Movement

From Epic Path
Revision as of 20:14, 17 July 2016 by Reese (talk | contribs)
Jump to navigation Jump to search

Epic Path \ Skills \


  • Ability Score Used: Strength
  • Usable Untrained? Yes
  • Armor Check Penalty Applies? Yes

You are skilled at large, powerful movements to orient your own body in space. This encompasses flying, swimming, and forcing your way into and through the spaces occupied by other creatures. "Movement" is an athletic skill that encompasses your ability to control your own body and how you are positioned. Note that this is NOT Acrobatics, which is large, powerful movements to move yourself through space. Note that the two skills are similar, and having skill ranks in Acrobatics can help with some uses of Movement. Having the Movement skill allows you to swim with a skill check, but it does NOT allow you to fly with a skill check in normal gravity and atmosphere conditions. Movement does not give you either a Swim move score or a Fly move score.


You are able to perform skillful maneuvers and fly competently, remaining oriented, able to fight, and airborne
Action Required:

Part of a Move action, or, as an immediate reaction.

DC of Check:
Flying Maneuver Movement DC
Move less than half speed and remain flying 10
Hover in open space (Lesser Flight only) 20

You generally need only make a Fly check on calm days when you possess Lesser Flight. Without making a check, a flying creature with Lesser Flight can remain flying at the end of its turn so long as it moves a distance greater than half its speed. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the chart, and modified below.

If a creature possesses Hover they must follow the more restrictive rules of that movement type. Note that you cannot hover in open space with only Hover, no matter how well you may roll on a Movement check.

If a creature possesses Greater Flight they are not required to roll a Movement check to either fly at less than half speed or Hover in open space. If a creature possesses Greater Flight, they receive a +8 modifier on all Movement skill rolls and ignore all modifiers for winds or gusts, although they are still affected by fog, clouds, rain, snow, sleet, hail, lightning, etc.

Modifiers to Check
Modifier Movement DC
Clear, calm skies +5
Clear air or calm air +0
Windy conditions -5
Strong winds -10
hurricane-force winds -20
erratic gusts -10
violent gusts -20
fog or mist -5
opaque clouds -10
dark clouds -20
rain, snow, and/or sleet -5 each
hail -10
massive hail -20
lightning visible -5
lightning close -10
inside a lightning storm -20


Size Movement DC
Tiny or smaller -4
Small or Medium +0
Large +4
Huge +10
Gargantuan +20
Colossal +30
Titanic +40

Yes, a Dragon can fly through a tornado a lot better than a Fairy. Size matters!

Note that many/most of these modifiers are cumulative! A hurricane is a different environment than a thunderhead, but both are very difficult to fly through. GM's adjudicate all modifiers and conditions. A violent storm is nigh-impossible to fly through even for extremely skilled and very high-level characters and should be approached with great caution.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

A failed check often results in Falling (or losing altitude), as described on the Lesser Flight, Greater Flight or Hover pages, respectively.

Retry Allowed?

Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet towards the ground, possibly taking falling damage.

Provokes AOO?

No, although the move action itself will often provoke.


Action Required:

As part of a Move Action, or Immediate Reaction

DC of Check:
Flying Maneuver Description Movement DC
Avoid Falling After Being Attacked You are not considered flat-footed while using Hover, Lesser Flight, or Greater Flight. If you take damage while flying using any of these movement abilities, you lose ten feet of altitude at the bottom of the round. In addition, you must make a Movement check (modified by conditions, see below) to avoid falling. This descent does not provoke an attack of opportunity and does not count against a creature's movement. This means that sufficient attacks can force any flying creature to the ground eventually. 10
Avoid Falling After Collision If you are using Hover, Lesser Flight, or Greater Flight to fly and you collide with an object equal to your size or larger (whether you initiate the collision or or struck by the object or creature), you must immediately make a Movement check (modified by conditions, see below) to avoid plummeting to the ground, taking the appropriate falling damage for your flight type. Your own size modifier does not apply to this roll, since the rarity of finding something bigger then size Titanic to crash into is its own advantage. 25
Negate Falling Damage If you are falling and have the ability to use Lesser Flight, you can make a Movement check (modified by conditions, see below) to attempt to start flying in mid-fall and negate the damage. You cannot make this check if you are falling due to a failed Movement check (caused by combat or any other source) or a collision. See Falling Damage if you fail this check. 10
Modifiers to Check
Modifier Movement DC
Clear, calm skies +5
Clear air or calm air +0
Windy conditions -5
Strong winds -10
hurricane-force winds -20
erratic gusts -10
violent gusts -20
fog or mist -5
opaque clouds -10
dark clouds -20
rain, snow, and/or sleet -5 each
hail -10
massive hail -20
lightning visible -5
lightning close -10
inside a lightning storm -20


Size Movement DC
Tiny or smaller -4
Small or Medium +0
Large +4
Huge +10
Gargantuan +20
Colossal +30
Titanic +40
Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

A failed check often results in Falling (or losing altitude), as described on the Lesser Flight, Greater Flight or Hover pages, respectively.

Retry Allowed?

No. You may only attempt a Movement check once per mishap.

Provokes AOO?

No


Move in a liquid without the proper Move score

Movement is used to move around in liquids, such as water, blood, alcohol, lava, etc. The movement skill conveys no protection against the liquid (such as drowning, burning, the ick factor of swimming in blood, etc). Most movement checks in a liquid are used to swim on the surface, where there is air to breathe. If you do not need to breathe, and can withstand any environmental effects of the fluid, you may make Movement skill rolls to move in any direction below the surface.

