Movement

**Flying**:

All flying creatures have a base maneuverability in the air, which describes how agile they are, their turning radius, and how quickly they can maneuver.

Perfect**:** Creatures with perfect maneuverability can reverse their movement in an instant, stop on a dime, and hover. Examples of creatures with perfect maneuverability are genies, flying carpets, and air elementals.

Good: Creatures with good maneuverability can make sharp turns, and require space equal to half their move speed to stop suddenly. Most of these creatures cannot hover. Creatures with good maneuverability include falcons.

Average**:** Creatures with average maneuverability can make moderate turns, and require space equal to their move speed to stop suddenly. These creatures cannot hover. Creatures with average maneuverability include most normal birds.

Poor**:** Creatures with poor maneuverability can make slow turns, and require space equal to twice their move speed to stop suddenly. These creatures cannot hover. Creatures with poor maneuverability include rocs and wyverns.

Falling: A falling creature that is unable to fly takes damage on impact as given by the chart below. This damage goes directly to Health unless the falling creature succeeds an Acrobatics check with a DC of 10 + 5 per 10 feet fallen, so a 10ft fall would have a DC of 15. If the creature succeeds on this check, the damage instead goes to HP, and the creature treats the fall as if it were 10 feet less, plus another 10 feet for every 10 by which the resistance beat the DC. In a similar fashion to weapons, the damage changes with the Stature of the creature falling. The damage listed below acts as a weapon of Stature minimum 6. This means a creature of Stature 21 to 35 takes twice the falling damage. Strictly using this table and the Stature ranges given here will result in dramatic jumps in damage between relatively similar heights and sizes and creatures. In these instances, game masters are encouraged to utilize values in the middle of the listed values, such as using 14d6 for a 65ft fall, or using 1.5x damage for a creature of Stature 20, and ⅔ damage for a creature of Stature 6.

**Burrowing**:

Some creatures have a burrow speed, or are able to gain one via spells or magic items. These speeds assume that a creature is digging through earth, clay, or sand. Unless care is taken to leave a tunnel, one is not made. Tunnels cannot be made through sand. Some creatures are able to burrow through rock, but this will be noted under their description, as this is not standard. Other materials may not be burrowed through.

**Swimming**:

Creatures with swim speeds have the ability to swim in water without making checks. Creatures without a swim speed must make Acrobatics checks to swim successfully in water. Swimming is normally a DC 10 check, and unless conditions are dire most creatures can take a 10 on this; however, if conditions are rough or the creature is heavily encumbered then the check increases and the creature can no longer take a 10 unless they have a swim speed. A creature without a swim speed becomes *fatigued* after a number of minutes spent swimming equal to their V. Swimming while *fatigued* for a number of minutes equal to a creature’s V mod makes it *exhausted*. At least one arm and both legs must be free to move to swim.

**Overland Travel**:

Creatures moving overland can only get so far in one day of travel. Moving at normal speed on roads, 10 hours of travel will cover a number of miles equal to the creature’s base move speed. With the aid of horses or other mounts, 40 miles may be traveled in 10 hours. A caravan will travel only 15 miles, and an army will manage 25. Traveling faster than this by up to 50% is possible, but will cause a group to be *fatigued* after the first day, and *exhausted* after the third. This exhaustion is not cured on a long rest as normal, but a full day must be taken off from travel to regain normal strength.

When traveling through more rugged terrain, this distance is halved. A party on foot will only make it 13 miles in 10 hours on average, while a mounted group will make it 20. Caravans and wagons generally are unable to travel off of roads. The exception is caravans which place all of their goods directly on animals, usually elephants or camels. These are able to travel off-road and are necessary to cross less-civilized areas. They move at the same pace as walking humanoids.

**Climbing**:

Creatures with a climb speed may move vertically or horizontally while climbing at that speed. Creatures without a climb speed must make an Athletics check, and may move a distance equal to half the check horizontally, or a quarter of the check vertically. The total made on the check must beat the DC of the attempted climbing surface.

**Difficult Terrain:**

Difficult terrain can occur naturally or through the use of a spell, and hinders movement. All movement is reduced to ½ normal in difficult terrain, and fix footing actions are impossible. Further, Acrobatics and Athletics checks are at disadvantage in difficult terrain, and it is impossible to run, dash, or charge through difficult terrain.

Naturally occuring difficult terrain includes rice paddies, corn fields, briar patches, and thick underbrush. Seaweed forests and rip tides create difficult terrain while swimming. Storms create difficult terrain while flying or climbing outdoors. Soil saturation or the presence of numerous root systems or rocks creates difficult terrain while burrowing. Water more than shin deep counts as difficult terrain for creatures without swim speeds.