Combat
MOVEMENT, POSITION, AND DISTANCE
Miniatures are on the 30mm scale—a
miniature figure of a six-foot-tall human is approximately 30mm
tall. A square on the battle grid is 1 inch across, representing
a 5-foot-by-5-foot area.
TACTICAL MOVEMENT
How Far Can Your Character Move?
Your speed is determined by your race and your
armor (see Table: Tactical Speed). Your speed while unarmored is
your base land speed.
Encumbrance: A character encumbered by carrying a large
amount of gear, treasure, or fallen comrades may move slower than
normal.
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. 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
his speed (unless he’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: Tactical Speed
Race |
No Armor or
Light Armor |
Medium or
Heavy Armor |
Human, elf, half-elf, half-orc |
30 ft.(6 squares) |
20 ft.(4 squares) |
Dwarf |
20 ft.(4 squares) |
20 ft.(4 squares) |
Halfling, gnome |
20 ft.(4 squares) |
15 ft.(3 squares) |
Measuring Distance
Diagonals: When measuring distance, the
first diagonal counts as 1 square, the second counts as 2
squares, the third counts as 1, the fourth as 2, and so on.
You can’t move diagonally past a corner (even by taking
a 5-foot step). You can move diagonally past a creature, even an
opponent. You can also move diagonally past other impassable
obstacles, such as pits.
Closest Creature: When it’s important to
determine the closest square or creature to a location, if two
squares or creatures are equally close, randomly determine which
one counts as closest by rolling a die.
Moving through a Square
Friend: You can move through a square
occupied by a friendly character, unless you are charging. When
you move through a square occupied by a friendly character, that
character doesn’t provide you with cover.
Opponent: You can’t move through a square
occupied by an opponent, unless the opponent is helpless. You can
move through a square occupied by a helpless opponent without
penalty. (Some creatures, particularly very large ones, may
present an obstacle even when helpless. In such cases, each
square you move through counts as 2 squares.)
Ending Your Movement: You can’t end your movement
in the same square as another creature unless it is helpless.
Overrun: During your movement or as part of a charge,
you can attempt to move through a square occupied by an
opponent.
Tumbling: A trained character can attempt to tumble
through a square occupied by an opponent (see the Tumble
skill).
Very Small Creature: A Fine, Diminutive, or Tiny
creature can move into or through an occupied square. The
creature provokes attacks of opportunity when doing so.
Square Occupied by Creature Three Sizes Larger or
Smaller: Any creature can move through a square occupied by a
creature three size categories larger than it is.
A big creature can move through a square occupied by a
creature three size categories smaller than it is.
Designated Exceptions: Some creatures break the above
rules. A creature that completely fills the squares it occupies
cannot be moved past, even with the Tumble skill or similar
special abilities.
Terrain and Obstacles
Difficult Terrain: Difficult terrain
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.
Obstacles: Like difficult terrain, obstacles can hamper
movement. If an obstacle hampers movement but doesn’t
completely block it each obstructed square or obstacle between
squares counts as 2 squares of movement. You must pay this cost
to cross the barrier, in addition to the cost to move into the
square on the other side. If you don’t have sufficient
movement to cross the barrier and move into the square on the
other side, you can’t cross the barrier. Some obstacles may
also require a skill check to cross.
On the other hand, some obstacles block movement entirely. A
character can’t move through a blocking obstacle.
Flying and incorporeal creatures can avoid most obstacles.
Squeezing: In some cases, you may have to squeeze into
or through an area that isn’t as wide as the space you take
up. You can squeeze through or into a space that is at least half
as wide as your normal space. Each move into or through a narrow
space counts as if it were 2 squares, and while squeezed in a
narrow space you take a –4 penalty on attack rolls and a
–4 penalty to AC.
When a Large creature (which normally takes up four squares)
squeezes into a space that’s one square wide, the
creature’s miniature figure occupies two squares, centered
on the line between the two squares. For a bigger creature,
center the creature likewise in the area it squeezes into.
