
MOVEMENT
There are three movement scales, as follows.
-
Tactical, for combat, measured in feet (or squares) per round.
-
Local, for exploring an area, measured in feet per minute.
-
Overland, for getting from place to place, measured in miles per hour or miles per day.
Modes of Movement: While moving at the different movement scales, creatures generally walk, hustle, or run.
Walk: A walk represents unhurried but purposeful movement at 3 miles per hour for an unencumbered human.
Hustle:
A hustle is a jog at about 6 miles per hour for an unencumbered human.
A character moving his or her speed twice in a single round, or moving
that speed in the same round that he or she performs a standard action
or another move action is hustling when he or she moves.
Run (x3):
Moving three times speed is a running pace for a character in heavy
armor. It represents about 9 miles per hour for a human in full plate.
Run (x4):
Moving four times speed is a running pace for a character in light,
medium, or no armor. It represents about 12 miles per hour for an
unencumbered human, or 8 miles per hour for a human in chainmail.
TACTICAL MOVEMENT
Use
tactical movement for combat. Characters generally don’t walk during
combat—they hustle or run. A character who moves his or her speed and
takes some action is hustling for about half the round and doing
something else the other half.
Hampered Movement:
Difficult terrain, obstacles, or poor visibility can hamper movement.
When movement is hampered, each square moved into usually counts as two
squares, effectively reducing the distance that a character can cover
in a move.
If more than one condition applies, multiply together
all additional costs that apply. (This is a specific exception to the
normal rule for doubling)
In some situations, your movement may
be so hampered that you don’t have sufficient speed even to move 5 feet
(1 square). In such a case, you may use a full-round action to move 5
feet (1 square) in any direction, even diagonally. Even though this
looks like a 5-foot step, it’s not, and thus it provokes attacks of
opportunity normally. (You can’t take advantage of this rule to move
through impassable terrain or to move when all movement is prohibited
to you.)
You can’t run or charge through any square that would hamper your movement.
LOCAL MOVEMENT
Characters exploring an area use local movement, measured in feet per minute.
Walk: A character can walk without a problem on the local scale.
Hustle:
A character can hustle without a problem on the local scale. See
Overland Movement, below, for movement measured in miles per hour.
Run:
A character with a Constitution score of 9 or higher can run for a
minute without a problem. Generally, a character can run for a minute
or two before having to rest for a minute
OVERLAND MOVEMENT
Characters
covering long distances cross-country use overland movement. Overland
movement is measured in miles per hour or miles per day. A day
represents 8 hours of actual travel time. For rowed watercraft, a day
represents 10 hours of rowing. For a sailing ship, it represents 24
hours.
Walk: A
character can walk 8 hours in a day of travel without a problem.
Walking for longer than that can wear him or her out (see Forced March,
below).
Hustle: A
character can hustle for 1 hour without a problem. Hustling for a
second hour in between sleep cycles deals 1 point of nonlethal damage,
and each additional hour deals twice the damage taken during the
previous hour of hustling. A character who takes any nonlethal damage
from hustling becomes fatigued.
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
Run: A character can’t run for an extended period of time.
Attempts to run and rest in cycles effectively work out to a hustle.
Terrain:
The terrain through which a character travels affects how much distance
he or she can cover in an hour or a day (see Table: Terrain and
Overland Movement). A highway is a straight, major, paved road. A road
is typically a dirt track. A trail is like a road, except that it
allows only single-file travel and does not benefit a party traveling
with vehicles. Trackless terrain is a wild area with no paths.
Forced March:
In a day of normal walking, a character walks for 8 hours. The rest of
the daylight time is spent making and breaking camp, resting, and
eating.
A character can walk for more than 8 hours in a day by
making a forced march. For each hour of marching beyond 8 hours, a
Constitution check (DC 10, +2 per extra hour) is required. If the check
fails, the character takes 1d6 points of nonlethal damage. A character
who takes any nonlethal damage from a forced march becomes fatigued.
Eliminating the nonlethal damage also eliminates the fatigue. It’s
possible for a character to march into unconsciousness by pushing
himself too hard.
Mounted Movement:
A mount bearing a rider can move at a hustle. The damage it takes when
doing so, however, is lethal damage, not nonlethal damage. The creature
can also be ridden in a forced march, but its Constitution checks
automatically fail, and, again, the damage it takes is lethal damage.
Mounts also become fatigued when they take any damage from hustling or forced marches.
See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.
Waterborne Movement: See Table: Mounts and Vehicles for speeds for water vehicles.
