starfinder guarded step difficult terrain
Local movement, for exploring the immediate area, is usually measured in feet per minute, though you can also track movement on a local scale in rounds, as in tactical movement. The Acrobatics skill also details other types of movement that can be made by flying creatures. Difficult terrain, such as heavy undergrowth, piles of junk, or steep stairs, hampers movement. The Really Wild West setting hack for the Starfinder Roleplaying game is likely to have characters spending a lot of time in the wilderness. You can walk or hustle without a problem on the local scale, and you can run for a number of rounds equal to your Constitution score on the local scale without needing to rest. You can hustle for 1 hour without a problem. Such creatures have a specific speed listed for each movement type. Difficult Terrain Difficult terrain, such as heavy undergrowth, piles of junk, or steep stairs, hampers movement. DETECTIVE Your ability to read people and make deductions helps you ferret out the truth in any situation. You invigorate the earth in an area, causing the stones and rubble to tremble and roll, making it difficult terrain to cross. They must enter an opponentâs square to attack in melee. While squeezing, you move at half your speed and are considered to have the entangled condition (see pages 275). You can squeeze through or into a space that is at least half as wide as your normal space. For example, suppose you have a fly speed of 60 feet. The terrain through which you travel affects the distance you can cover while traveling. A swim speed does not automatically impart the ability to breathe underwater. | The Modern Path SRD | OGN Articles A creature made of stone will weigh considerably more, and a gaseous creature will weigh much less. As a single move action, you can fly forward 20 feet, turn 45 degrees to the left, and fly one square diagonally (all of which costs 30 feet of your movement). You receive a +8 bonus to all Athletics checks to swim, and you can always take 10 while swimming, even if you are distracted or threatened. You are not flat-footed (see page 276) while climbing. Benefit: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. See Space Travel on page 290 and Starship Combat on page 316 for more details on these movement scales. Unless you are charging, you can move through a square occupied by an ally or a friendly character. Attempts to run and rest in cycles effectively work out to a hustle. However, you can walk for more than 8 hours in a day by making a forced march. When you are taking the run action (see page 248), you are running when you move. Occasionally objects are defined with these same size categories. The result of a character’s initiative check is referred to as her initiative count. Environment. A creature that completely fills the squares it occupies (such as a 5-foot-cube robot) cannot be moved past, even with the Acrobatics skill or similar abilities. Generally speaking, these additional movement types follow the normal rules for movement, except as detailed below. The size categories are Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, and Colossal. Likewise, itâs easy for a fast character to get away from a slower one. An enemy that takes certain actions while in a square you threaten provokes an attack of opportunity from you. You can attack into your own square if you need to, so you can attack such creatures normally. This allows you to take a guarded step into difficult terrain. Each move into a square of difficult terrain counts as 2 squares of movement. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. The rules presented in this section can be used when a group enters such uncharted lands to discover what lies within, and at your discretion can serv… You can use your standard action to perform either a move action or a swift action, if you w… You can move your full climb speed when you use the move action while climbing, but you cannot run. In a day of normal walking, you walk for 8 hours, and then you spend the rest of your daylight time making and breaking camp, resting, and eating. You can move across a single obstacle with ease. Sometimes itâs important to determine the closest square or creature to a location. Nanotechnology is a broad, new, mostly hypothetical area of research. A creatureâs land speed refers to how far it moves across the ground with its appendages. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not … If you want to change direction while flying, it costs you an additional 5 feet of movement to turn 45 degrees. If you have a fly speed, you can use move actions to fly through the air. If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. Some creatures, particularly very large ones, present an obstacle even when helpless; in such cases, each such square you move through counts as 2 squares.