Overland Movement
Overland movement is not connected to tactical movement and is calculated separately. A character’s Overland movement is equal to their Con Score+Str Mod+Spr Mod miles per day. In addition, every extra pair of legs a creature has treats their Con score as 4 higher for overland travel. Any creature which is used as a mount for the purpose of overland travel, such as a horse, gets a +8 to their Con score for the purposes of calculating overland travel. There are various modifiers to overland travel ranging from terrain and weather.
Modifiers-
Weather -25% (Light storms, Light snow, Strong wind, High Heat, Extreme cold, etc )
Weather -50% (Heavy rain, Severe storm, Severe winds, Heavy snowfall, etc)
Terrain -0% (Open plains, Savannah, Flat grassland, etc)
Terrain -25% (Hills, Light Forest, Valleys, Shallow mud, etc)
Terrain -50% (Extreme hills, Bog, Dense Forest, Ravines, etc)
Terrain -75% (Mountains, Swamps, Dense Jungle, Chasms, Tundra, etc)
Full Basic Load -20%
Over Basic Load -50%
Trail +10%
Road +25%
Highway +50%
Hustling - When trying to rush movement a character may hustle and move at a quarter of their overland movement every hour. Doing so requires a body save every hour or the character takes non-lethal damage and becomes fatigued. The DC of the save is 5 +1 for every hour they have hustled without a long rest in between. The amount of non-lethal damage is a d6 + number of hours hustled, and can only be healed by long resting. The fatigue remains until the non lethal is removed. Forced March - Characters may want to travel longer than the average 8 hours a day. When doing so they enter a forced march, and must make a body save for every hour of additional marching or take nonlethal damage and become fatigued. The DC of the body save is 5 +1 for every two additional hours they have marched. The DC resets after a long rest. The amount of non-lethal damage is a d6 + number of every two hours marched, and can only be healed by long resting. The fatigue remains until the non lethal is removed. If the characters are also hustling during a forced march, the modifier to the DC from hustling is also added to the DC of the forced march.
Weather -25% (Light storms, Light snow, Strong wind, High Heat, Extreme cold, etc )
Weather -50% (Heavy rain, Severe storm, Severe winds, Heavy snowfall, etc)
Terrain -0% (Open plains, Savannah, Flat grassland, etc)
Terrain -25% (Hills, Light Forest, Valleys, Shallow mud, etc)
Terrain -50% (Extreme hills, Bog, Dense Forest, Ravines, etc)
Terrain -75% (Mountains, Swamps, Dense Jungle, Chasms, Tundra, etc)
Full Basic Load -20%
Over Basic Load -50%
Trail +10%
Road +25%
Highway +50%
Hustling - When trying to rush movement a character may hustle and move at a quarter of their overland movement every hour. Doing so requires a body save every hour or the character takes non-lethal damage and becomes fatigued. The DC of the save is 5 +1 for every hour they have hustled without a long rest in between. The amount of non-lethal damage is a d6 + number of hours hustled, and can only be healed by long resting. The fatigue remains until the non lethal is removed. Forced March - Characters may want to travel longer than the average 8 hours a day. When doing so they enter a forced march, and must make a body save for every hour of additional marching or take nonlethal damage and become fatigued. The DC of the body save is 5 +1 for every two additional hours they have marched. The DC resets after a long rest. The amount of non-lethal damage is a d6 + number of every two hours marched, and can only be healed by long resting. The fatigue remains until the non lethal is removed. If the characters are also hustling during a forced march, the modifier to the DC from hustling is also added to the DC of the forced march.
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