Table of Contents

Space and Movement

Movement (On Ground)

Each square on a map represents 5 feet. You can only move in 5 foot increments. Diagonals do not cost additional squares of movement.

Moving Through Allies

You can move allies squares but cannot end your square occupied by another creature.

Climbing

You can use Athletics to climb. Climbing something like a ladder under normal conditions doesn’t require a skill check but climbing up a siege ladder while under fire would (Average (15) DC). Scaling a cliff face would probably be an Average (15) to Dire (25) check depending on the material and availability of handholds. Scaling a wall or fortification would likewise pose an Average (15) to Dire (25) check. Truly legendary feats like scaling a sheer surface might be a Heroic (30) check.

While climbing, each square requires 2 squares of movement.

Deeper Rules:

Squeezing

When moving through squares in an area that is too small for your body to easily fit it takes 3 squares of movement to go through 1 square. While squeezing you gain the “crowded” condition, limiting you only to unarmed attacks and light weapons.

Flying

A creature that can fly can freely move in any direction while in the air. Moving upward (even at a diagonal) costs 2 squares of movement while going in any other direction just costs 1. An unconscious creature or creature who is otherwise unable to fly (such as having their wings bound) plummets to the ground. (See the section on “Falling Damage”. Only creatures with a listed fly speed can use this movement type.

Riding

Your mount is a minion. You can compel it to take a move action while you are riding it and move up to its movement speed. If your mount moves while you are riding it, you cannot also take a move action yourself.

Swimming

A creature can swim by making an Aquatic or Athletics check. If you beat the DC you can move via swimming for a turn. Swimming costs 2 squares of movement to move. In deep water, swimming works similarly to flying, in that moving up or down costs 1 additional space of movement.

DC Example
Easy (10) to Average (15) A lake, the shore, calm ocean.
Challenging (20) to Heroic (30) Swimming in a storm, giant swells, rapids.

Deeper Rules

Teleportation

If you are moving via teleportation you instantly cease to exist in one location and appear at the new target location. The distance you can travel is defined by the ability that lets you teleport.

Deeper Rules

Forced Movement

“Forced movement” is any sort of movement that isn’t fully of your own volition. This could be things like being shoved, thrown about with a spell, falling, whisked down a river by the current, the ground moving under you, etc. Forced movement occurs immediately (they don’t wait until your turn).

Use a good sense approach to see if it should consume movement on the character’s turn. If it is being used to gain additional movement, it should cost movement. If it’s something unexpected or undesirable- it shouldn’t.

Occupying the Same Square

You cannot share the same space as another creature, except in the following circumstances:

Also, your GM has some wiggle room with this. Can a pixy the size of a teacup and a halfkin share the same square? Probably. Could two orcs? Probably not. If you’re locked in a tiny 5×5 cell with someone- you’re sharing a square technically. Use your best judgment!