Can you run up a hill?


Rules Questions


Can a character move 4x its speed by foot at an uphill angle? What are the limits of the slope?

The only reference I can find is in Air Walk, which says you can travel by foot at an upward angle up to 45 degrees, but at half speed. Diagonal movement normally reduces your speed by 2/3, so the rest of the reduction must be due to the difficulty of the climb. But is the "difficulty" of the climb enough to make a run impossible?

Just to be even more of a quibbler, would mounting the hill mid-movement violate the rule about running in a "straight line"?

If I was just playing the common sense card, I guess I'd say you can run uphill, but not as well, and it would count as a straight line. But I'd like to know what to expect from my friendly neighborhood PFS GM.


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If Kate Bush and Placebo can do it, then so can I!


I can run up a hill, for a pie on the windowsill. Then I'll run for the mill, and keep running until.


This is the kind of situation I usually prefer to leave to an an hoc GM decision. A player wanted to move through a closed door (he knew what was behind it, but the other route was blocked). Normally he'd have to stop and spend an action to open the door, but I called for a STR check to kick it open and continue normal movement.

In this situation I'd allow a run, but call for a constitution check every time you moved your speed (up to 4x), failure meaning your movement stops.


All I got.

hills wrote:

Gradual Slope: This incline isn't steep enough to affect movement, but characters gain a +1 bonus on melee attacks against foes downhill from them.

Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2.

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