Multiple movement speeds in a round?


Rules Questions


My verminous hunter is on her giant mantis mount. It has walk 30', climb 30, and fly 40'. How do you split movement between multiple speeds. With a double move, it's simple to split it to climb a 30' wall then fly 40'. What if it climbs 10', how much fly distance does it have?


I would tend to say : "You need a move action for each, so whatever if you climb 10'/20'/30' with the first move action, you can only fly 40' at most with the second move action"


Okay. So if I take a single move action, I can only choose one mode of movement?


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No, there is no such limitation in RAW.

There is also no good description of how to handle it, so probably the best way is to use proportionate moves.

So, you could do 10' walk + 20' climb, or 20' fly + 15' walk.


Pathfinder Lost Omens Subscriber

there are no rules to cover this situation, so by RAW it cannot happen.

just like there are no rules on limb loss, you cannot by RAW lose a limb.


Check out the climb skill:

Quote:
Action: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action.

Scarab Sages

Bandw2 wrote:

there are no rules to cover this situation, so by RAW it cannot happen.

just like there are no rules on limb loss, you cannot by RAW lose a limb.

I'll just leave this here...

Grendel, Bestiary 4:
Gruesome Dismemberment (Ex) When Grendel successfully holds a creature he has grappled, he may expend one use of mythic power to attempt to dismember that creature. He attempts a grapple check; if successful, his target takes double his normal claw damage and the attack pulls off one of the target's legs or arms. The target is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and takes 2d6 points of bleed damage each round. A creature with only one an arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. At the GM's discretion, creatures with more than four legs affected by this attack may be able to move at normal speed.

Regenerate, Core Rulebook:
REGENERATE
School conjuration (healing); Level cleric 7, druid 9
Casting Time 3 full rounds
Components V, S, DF
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).


A successful climb/swim check normally allows 1/4 your move speed as a move action, so if you had a base speed of 40ft, you would normally be allowed to do either 10ft of one or the other as a single move action. f you wanted to swim 5ft and then climb 5ft out of the water, I see no reason not to allow it as a single move action requiring 1 skill check for each part. If, on the other hand, you also have an actual climb speed of 40ft and an actual swim speed of 40ft, then I see no reason why you couldn't divide it up as you saw fit. Swimming 30ft, then climbing 10ft; swimming 20ft, then climbing 20ft; climbing 15ft up, jumping off into the water (Acrobatics may be used as part of another movement, but does not allow you to exceed the base movement), then swimming 10ft…all fine by me. It only becomes tricky if the amount doesn't match. For isntance, if you had a base land speed of 30 and a swim of 20, I'd allow you to walk 15ft, then dive and swim another 5; or walk 10ft, then swim 10ft; or walk 5ft then swim 15ft. In essence, you couldn't exceed your lowest maximum speed.


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The obvious thing is to pro-rate the movement when switching types. So if you have a move of 40' and a swim of 30' and move 20' to the edge of the lake and dive in you still have 15' of swim speed left.

20' is 50% of 40' land speed, leaving 50% of 30' swim speed.

The Exchange Owner - D20 Hobbies

I pro-rate the movement.


Thanks everyone.

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