Movement in Aertrea | World Anvil
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Movement

Movement

(see also overland movement, flying, swimming)   Normal Movement: as a move action you can move your speed. Any round you use your move action to move, you can’t take a free 5’ step. Diagonal movement counts as one squares the first time and the second as two squares, repeating this pattern.
  Climbing: Normally climbing is at one quarter speed as a move action unless you have a climb speed. While climbing you lose DEX to AC and can’t use a shield, if damaged make climb check (DC of wall) or fall. A creature with a climb speed gains +8 on climb checks, can take 10 and doesn’t lose DEX to AC.
  Crawling: You may crawl 5’ as a move action, you are still considered prone while moving and you provoke attacks of opportunity.
  Difficult Terrain: Doubles the cost of movement to move out of or into that square. Diagonals cost 3 squares. You can’t run, charge or take a 5’ step in difficult terrain.
  Five foot step: You may, if you do not otherwise move, take a free 5’ step during your turn. This does not provoke and requires only a free action. You may do so before, after, or during any other actions that turn. You can’t do so if your movement is restricted in anyway, such as difficult terrain.
  Jump: see jump skill.
  Moving through an Occupied Square: You can move through a square occupied by an ally without penalty. You can only move through the square of an enemy if it is helpless. You can’t end your move in the square of any creature unless it is helpless.
  Running: the round after making at least a single move action, you may run. You move four times your movement speed (or triple in heavy armor/load). While running you can only move in a straight line and lose your DEX to AC. You can run for rounds equal to your constitution score after that you must make a CON check each round DC 1 +1 per round you continue. Failure indicates you must stop running and can move no further then a single move for one minute.
  Swimming: If you don’t have a swim speed, you can move one quarter you speed as a move action with appropriate swim check. If you fial by 4 or less you fail to make any progress. If you fail by 5 or more you go underwater and most hold your breath. Someone with natural swim speed gains +8 to swim checks and can take 10 and can run while swimming. DC 10 calm water, DC 15 rough water, DC 20 stormy water (can’t take 10). Combat under water: slashing and bludgeoning attacks are at -2 to hit and do half damage. Ranged attacks are at -2 to hit for each 5’ of water they pass through. Fire magic requires a caster check DC 20 + spell level to work underwater.
  Squeezing: each square you have to squeeze through counts as 2 squares and you have -4 to AC and to attack rolls. If the area you are squeezing through is less than ½ your size, then you also lose DEX to AC while squeezing and use escape artist skill to move
  Withdraw: as a full round action you can move up to double your movement rate and the first square you exit does not provoke attacks of opportunity.

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