 to AC, Reflex, Stealth | Yes |
Greater | +4 to AC, Reflex, Stealth | Yes |
Flanking
To flank a foe, you and your ally must be on opposite sides of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, you must be wielding melee weapons or be able to make an unarmed attack, you can't be under any effects that prevent you from attacking, and you must both have the enemy within reach. If you're wielding a reach weapon, you use your reach with that weapon for this purpose.
3D Flanking
In these cases, it's usually best to have the GM make the call on who's flanking rather than trying to do meticulous measurements in three dimensions.