Movement
- Drop prone Costs 0 ft. movement. See condition: prone
- Stand up Costs half of your movement.
- Crawl Costs 1 extra ft. movement/ft. moved. Movement while prone
- Difficult terrain Costs 1 extra ft. movement/ft. moved.
- Grapple-movement Movement is halfed unless the grappled creature is two or more sizes smaller than you.
Multiple Effects
Wenn mehr als eine Kondition die Geschwindigkeit beeinfluss, werden die Effekte addiert.
zB: crawling in difficult terrain kostet 3 ft. movement pro 1 ft.
Jumping
- Long Jump Covers a number of feet up to your Strength score if you move at least 10 ft. before jumping. Jumped distances still cost movement normally. Standing long jumps cover half the distance. [Jumping over an obstacle with long jump: DC10 Athletics check; Landing on difficult terrain - DC10 Acrobatics check to not fall prone]
- High Jump Covers 3+(STR modifier) if you move at least 10 ft. before jumping. Jumped distances still cost movement normally. Standing high jumps cover half the distance. You might be able to jump higher with an Athletics check. You can extend your arms to reach higher places.
Falling
- Base: 1d6 bludgeoning damage / 10 feet fallen - up to 20d6. You fall prone unless you avoid the damage. When falling willingly you can make a Acrobatics check to avoid one die of damage and not fall prone (Houserule).
- Falling into Water: A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
- Falling onto a Creature: If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.
Travel
- March A character can march at walking speed for 8 hours between sleep cycles.
- Forced March For each hour of marching beyond 8 hours, a character must make a Constitution check (DC10 +2 per extra hour). If the check fails, the character takes 1d6 points nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also elimindates the fatigue.
- Hustle A character can hustle for 1 hour. Hustling for a second hour between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue.
Mounts: Mounts carrying riders in a forced march/ hustle automatically fail their Constitution checks and suffer lethal damage instead of nonlethal damage.