Rules | GM Screen

<- Return to All Rules (Group by Source)
<- Return to Movement, Position, and Distance

All Rules in Movement, Position, and Distance

+ An entry marked with this has additional sections within it.

Tactical Movement

Source PRPG Core Rulebook pg. 192
Your speed is determined by your race and your armor (see Table 8–3). Your speed while unarmored is your base land speed.

Encumbrance: A character encumbered by carrying treasure. a large amount of gear, or fallen comrades may move slower than normal (see Chapter 7).

Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper movement.

Movement in Combat: Generally, you can move your speed in a round and still do something (take a move action and a standard action).

If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you can move double your speed.

If you spend the entire round running, you can move quadruple your speed (or three times your speed in heavy armor). If you do something that requires a full round, you can only take a 5-foot step.

Bonuses to Speed: A barbarian has a +10-foot bonus to her speed (unless she’s wearing heavy armor). Experienced monks also have higher speed (unless they’re wearing armor of any sort). In addition, many spells and magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on armor or encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.

Table 8-3: Tactical Speed

RaceNo Armor or Light ArmorMedium or Heavy Armor
Human, elf, half-elf, half-orc30 ft. (6 squares)20 ft. (4 squares)
Dwarf20 ft. (4 squares)20 ft. (4 squares)
Gnome, halfling20 ft. (4 squares)15 ft. (3 squares)