A creature can squeeze past an opponent while moving but it
can’t end its movement in an occupied square.
To squeeze through or into a space less than half your
space’s width, you must use the Escape Artist skill. You
can’t attack while using Escape Artist to squeeze through
or into a narrow space, you take a –4 penalty to AC, and
you lose any Dexterity bonus to AC.
Special Movement Rules
These rules cover special movement
situations.
Accidentally Ending Movement in an Illegal Space:
Sometimes a character ends its movement while moving through a
space where it’s not allowed to stop. When that happens,
put your miniature in the last legal position you occupied, or
the closest legal position, if there’s a legal position
that’s closer.
Double Movement Cost: When your movement is hampered in
some way, your movement usually costs double. For example, each
square of movement through difficult terrain counts as 2 squares,
and each diagonal move through such terrain counts as 3 squares
(just as two diagonal moves normally do).
If movement cost is doubled twice, then each square counts as
4 squares (or as 6 squares if moving diagonally). If movement
cost is doubled three times, then each square counts as 8 squares
(12 if diagonal) and so on. This is an exception to the general
rule that two doublings are equivalent to a tripling.
Minimum Movement: Despite penalties to movement, you
can take a full-round action to move 5 feet (1 square) in any
direction, even diagonally. (This rule doesn’t allow you to
move through impassable terrain or to move when all movement is
prohibited.) Such movement provokes attacks of opportunity as
normal (despite the distance covered, this move isn’t a
5-foot step).
BIG AND LITTLE CREATURES IN COMBAT
Creatures smaller than Small or larger than
Medium have special rules relating to position.
Tiny, Diminutive, and Fine Creatures: Very small
creatures take up less than 1 square of space. This means that
more than one such creature can fit into a single square. A Tiny
creature typically occupies a space only 2-1/2 feet across, so
four can fit into a single square. Twenty-five Diminutive
creatures or 100 Fine creatures can fit into a single square.
Creatures that take up less than 1 square of space typically have
a natural reach of 0 feet, meaning they can’t reach into
adjacent squares. They must enter an opponent’s square to
attack in melee. This provokes an attack of opportunity from the
opponent. You can attack into your own square if you need to, so
you can attack such creatures normally. Since they have no
natural reach, they do not threaten the squares around them. You
can move past them without provoking attacks of opportunity. They
also can’t flank an enemy.
Large, Huge, Gargantuan, and Colossal Creatures: Very
large creatures take up more than 1 square.
Creatures that take up more than 1 square typically have a
natural reach of 10 feet or more, meaning that they can reach
targets even if they aren’t in adjacent squares.
Unlike when someone uses a reach weapon, a creature with
greater than normal natural reach (more than 5 feet) still
threatens squares adjacent to it. A creature with greater than
normal natural reach usually gets an attack of opportunity
against you if you approach it, because you must enter and move
within the range of its reach before you can attack it. (This
attack of opportunity is not provoked if you take a 5-foot
step.)
Large or larger creatures using reach weapons can strike up to
double their natural reach but can’t strike at their
natural reach or less.
Table: Creature Size and Scale
Creature Size |
Space1 |
Natural Reach1 |
Fine |
1/2 ft. |
0 |
Diminutive |
1 ft. |
0 |
Tiny |
2-1/2 ft. |
0 |
Small |
5 ft. |
5 ft. |
Medium |
5 ft. |
5 ft. |
Large (tall) |
10 ft. |
10 ft. |
Large (long) |
10 ft. |
5 ft. |
Huge (tall) |
15 ft. |
15 ft. |
Huge (long) |
15 ft. |
10 ft. |
Gargantuan (tall) |
20 ft. |
20 ft. |
Gargantuan (long) |
20 ft. |
15 ft. |
Colossal (tall) |
30 ft. |
30 ft. |
Colossal (long) |
30 ft. |
20 ft. |
1 These values are typical for creatures of
the indicated size. Some exceptions exist. |
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