Movement

Any creature that has a movement mode is able to use it to move during combat. In addition to powers that allow a creature to move, a creature may use a standard action to move according to one of their movement modes (see below).

Move
Innate Ability
Standard Action [REC As Movement Mode]
Requirement: You must have at least one movement mode.
Effect: Choose a movement mode. You may move up to the distance indicated by that movement mode.
Special: Certain types of terrain and other effects (such as Entangled) may reduce the distance you may move or increase the recovery time of the movement.

Normal Movement Modes

There are four main types of Movement Modes: Overland, Shift, Skirmish and Sprint. These, along with special movement modes, are described below.

The Distance and Recovery Time of each movement mode is based on the creature's race, and can be modified by Attributes, Equipment, and Feats.

Overland

Overland speed is the speed at which a creature travels over long distances and is measured in miles per hour (mph). The base speed represents a relaxed pace (such as a human walking), but it is possible for a creature to travel quicker or for a longer than normal duration, though they suffer penalties. See Overland Travel for more details.

Shift

Shift speed is the speed at which a creature can move carefully and precisely during combat. This is typically used when a creature is adjacent to an enemy and wishes to move without granting an opportunity. A shift speed is measured in feet per segment, with most creatures only being able to shift 5 ft in a single movement. Certain powers may allow a creature to increase its shift speed.

Standing

You may Stand Up for free as part of any Shift movement.

Skirmish

Skirmish speed is the speed that a creature will typically move at during battle. When a creature moves through the Threat Range of an enemy during a skirmish, it grants an opportunity. The skirmish speed, like the shift speed, is measured in feet per segment.

Crawl

While you are prone, you may not move except by crawling. You may crawl at ½ your skirmish speed. While crawling you grant an Opportunity to those adjacent to you at any point during the crawl. You also grant an advantage to adjacent creatures as you are still considered Prone.

Sprint

Sprint speed is the fastest speed that a creature can move. When a creature sprints and moves through an enemy’s Threat Range, it grants an Opportunity. A sprinting creature also grants an Advantage until it’s next turn . The sprint speed is also measured in feet per segment.

Other Movement Modes

Some creatures have other movement modes, such as a Fly Speed (Hover), Swim Speed, or Crawl Speed. See Movement Modes for a details. You may also be able to gain these movement modes through the use of powers and abilities.

Obstacles to Movement

Occasionally you may have to move over obstacles such as a low wall or fallen tree. Depending on the severity of the obstacle, you may be required to make a Jump or Climb check to surpass it, or you may be able to move over it normally with an increased Recovery Time (as determined by your GM).

On occasion , you may have to move into a space that is a bit too small for you, such as a thick crowd or cramped passageway. At this point you will be Squeezing, which limits your movement, offenses and defenses.

Different types of terrain can also provide obstacles to your movement. See Terrain to view the different types of terrain you may encounter and how each type of affects your movement.

Other Creatures

All creatures take up space, as denoted by their Size. You cannot move through another creature's space, unless one or more of the following is true:

  • The creature is an ally. You cannot move through an ally's space if you are sprinting. If you end in an ally's space you and the ally are squeezing and suffer the normal penalties.
  • The creature is prone and of your size or smaller. If the creature threatens, you grant an opportunity to the creature.
  • The creature is of three size categories larger or smaller than you. If the creature threatens, you grant an opportunity to the creature.
  • If you are prone, you may crawl into a creature's space if they are of your size or larger. If the creature threatens, you grant an opportunity to the creature.
  • If you are prone, you may crawl into another prone creature's space. If the creature threatens, you grant an opportunity to the creature.
  • You use an ability that allows you to Tumble through a creature's space. This allows you to move through the creature's space but you cannot end your movement in that creature's space.
  • You succeed on an Overrun check against the creature. You may move through the creature's space but cannot end your movement in that creature's space.
  • A corporeal creature and an incorporeal creature can occupy the same space. If the creature threatens, you grant an opportunity to the creature.
  • Other powers and effects may allow you to move through a creature's space.

Note that regardless of size, some creatures occupy too much of their space to allow other creatures to move through. Whether or not you are able to move through a creature's space is up to the GM's discretion.

Moving Away from an Opponent

Most movement modes grant an opportunity when you move through an area a creature threatens. Shift movements and powers that allow movement and state that they do not grant an opportunity allow you to move through a creature's threat.