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:
- Creatures with a climb speed move at the listed speed while climbing, ignoring the normal “2 squares of movement per square” rule.
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
- Holding Your Breath: You can hold your breath for 1 minute without issues. For more information on suffocation, see the environmental rules.
- Swim Speed: Creatures with a listed swim speed use that speed when swimming, ignoring the “2 squares of movement” restriction imposed by normal swimming.
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
- No Actual Travel: You do not “travel” through the intervening space even for an instant. There is no “path of movement” that you must define.
- Line of Sight & Effect: By default, you must have line of sight and line of effect to your destination.
- Occupied Squares: You cannot teleport into an occupied square. If you would do so the teleportation effect simply fails and is still expended.
- Blocked Teleportation: If you attempt to teleport into an area you can’t move into (such as the area blocks teleportation) the teleportation effect fails and is still expended.
- Teleporting into Danger: If you teleport into a space that causes damage (such as into a pit of spikes or lava) you still teleport and take damage. (Your spell doesn’t save you from poor planning.)
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:
- Ally: You can occupy the same square as an ally (excluding your mount) if both creatures are willing. Both creatures become crowded.
- Grappled: If you’ve grappled someone you can enter their square.
- Tumble: You can move through an occupied square if you make an Acrobatics check to do so. (You can’t begin or end your movement in an occupied square with this however.)
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!