Table: MOVEMENT AND DISTANCE
|
——————— Speed ——–———— |
|
15 feet |
20 feet |
30 feet |
40 feet |
| One Round (Tactical)1 |
|
|
|
|
| Walk |
15 ft. |
20 ft. |
30 ft. |
40 ft. |
| Hustle |
30 ft. |
40 ft. |
60 ft. |
80 ft. |
| Run (x3) |
45 ft. |
60 ft. |
90 ft. |
120 ft. |
| Run (x4) |
60 ft. |
80 ft. |
120 ft. |
160 ft. |
| One Minute (Local) |
|
|
|
|
| Walk |
150 ft. |
200 ft. |
300 ft. |
400 ft. |
| Hustle |
300 ft. |
400 ft. |
600 ft. |
800 ft. |
| Run (x3) |
450 ft. |
600 ft. |
900 ft. |
1,200 ft. |
| Run (x4) |
600 ft. |
800 ft. |
1,200 ft. |
1,600 ft. |
| One Hour (Overland) |
|
|
|
|
| Walk |
1-1/2 miles |
2 miles |
3 miles |
4 miles |
| Hustle |
3 miles |
4 miles |
6 miles |
8 miles |
| Run |
— |
— |
— |
— |
| One Day (Overland) |
|
|
|
|
| Walk |
12 miles |
16 miles |
24 miles |
32 miles |
| Hustle |
— |
— |
— |
— |
| Run |
— |
— |
— |
— |
| 1 Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet. |
Table: HAMPERED MOVEMENT
| Condition |
Additional
Movement Cost |
| Difficult terrain |
x2 |
| Obstacle1 |
x2 |
| Poor visibility |
x2 |
| Impassable |
— |
| 1 May require a skill check |
Table: TERRAIN AND OVERLAND MOVEMENT
| Terrain |
Highway |
Road or Trail |
Trackless |
| Desert, sandy |
x1 |
x1/2 |
x1/2 |
| Forest |
x1 |
x1 |
x1/2 |
| Hills |
x1 |
x3/4 |
x1/2 |
| Jungle |
x1 |
x3/4 |
x1/4 |
| Moor |
x1 |
x1 |
x3/4 |
| Mountains |
x3/4 |
x3/4 |
x1/2 |
| Plains |
x1 |
x1 |
x3/4 |
| Swamp |
x1 |
x3/4 |
x1/2 |
| Tundra, frozen |
x1 |
x3/4 |
x3/4 |
Table: MOUNTS AND VEHICLES
| Mount/Vehicle |
Per Hour |
Per Day |
| Mount (carrying load) |
|
|
| Light horse or light warhorse |
6 miles |
48 miles |
| Light horse (151–450 lb.)1 |
4 miles |
32 miles |
| Light warhorse (231–690 lb.)1 |
4 miles |
32 miles |
| Heavy horse or heavy warhorse |
5 miles |
40 miles |
| Heavy horse (201–600 lb.)1 |
3-1/2 miles |
28 miles |
| Heavy warhorse (301–900 lb.)1 |
3-1/2 miles |
28 miles |
| Pony or warpony |
4 miles |
32 miles |
| Pony (76–225 lb.)1 |
3 miles |
24 miles |
| Warpony (101–300 lb.)1 |
3 miles |
24 miles |
| Donkey or mule |
3 miles |
24 miles |
| Donkey (51–150 lb.)1 |
2 miles |
16 miles |
| Mule (231–690 lb.)1 |
2 miles |
16 miles |
| Dog, riding |
4 miles |
32 miles |
| Dog, riding (101–300 lb.)1 |
3 miles |
24 miles |
| Cart or wagon |
2 miles |
16 miles |
| Ship |
|
|
| Raft or barge (poled or towed)2 |
1/2 mile |
5 miles |
| Keelboat (rowed)2 |
1 mile |
10 miles |
| Rowboat (rowed)2 |
1-1/2 miles |
15 miles |
| Sailing ship (sailed) |
2 miles |
48 miles |
| Warship (sailed and rowed) |
2-1/2 miles |
60 miles |
| Longship (sailed and rowed) |
3 miles |
72 miles |
| Galley (rowed and sailed) |
4 miles |
96 miles |
| 1 Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity, above, for more information. |
| 2 Rafts,
barges, keelboats, and rowboats are used on lakes and rivers. If going
downstream, add the speed of the current (typically 3 miles per hour)
to the speed of the vehicle. In addition to 10 hours of being rowed,
the vehicle can also float an additional 14 hours, if someone can guide
it, so add an additional 42 miles to the daily distance traveled. These
vehicles can’t be rowed against any significant current, but they can
be pulled upstream by draft animals on the shores. |
MOVING IN THREE DIMENSIONS
Tactical Aerial Movement
Once
movement becomes three-dimensional and involves turning in midair and
maintaining a minimum velocity to stay aloft, it gets more complicated.
