Movement

Pathfinder Core Rulebook, page 170

There are three movement scales, as follows:

  • Tactical, for combat, measured in feet (or 5-foot 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 (3 miles per hour for an unencumbered adult human).

Hustle: A hustle is a jog (about 6 miles per hour for an unencumbered human). A character moving his 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 (×3): Moving three times speed is a running pace for a character in heavy armor (about 7 miles per hour for a human in full plate).

Run (×4): Moving four times speed is a running pace for a character in light, medium, or no armor (about 12 miles per hour for an unencumbered human, or 9 miles per hour for a human in chainmail). See Table 7–6 for details.

Table 7–6: Movement and Distance

Speed 15 feet 20 feet 30 feet 40 feet
One Round (Tactical)*
Walk 15 ft. 20 ft. 30 ft. 40 ft.
Hustle 30 ft. 40 ft. 60 ft. 80 ft.
Run (×3) 45 ft. 60 ft. 90 ft. 120 ft.
Run (×4) 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 (×3) 450 ft. 600 ft. 900 ft. 1,200 ft.
Run (×4) 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 — — — —

* Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet.

Tactical Movement

Tactical movement is used for combat. Characters generally don’t walk during combat, for obvious reasons— they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

Hampered Movement: Difficult terrain, obstacles, and poor visibility can hamper movement (see Table 7–7 for details). 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.

Table 7–7: Hampered Movement

Condition Additional Movement Cost
Difficult terrain ×2
Obstacle* ×2
Poor visibility ×2
Impassable —
  • May require a skill check

If more than one hampering condition applies, multiply 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 can run for a number of rounds equal to his Constitution score on the local scale without needing to rest. See Chapter 8 for rules covering extended periods of running.

Evasion and Pursuit

In round-by-round movement, when 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.

In this section

  • 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.