Rules Index | GM Screen | Player's Guide


Chapter 8: Playing the Game / Movement

Tactical Movement

Source Player Core pg. 421
Your movement during encounter mode—and at other times where precise movement matters—depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 420).

When the rules refer to a “movement cost” or “spending movement,” they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs the number of feet you're moving. However, sometimes it's harder to move a certain distance due to difficult terrain (page 423) or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.

Grid Movement

Source Player Core pg. 421
If an encounter involves combat, it’s often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled. Difficult terrain, described on page 423, can make some squares cost more of your movement.

Diagonal Movement

Source Player Core pg. 421
Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn. The diagram on page 423 shows an example.

3D Movement

Source Player Core pg. 421
Most movement in a game can be represented on a flat map. If creatures are flying, swimming, or otherwise moving through three-dimensional space, see the advice on page 437 under Special Battles.

Size, Space, and Reach

Source Player Core pg. 421
Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in the Size and Reach table (see below). The table also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 426 for more about reach.

The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by- 10-foot space, or 4 squares on the grid. (If you need to measure in three dimensions, their space is also 10 feet high.) Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature.

Table 9-1: Size and Reach

SizeSpaceReach (Tall)Reach (Long)
TinyLess than 5 feet0 feet0 feet
Small5 feet5 feet5 feet
Medium5 feet5 feet5 feet
Large10 feet10 feet5 feet
Huge15 feet15 feet10 feet
Gargantuan20 feet or more20 feet15 feet

A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount.

Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can share a space occupied by a larger creature as well. If a Tiny creature's reach is 0 feet, it must share a space with a creature in order to attack it.

Moving Through a Creature’s Space

Source Player Core pg. 422
You can move through the space of a willing creature. If you want to move through an unwilling creature’s space, you can Tumble Through it (see Acrobatics on page 233). You can’t end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).

Prone and Incapacitated Creatures

Source Player Core pg. 422
You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can’t stand up while someone else occupies its space, but it can Crawl to a space where it’s able to stand, or it can attempt to Shove the other creature out of the way.

Creatures of Different Sizes

Source Player Core pg. 422
In most cases, you can move through the space of a creature three sizes larger than you or larger. This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge or Gargantuan creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.

Tiny creatures are an exception, just like with sharing a space. They can move through creatures' spaces and can even end their movement there.

Similarly, other creatures can move through and end their movement in a Tiny creature's space.

Objects

Source Player Core pg. 422
Because objects aren’t as mobile as creatures are, they’re more likely to fill a space. This means you can’t always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object’s square normally, whether special rules apply, or if you are unable to move into the square at all.

Forced Movement

Source Player Core pg. 422
When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Forced movement doesn't trigger reactions that are triggered by movement. Some common causes of forced movement include the Reposition and Shove actions of Athletics. In the rare cases where it's unclear whether your movement is voluntary or forced, the GM makes the determination.

If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy.

Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature.

Some abilities allow a creature to move while carrying another along with it. This is forced movement for the carried creature. Unless noted otherwise, they both move on the same path while this happens—the carrying creature can't drag its victim through dangers while avoiding them itself, for example.