Running in combat


Rules Questions

Scarab Sages

Keep having slow characters that just can't make it to combat. Been looking at the rules, seems like I should be able to Run quite quickly, instead of making rather slow double moves to get into combat range, yet no GM's ever suggested this option and I've never seen any other players do it.

Can I run in combat, or am I missing some in-combat restriction?

I do see that I'd lose my dex to AC, but that hardly seems like a cost if it's difference between being able act and not being able to act.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

You can absolutely run in combat, as long as you abide by the rules for running. I've seen plenty of characters make mad dashes across the battlefield when they had no other choice. (Some of my characters aren't really harmed by losing their +0 Dex to AC, unless there happen to be enemy rogues on the field.)


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In addition to the AC penalty, some things to remember about running:

Running is a full round action, so you can run then act next round.

You must run in a straight line. Most GMs are reasonable about allowing a diagonal-ish line, but if the map requires you to turn (e.g. a bend in a hallway) you have to stop if you've used more than twice your movement.

No running through difficult terrain.

Scarab Sages

Running is always an option! Yep, used it more than once myself, and I consider it every combat. I consider myself much more of a Lover than a Fighter...

Wait... We were talking about running AWAY from combat right?

Grand Lodge

I have seen it used by various players, I just seldom have PCs who need to use it themselves, for one reason or another.

Remember that the distance you can run depends on encumbrance and armor, and run speed tends to be 3x for the ones who need to use it most.

I have seen various spells and items get more use, that give similar results with less of a penalty.
Boots of Speed
Haste
Blessing of Fervor
Expeditious Retreat
Longstrider
Etc.

Note that, if you have the right resources, it is entirely possible for that martial character to be able to cast a personal spell on themselves, without being a caster...

Spoiler:
Purple prism, I think it is, cracked, so it only costs 2k gp, Ioun stone, from Seekers of Secrets, for a 1st level spell. Get Expeditious Retreat or Longstrider in it, and you are golden.


Its rarely better than double moving in a PFS scenario because you hit a corner or go off a map

Grand Lodge

kinevon wrote:

I have seen it used by various players, I just seldom have PCs who need to use it themselves, for one reason or another.

Remember that the distance you can run depends on encumbrance and armor, and run speed tends to be 3x for the ones who need to use it most.

I have seen various spells and items get more use, that give similar results with less of a penalty.
Boots of Speed
Haste
Blessing of Fervor
Expeditious Retreat
Longstrider
Etc.

Note that, if you have the right resources, it is entirely possible for that martial character to be able to cast a personal spell on themselves, without being a caster...

** spoiler omitted **

I'd add in the Wand Key Ring - 3k, +10 insight bonus for UMD versus one spell. Cuts wand DCs in half.


Have run, will travel. I have used run in PFS to get my monk cosy with the spellcaster from a very long way away in a big room. Even had nimble moves for that last step up to the dais.

Grand Lodge

Pink Dragon wrote:
Have run, will travel. I have used run in PFS to get my monk cosy with the spellcaster from a very long way away in a big room. Even had nimble moves for that last step up to the dais.

Heh. One level of Cleric of Desna, or other deity offering Travel & Liberation Domains.

+10' base movement, ability to ignore difficult terrain, and the ability to negate magical forms of movement stoppers. Oh, and the ability to use a bunch of common wands without needing UMD.

Wands of CLW, Bless, Endure Elements, etc.

Or a level of Ranger, still for wands, no BAB hit, some interesting spells on wands, including Longstrider...

Scarab Sages

kinevon wrote:
Pink Dragon wrote:
Have run, will travel. I have used run in PFS to get my monk cosy with the spellcaster from a very long way away in a big room. Even had nimble moves for that last step up to the dais.

Heh. One level of Cleric of Desna, or other deity offering Travel & Liberation Domains.

+10' base movement, ability to ignore difficult terrain, and the ability to negate magical forms of movement stoppers. Oh, and the ability to use a bunch of common wands without needing UMD.

Wands of CLW, Bless, Endure Elements, etc.

Or a level of Ranger, still for wands, no BAB hit, some interesting spells on wands, including Longstrider...

And longstrider as a domain spell (1st level, duration 1hr per level)


Level 1 bloodrager, level 1 cleric of Desna with travel and freedom domain. Level 5 martial artist monk.

Have run, will travel!!

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

On the flip side, I've on occasion used the run action to get core halflings in armor into the fray when the medium creatures in the party were "only" double moving.

Grand Lodge

Arutema wrote:
On the flip side, I've on occasion used the run action to get core halflings in armor into the fray when the medium creatures in the party were "only" double moving.

I love my Core Halfling Rogue, since sometimes people don't understand that my idea of optimization is weird. He moves 30' as his normal move, using Core-only legal stuff.

Speedy Halfing:
Fleet is a legal Core feat, he has taken it twice.

Oddly, that extra speed has served him well, letting him succeed at something that needed his size, and that faster movement rate, although it was only 25' at the time. Suffocation sucks.

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