Make a Movement check once per round while you are in the liquid. Success means you may swim at up to half your base land speed (as a double-move (standard + move) action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go under the surface if you were attempting to stay on the surface to breathe.

If you are under the surface, either because you failed a Movement check or because you are swimming under the surface intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Movement check depends on the water, as given on the table below.

Action Required:

Move action

DC of Check:
State of Liquid Movement DC
Calm water at the surface 10
Rough water at the surface 15
Stormy water at the surface 201
  • 1 You can't take 10 on a Swim check in stormy conditions, even if you aren't otherwise being threatened or distracted.

Note: Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.

Modifiers to Check
State of Liquid Movement DC
Opaque Fluids below the surface +10
Dense Fluids at the surface -10
Dense Fluids under the surface +10
Acid, Lava, other damaging fluids you cannot resist +20
viscous fluids (tar, honey, blood) +5 to +30
Violent gusts at surface +10
rain, snow, sleet at surface +5 each
Hail at surface +10
massive hail at surface +20
strong currents +5
violent currents +10
vortexes, riptides, whirlpools, rapids +20
small falls +30
large falls +40
cataracts +50

Swim Speed: A creature with a swim speed from either Lesser_Swim, Jet, or Greater_Swim can move through water at its indicated speed without making Movement checks. If it has Greater_Swim it gains a +8 racial bonus on any movement check to perform a special action, or avoid a hazard. The creature can always choose to take 10 on a Movement check to swim, even if distracted or endangered when swimming, such as moving through a damaging fluid it cannot fully resist. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Note that many/most of these modifiers are cumulative! Trying to swim up a cataract of lava you cannot resist while staying under the surface is challenging even to high level adventurers. The GM adjudicates all modifiers.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

No progress, hold breath or drown

Retry Allowed?

Next round.

Provokes AOO?

No, but the move action often provokes.


You are able to Burrow in loose solid material without the use of a Burrow skill. This dig speed only works on loose, non-packed, non-fluid material like uncompacted loam, freshly deposited damp silt, moist talc, etc.
Action Required:

Full round

DC of Check:
Burrow Maneuver Movement DC
Move one square in loose, non-flowing material 40
Move one square of normal soil, sand, gravel, etc, without a Burrowing, Tunneling, or Earth Glide speed 70
Ignore rock as difficult terrain with Burrowing or Tunneling speed 90
Avoid underground hazards(pockets of deadly gas, water, cave-in's) Hard DC for CR of Hazard
Modifiers to Check
Burrow Modifier Movement DC
Use Tunneling speed in unstable material and still leave an open tunnel +20
Use Burrowing to leave an open(temporary) tunnel behind +20
Cause tunnel left by Tunneling to collapse after a time interval +20
Dig through heavy fluids (lava, tar, marrow, quicksand, loess) +30
Burrow, Tunnel, or Earth Glide through loose, unconsolidated material (glacial debris, faultlines, volcanic ash) +10
dig through harmful material that you are unable to resist (lava, caustic ash, shattered obsidian) +20
dig during violent ground movements (avalanche, eruption, earthquake) +40
using a dig speed on non-earth solids (ice, bone, flesh, leather, crystal, diamond) +10 to +50

Note that many/most of these modifiers are cumulative! A volcano is a different environment than a glacier, but both are very difficult to dig through. GM's adjudicate all modifiers and conditions. Note that a volcanic eruption is nigh-impossible to dig through even for extremely skilled and very high-level characters and should be approached with great caution.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

You make no progress this round, if that applies to the attempted action

Retry Allowed?

Yes, assuming circumstances have not changed (such as a volcanic eruption that hurls you skywards).

Provokes AOO?

Yes


You can enter a larger creature's space, to set up internal flanks by moving under, onto, or amidst the target creature. Clamber is NOT used to move through an enemy's space (you have to use the Overrun combat maneuver for that), nor can it ever affect multiple creatures. You must begin a Clamber action from a space adjacent to your target, and it requires an entire move action to clamber into an enemy's space.

Clamber includes avoiding the attack of opportunity from the target creature, but not from other nearby creatures who also threaten you. Those creatures require a tumble check, using acrobatics, to avoid provoking from, if you wish to do so. However, the target creature of clamber only gets an attack of opportunity against you if you fail your clamber check by 5 or more (see failure).

The target creature must be at least 2 size categories larger than you. If you succeed, you may position yourself anywhere inside the target creature's space, assuming you have movement enough to reach it.

Action Required:

an entire Move Action

DC of Check:
  • A player attempting to enter a creature's space with Clamber must roll a Hard DC vs. the CR of the target creature.
  • Monsters and NPC's who wish to enter a PC's space (assuming the PC is at least 2 size categories larger than the monster or NPC attempting it) must target a DC of either 10 + half the PC's level + the PC's Strength modifier, or 10 + the PC's Might bonus.
Modifiers to Check

-

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

If you fail, your move action is expended, but you do not move from your starting space and cannot set up an internal flank with this action. If you fail by 5 or more, you also provoke an attack of opportunity from the target creature.

Retry Allowed?

Requires another move action. Retrying does not negate checks which have failed.

Provokes AOO?

Only on a check that fails by 5 or more