Most flying creatures have to slow down at least a little to make a
turn, and many are limited to fairly wide turns and must maintain a
minimum forward speed. Each flying creature has a maneuverability, as
shown on Table: Maneuverability. The entries on the table are defined
below.
Minimum Forward Speed:
If a flying creature fails to maintain its minimum forward speed, it
must land at the end of its movement. If it is too high above the
ground to land, it falls straight down, descending 150 feet in the
first round of falling. If this distance brings it to the ground, it
takes falling damage. If the fall doesn’t bring the creature to the
ground, it must spend its next turn recovering from the stall. It must
succeed on a DC 20 Reflex save to recover. Otherwise it falls another
300 feet. If it hits the ground, it takes falling damage. Otherwise, it
has another chance to recover on its next turn.
Hover: The ability to stay in one place while airborne.
Move Backward: The ability to move backward without turning around.
Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward.
Turn: How much the creature can turn after covering the stated distance.
Turn in Place: A creature with good or average maneuverability can use some of its speed to turn in place.
Maximum Turn: How much the creature can turn in any one space.
Up Angle: The angle at which the creature can climb.
Up Speed: How fast the creature can climb.
Down Angle: The angle at which the creature can descend.
Down Speed: A flying creature can fly down at twice its normal flying speed.
Between Down and Up:
An average, poor, or clumsy flier must fly level for a minimum distance
after descending and before climbing. Any flier can begin descending
after a climb without an intervening distance of level flight.
Table: MANEUVERABILITY
|
Maneuverability |
|
Perfect |
Good |
Average |
Poor |
Clumsy |
| Minimum forward speed |
None |
None |
Half |
Half |
Half |
| Hover |
Yes |
Yes |
No |
No |
No |
| Move backward |
Yes |
Yes |
No |
No |
No |
| Reverse |
Free |
–5 ft. |
No |
No |
No |
| Turn |
Any |
90º/5 ft. |
45º/5 ft. |
45º/5 ft. |
45º/10 ft. |
| Turn in place |
Any |
+90º/–5 ft. |
+45º/–5 ft. |
No |
No |
| Maximum turn |
Any |
Any |
90º |
45º |
45º |
| Up angle |
Any |
Any |
60º |
45º |
45º |
| Up speed |
Full |
Half |
Half |
Half |
Half |
| Down angle |
Any |
Any |
Any |
45º |
45º |
| Down speed |
Double |
Double |
Double |
Double |
Double |
| Between down and up |
0 |
0 |
5 ft. |
10 ft. |
20 ft. |
EVASION AND PURSUIT
In
round-by-round movement, simply counting off squares, it’s impossible
for a slow character to get away from a determined fast character
without mitigating circumstances. Likewise, it’s no problem for a fast
character to get away from a slower one.
When the speeds of the
two concerned characters are equal, there’s a simple way to resolve a
chase: If one creature is pursuing another, both are moving at the same
speed, and the chase continues for at least a few rounds, have them
make opposed Dexterity checks to see who is the faster over those
rounds. If the creature being chased wins, it escapes. If the pursuer
wins, it catches the fleeing creature.
Sometimes a chase occurs
overland and could last all day, with the two sides only occasionally
getting glimpses of each other at a distance. In the case of a long
chase, an opposed Constitution check made by all parties determines
which can keep pace the longest. If the creature being chased rolls the
highest, it gets away. If not, the chaser runs down its prey,
outlasting it with stamina.
MOVING AROUND IN SQUARES
In
general, when the characters aren’t engaged in round-by-round combat,
they should be able to move anywhere and in any manner that you can
imagine real people could. A 5-foot square, for instance, can hold
several characters; they just can’t all fight effectively in that small
space. The rules for movement are important for combat, but outside
combat they can impose unnecessary hindrances on character activities.
EXPLORATION
VISION AND LIGHT
Dwarves
and half-orcs have darkvision, but everyone else needs light to see by.
See Table: Light Sources and Illumination for the radius that a light
source illuminates and how long it lasts.
In an area of bright light, all characters can see clearly. A creature can’t hide in an area of bright light unless it is invisible or has cover.
In
an area of shadowy illumination, a character can see dimly. Creatures
within this area have concealment relative to that character. A
creature in an area of shadowy illumination can make a Hide check to
conceal itself.
