Combat
Movement
You can traverse the battlefield on your turn by taking the move ✦➤ action, which grants you movement points equal to your speed. You gain additional movement points equal to your mobility for each extra ✦ you spend.
Combat
You can traverse the battlefield on your turn by taking the move ✦➤ action, which grants you movement points equal to your speed. You gain additional movement points equal to your mobility for each extra ✦ you spend.
You can spend each point to move your character into an adjacent empty square. You can move diagonally, but you cannot cut through corners of squares containing walls, obstacles, or enemy creatures.
You can move through any square with sturdy and walkable ground, but you cannot enter squares occupied by enemies, walls, or obstacles. You can enter an ally's square to pass through it, but you cannot end your movement in the same square as an ally.
After you take the move action, you can split your movement points between other actions you take on your turn. Any remaining movement points are lost at the end of your turn.
All creatures have a default speed of 5, but your mobility represents your ease of movement and is used for moving further or jumping. Your mobility is equal to 1 + Grace, or +2, whichever is higher.
Characters move at half speed while crawling on the ground, climbing a steep surface, or swimming through a body of water.
While a creature moves at half speed, each square costs +1 extra movement point to enter: 2 points to enter an empty square, or 3 points to enter a square of difficult terrain.
A jump represents acrobatics or fast, aerial movement. During a jump, you can pass through obstacles and enemy creatures, and you ignore difficult terrain and field effects. You must end your jump in an empty square, and you are still subject to any effects in the square you land in.
The typical way to jump is by taking the leap ✦ action, which lets you jump a number of squares up to your mobility. Otherwise, a jump can only be performed through certain deeds and talents.
Teleporting is direct magical movement to an unoccupied square within range, and it can only be done through deeds and talents. You must have line of sight to your destination square.
When you teleport, you move to the destination square immediately, ignoring everything in between, including walls, obstacles, terrain, creatures, and field effects, though you are still subject to any effects in the destination square.
A few effects allow you to swap places with another creature. This counts as teleporting yourself and the other creature simultaneously.
Some abilities allow you to forcibly move other creatures. Forced movement ignores difficult terrain and other effects that make movement cost extra movement points. A creature forced to move collides with the creatures, obstacles, and walls in its path. Collision in the Terrain chapter.
When you push a creature, every square you move it must send it further away from you.
When you pull a creature, every square you move it must bring it closer to you.
When you sweep a creature, you can move it in any direction.
When you shove a creature, you push it and the move towards it the same distance, following the same path.
When you drag a creature, you do the opposite of a shove: you move away from the creature, then pull it the same distance, following the same path. When you drag, each square you move must take you further from the target.
Forced movement can be reduced or negated by a creature's poise. You can increase your poise by wearing heavy armor, gaining special features, or improving the armor you wear.