Movement Rules

Go Back

The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here, with the changes listed below.
Movement is a part of the Move Action, if you move at all (except for a 5ft-step (which is detailed here)) you may not use any other Move Actions.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Breaking Up Your Move
You can break up your movement on your turn, using some of your speed before and after your standard action. For example, if you have a speed of 30 feet, you can move 10 feet, take your standard action, and then move 20 feet.
Moving between Attacks
If you take a standard action that includes more than one attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks due to a high Base Attack Bonus and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
Difficult Terrain
Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain.
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.
Flying and incorporeal creatures are not hampered by difficult terrain.
Being Prone
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half of your base speed (un-enhanced speed, example of a human monk level 20 would have a 90ft land speed, but there base speed is still 30ft, so they must spend 15ft to stand up). For example, if your base speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.
To move while prone, you must crawl or use magic such as teleportation. Every square of movement while crawling counts as three squares of movement. Crawling 10 feet in difficult terrain, therefore, costs 40 feet of movement (15ft per square for crawling + 5ft per square for difficult terrain).

The Spring Attack feats have been changed here to account for these changes.

Flying Movement
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its fly speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

Movement Rules

Syrik: Valhalla satheyo satheyo