In areas of darkness, creatures without darkvision are effectively blinded.
In addition to the obvious effects, a blinded creature has a 50% miss
chance in combat (all opponents have total concealment), loses any
Dexterity bonus to AC, takes a –2 penalty to AC, moves at half speed,
and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks.
Characters
with low-light vision (elves, gnomes, and half-elves) can see objects
twice as far away as the given radius. Double the effective radius of
bright light and of shadowy illumination for such characters.
Characters
with darkvision (dwarves and half-orcs) can see lit areas normally as
well as dark areas within 60 feet. A creature can’t hide within 60 feet
of a character with darkvision unless it is invisible or has cover.
Table: LIGHT SOURCES AND ILLUMINATION
| Object |
Bright |
Shadowy |
Duration |
| Candle |
n/a1 |
5 ft. |
1 hr. |
| Everburning torch |
20 ft. |
40 ft. |
Permanent |
| Lamp, common |
15 ft. |
30 ft. |
6 hr./pint |
| Lantern, bullseye2 |
60-ft. cone |
120-ft. cone |
6 hr./pint |
| Lantern, hooded |
30 ft. |
60 ft. |
6 hr./pint |
| Sunrod |
30 ft. |
60 ft. |
6 hr. |
| Torch |
20 ft. |
40 ft. |
1 hr. |
| Spell |
Bright |
Shadowy |
Duration |
| Continual flame |
20 ft. |
40 ft. |
Permanent |
| Dancing lights (torches) |
20 ft. (each) |
40 ft. (each) |
1 min. |
| Daylight |
60 ft. |
120 ft. |
30 min. |
| Light |
20 ft. |
40 ft. |
10 min. |
| 1 A candle does not provide bright illumination, only shadowy illumination. |
| 2 A bullseye lantern illuminates a cone, not a radius. |
BREAKING AND ENTERING
When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.
Smashing an Object
Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the sunder special attack. Smashing an object is a lot like sundering a weapon or
shield, except that your attack roll is opposed by the object’s AC.
Generally, you can smash an object only with a bludgeoning or slashing
weapon.
Armor Class:
Objects are easier to hit than creatures because they usually don’t
move, but many are tough enough to shrug off some damage from each
blow. An object’s Armor Class is equal to 10 + its size modifier + its
Dexterity modifier. An inanimate object has not only a Dexterity of 0
(–5 penalty to AC), but also an additional –2 penalty to its AC.
Furthermore, if you take a full-round action to line up a shot, you get
an automatic hit with a melee weapon and a +5 bonus on attack rolls
with a ranged weapon.
Hardness:
Each object has hardness—a number that represents how well it resists
damage. Whenever an object takes damage, subtract its hardness from the
damage. Only damage in excess of its hardness is deducted from the
object’s hit points (see Table: Common Armor, Weapon, and Shield
Hardness and Hit Points; Table: Substance Hardness and Hit Points; and
Table: Object Hardness and Hit Points).
Hit Points:
An object’s hit point total depends on what it is made of and how big
it is (see Table: Common Armor, Weapon, and Shield Hardness and Hit
Points; Table: Substance Hardness and Hit Points; and Table: Object
Hardness and Hit Points). When an object’s hit points reach 0, it’s
ruined.
Very large objects have separate hit point totals for different sections.
Energy Attacks:
Acid and sonic attacks deal damage to most objects just as they do to
creatures; roll damage and apply it normally after a successful hit.
Electricity and fire attacks deal half damage to most objects; divide
the damage dealt by 2 before applying the hardness. Cold attacks deal
one-quarter damage to most objects; divide the damage dealt by 4 before
applying the hardness.
Ranged Weapon Damage:
Objects take half damage from ranged weapons (unless the weapon is a
siege engine or something similar). Divide the damage dealt by 2 before
applying the object’s hardness.
Ineffective Weapons: Certain weapons just can’t effectively deal damage to certain objects.
Immunities: Objects are immune to nonlethal damage and to critical hits.
Even animated objects, which are otherwise considered creatures, have these immunities because they are constructs.
Magic Armor, Shields, and Weapons: Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the item’s hit points.
Vulnerability to Certain Attacks:
Certain attacks are especially successful against some objects. In such
cases, attacks deal double their normal damage and may ignore the
object’s hardness.
Damaged Objects: A damaged object remains fully functional until the item’s hit points are reduced to 0, at which point it is destroyed.
Damaged (but not destroyed) objects can be repaired with the Craft skill.
