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Movement in encounters is measured in paces. A pace is approximately five feet long. Most encounters will occur on a map, which is divided into square spaces - each space is one pace long by one pace wide.

When you move in a map-based encounter, you simply move through one space for each pace of movement you can perform. Certain effects might slow your movement, however - if a particular space contains difficult terrain, for example, then you must expend two paces of movement to walk through the space.

If you expend two move actions during a turn (for example, by converting your standard action into a move action), you can choose to combine them into a single move action that allows you to move twice as far. This is useful, for example, if a move action only provides a single pace of movement or shifting, and you need to move through difficult terrain.

Speed[]

Each character has a movement speed determined by their race. When you take a move action, you may either stand up from prone, shift one pace, or move a number of paces equal to your speed. Other powers may grant a move or shift of a different number of paces; in such cases, a move always provokes, while a shift never does.


Move[]

(at-will move actionbasic provoking movement )

 

Effect:

You move a number of 5-foot paces equal to your speed.


Shift[]

(at-will move actionbasic movement )

 

Effect:

You shift one 5-foot pace.


Stand Up[]

(at-will move actionbasic movement )

 

Effect:

You are no longer prone.


Ride Mount[]

(at-will move action ✦ [[basic stance]])

none.

Effect:

You mount an adjacent creature that is at least one size larger than you, that is willing to let you ride it. Until you end this stance, you occupy the same space as your mount, and you move when it moves. You must expend a move action each turn to maintain this stance.

If your mount is a trained riding animal that is willing to let you control it, it responds to this action by delaying its next turn to match your Initiative. On each of your subsequent turns, when you expend a move action to maintain this stance, your mount simultaneously performs its own move action, moving as you direct it. You may additionally expend a standard action to direct your mount to perform a standard action of your choice.

Special

This stance ends automatically if you leave your mount's space, if you are knocked prone, or if your mount is knocked prone.

Some characters also have additional movement speeds, granted either by their race, their class, or some other power.

Climb Speed[]

If a character has a listed climb speed, they may move that speed normally while climbing, even if they are in a stance. Otherwise, they must enter the following Athletics stance to climb.


Climb[]

(at-will move actionprovoking skill stance )

 

Target:

one adjacent surface (Athletics - no difficulty number).
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

 
 |-

Effect:

You grant advantage to all enemies until the start of your next turn. Divide the check result by 5; you may climb this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your grip and fall.

Swim Speed[]

If a character has a listed swim speed, they may move that speed normally while in water, even if they are in a stance. Otherwise, they must enter the following Athletics stance to swim.

Swim[]

(at-will move actionskill basic stance )

 

Target:

one adjacent water space (Athletics - no difficulty number).
A strong current or other circumstances may provide a modifier to this roll.

 
 

Effect:

You grant advantage to all enemies until you leave the water. Divide the check result by 5; this is the number of paces that you may swim through the water as part of this move action. If your check result is less than 5, you do not move, or are swept up by the current. On a critical failure, you suffer 1d6 damage as you begin to drown.

Sprinting[]

Characters who wish to move more quickly may enter the following Athletics stance to sprint.

Sprint[]

(at-will move actionbasic skill stance )

 

Target:

self (Athletics - no difficulty number).

 
 

Effect:

Move your speed and then make your Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the check result divided by 5, but double all armor check penalties and suffer a further -2 stance penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 paces during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a difficulty equal to the number of paces moved, or suffer 1d4 damage from fatigue.

Difficult Terrain[]

Difficult terrain is uneven ground that impedes movement. Each space of difficult terrain costs 2 paces of movement to move or shift through.

Treacherous Terrain[]

Treacherous Terrain is even more problematic than difficult terrain. Creatures who attempt to move through a space of treacherous terrain must make a balance check or fall prone; the difficulty is determined by the terrain.

Balance[]

(at-will move actionbasic skill movement )

 

Target:

An adjacent space of treacherous terrain (Acrobatics - no difficulty)
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

Effect:

You grant advantage to all enemies until you are back on solid ground. Divide the check result by 5; you may move this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your footing and fall.

Flying[]

Most creatures cannot fly. If a creature has a fly speed, they may move in any direction in three dimensions each time they take a move action.

Teleportation[]

Certain powers may give you the ability to teleport. When you teleport, you instantly disappear from your current space, then reappear in a space that many paces away. Some teleportation effects will have line-of-sight restrictions, while others will not. Regardless, you may not teleport into a space occupied by a solid wall, a creature, or another solid object unless the power explicitly allows you to do so. If you attempt to do so, the attempt fails and you use up the action that allowed you to attempt to teleport without any effect.

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