Saving Throws:
Nonmagical, unattended items never make saving throws. They are
considered to have failed their saving throws, so they always are
affected by spells. An item attended by a character (being grasped,
touched, or worn) makes saving throws as the character (that is, using
the character’s saving throw bonus).
Magic items always get
saving throws. A magic item’s Fortitude, Reflex, and Will save bonuses
are equal to 2 + one-half its caster level. An attended magic item
either makes saving throws as its owner or uses its own saving throw
bonus, whichever is better.
Animated Objects: Animated objects count as creatures for purposes of determining their Armor Class (do not treat them as inanimate objects).
Breaking Items
When
a character tries to break something with sudden force rather than by
dealing damage, use a Strength check (rather than an attack roll and
damage roll, as with the sunder special attack) to see whether he or she succeeds. The DC depends more on the construction of the item than on the material.
If an item has lost half or more of its hit points, the DC to break it drops by 2.
Larger
and smaller creatures get size bonuses and size penalties on Strength
checks to break open doors as follows: Fine –16, Diminutive –12, Tiny
–8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
A crowbar or portable ram improves a character’s chance of breaking open a door.
Table: COMMON ARMOR, WEAPON, AND SHIELD HARDNESS AND HIT POINTS
| Weapon or Shield |
Hardness |
HP1 |
| Light blade |
10 |
2 |
| One-handed blade |
10 |
5 |
| Two-handed blade |
10 |
10 |
| Light metal-hafted weapon |
10 |
10 |
| One-handed metal-hafted weapon |
10 |
20 |
| Light hafted weapon |
5 |
2 |
| One-handed hafted weapon |
5 |
5 |
| Two-handed hafted weapon |
5 |
10 |
| Projectile weapon |
5 |
5 |
| Armor |
special2 |
armor bonus x 5 |
| Buckler |
10 |
5 |
| Light wooden shield |
5 |
7 |
| Heavy wooden shield |
5 |
15 |
| Light steel shield |
10 |
10 |
| Heavy steel shield |
10 |
20 |
| Tower shield |
5 |
20 |
| 1 The
hp value given is for Medium armor, weapons, and shields. Divide by 2
for each size category of the item smaller than Medium, or multiply it
by 2 for each size category larger than Medium. |
| 2 Varies by material; see Table: Substance Hardness and Hit Points. |
Table: SUBSTANCE HARDNESS AND HIT POINTS
| Substance |
Hardness |
Hit Points |
| Paper or cloth |
0 |
2/inch of thickness |
| Rope |
0 |
2/inch of thickness |
| Glass |
1 |
1/inch of thickness |
| Ice |
0 |
3/inch of thickness |
| Leather or hide |
2 |
5/inch of thickness |
| Wood |
5 |
10/inch of thickness |
| Stone |
8 |
15/inch of thickness |
| Iron or steel |
10 |
30/inch of thickness |
| Mithral |
15 |
30/inch of thickness |
| Adamantine |
20 |
40/inch of thickness |
Table: SIZE AND ARMOR CLASS OF OBJECTS
| Size |
AC Modifier |
| Colossal |
–8 |
| Gargantuan |
–4 |
| Huge |
–2 |
| Large |
–1 |
| Medium |
+0 |
| Small |
+1 |
| Tiny |
+2 |
| Diminutive |
+4 |
| Fine |
+8 |
Table: OBJECT HARDNESS AND HIT POINTS
| Object |
Hardness |
Hit Points |
Break DC |
| Rope (1 inch diam.) |
0 |
2 |
23 |
| Simple wooden door |
5 |
10 |
13 |
| Small chest |
5 |
1 |
17 |
| Good wooden door |
5 |
15 |
18 |
| Treasure chest |
5 |
15 |
23 |
| Strong wooden door |
5 |
20 |
23 |
| Masonry wall (1 ft. thick) |
8 |
90 |
35 |
| Hewn stone (3 ft. thick) |
8 |
540 |
50 |
| Chain |
10 |
5 |
26 |
| Manacles |
10 |
10 |
26 |
| Masterwork manacles |
10 |
10 |
28 |
| Iron door (2 in. thick) |
10 |
60 |
28 |
Table: DCs TO BREAK OR BURST ITEMS
| Strength Check to: |
DC |
| Break down simple door |
13 |
| Break down good door |
18 |
| Break down strong door |
23 |
| Burst rope bonds |
23 |
| Bend iron bars |
24 |
| Break down barred door |
25 |
| Burst chain bonds |
26 |
| Break down iron door |
28 |
| Condition |
DC Adjustment1 |
| Hold portal |
+5 |
| Arcane lock |
+10 |
| 1 If both apply, use the larger number. |
