Ogre:CharacterCodex:Skills:Movement

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Movement[edit]

You do not have access to all movement skills. Your race determines the type of movement you are capable of. For more details on movement, see Movement section.

Burrow[edit]

Ability Strength
Action Short
Armor Penalty Maneuver
Untrained Yes
Concentration No

Description: You can tunnel through the ground to move. You cannot make a charge while burrowing. You do not leave behind tunnels that other creatures can use.

Check: A Burrow check that fails means that you do not move this action.

The DC of the check depends on the type of ground to burrow. Compare the type of ground with those on the following table to determine an appropriate DC.

Burrow DC Type of ground
5 Dirt or Sand
10 Soft ground
15 Compact ground
20 Rocky ground
30 Rock

Total Failure: The tunnel crash on you. You receive 1 point of damage per rank of total failure.

Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Burrow check for the same move action.

Feats[edit]

Forced March[edit]

You received a +4 bonus on Constitution check to avoid fatigue while moving.
Specialist: You received a +8 bonus on Constitution check to avoid fatigue while moving.
Expert: You received a +16 bonus on Constitution check to avoid fatigue while moving.
Master: You received a +32 bonus on Constitution check to avoid fatigue while moving.

Maneuver, Improved[edit]

You are considered 1 maneuverability category higher than you are normally.
Specialist: You are considered 2 maneuverability categories higher than you are normally.
Expert: You are considered 3 maneuverability categories higher than you are normally.
Master: You are considered 4 maneuverability categories higher than you are normally.

Move-by Attack[edit]

You may move, attack and then move again continuing your movement in a single action. The attack is done one initiative category slower than normal.
While doing a move-by attack, you only suffer one opportunity attack from your target even if you pass in many targets threaten squares.
Normally, you would need three actions to resolve such an attack: one to move to the target, one to attack, and another on to move away from the target.
Specialist: You do not provoke attack of opportunity from your target while doing your move-by attack.

Climb[edit]

Ability Strength
Action Short
Armor Penalty Maneuver
Untrained Yes
Concentration No

Description: You can advance up, down, or across a slope, a wall, or some other steep incline. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.

Check: A Climb check that fails means that you do not make any progress.

A climber's kit gives you a +2 circumstance bonus on Climb checks.

The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

Climb DC Example Surface or Activity.
0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
25 A rough surface, such as a natural rock wall or a brick wall.


Climb DC Modifier Example Surface or Activity.
-10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.
-5 Climbing a corner where you can brace against perpendicular walls.
+5 Surface is slippery.

These modifiers are cumulative; use any that apply.

You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand.

Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Making Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.

Catching Yourself When Falling: It's practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).

Catching a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling person if he or she is within your reach. Doing so requires a successful Climb check (DC = wall's DC + 10). Success indicates that you catch the falling person, but the person weight can make you loose your own grip. If the person weight change your weight increment, you need to make a new Climb check with the appropriate penalty. A total failure result in you falling with the person you just saved.

Total Failure: You fall. If there is something on which you can hold within reach, generally 5 feet, you can make a dexterity check DC 10 to catch yourself with a penalty equal to your rotf. If the fall does not kill you, you are prone.

Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Climb check for the same move action.

Feats[edit]

Forced March[edit]

You received a +4 bonus on Constitution check to avoid fatigue while moving.
Specialist: You received a +8 bonus on Constitution check to avoid fatigue while moving.
Expert: You received a +16 bonus on Constitution check to avoid fatigue while moving.
Master: You received a +32 bonus on Constitution check to avoid fatigue while moving.

Maneuver, Improved[edit]

You are considered 1 maneuverability category higher than you are normally.
Specialist: You are considered 2 maneuverability categories higher than you are normally.
Expert: You are considered 3 maneuverability categories higher than you are normally.
Master: You are considered 4 maneuverability categories higher than you are normally.

Move-By Attack[edit]

You may move, attack and then move again continuing your movement in a single action. The attack is done one initiative category slower than normal.
While doing a move-by attack, you only suffer one opportunity attack from your target even if you pass in many targets threaten squares.
Normally, you would need three actions to resolve such an attack: one to move to the target, one to attack, and another on to move away from the target.
Specialist: You do not provoke attack of opportunity from your target while doing your move-by attack.

Fly[edit]

Ability Dexterity
Action Short
Armor Penalty Precise Maneuver
Untrained Yes
Concentration No

Description: You can move through the air.

Check: The DC for the Fly check depends on the wind, as given on the table below.

Wind Fly DC
Still air 5
Small Breeze 10
Strong wind 15
Stormy wind 20

A Fly check that fails means that you can glide 5 feet on this action.

Total Failure: You fall. If there is something on which you can hold within reach, generally 5 feet, you can make a Dexterity check DC 10 to catch yourself with a penalty equal to your rotf. If the fall does not kill you, you are prone.

You descend 150 feet in the first round of falling. If the fall doesn't bring you to the ground, you must spend your next turn recovering from the fall. You must succeed on a DC 20 + rank of Total Failure Fly check to recover. Otherwise you continue falling another 150 feet the next round.

Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Fly check for the same move action.

Feats[edit]

Forced March[edit]

You received a +4 bonus on Constitution check to avoid fatigue while moving.
Specialist: You received a +8bonus on Constitution check to avoid fatigue while moving.
Expert: You received a +16 bonus on Constitution check to avoid fatigue while moving.
Master: You received a +32 bonus on Constitution check to avoid fatigue while moving.

Maneuver, Improved[edit]

You are considered 1 maneuverability category higher than you are normally.
Specialist: You are considered 2 maneuverability categories higher than you are normally.
Expert: You are considered 3 maneuverability categories higher than you are normally.
Master: You are considered 4 maneuverability categories higher than you are normally.

Move-By Attack[edit]

You may move, attack and then move again continuing your movement in a single action. The attack is done one initiative category slower than normal.
While doing a move-by attack, you only suffer one opportunity attack from your target even if you pass in many targets threaten squares.
Normally, you would need three actions to resolve such an attack: one to move to the target, one to attack, and another on to move away from the target.
Specialist: You do not provoke attack of opportunity from your target while doing your move-by attack.


Swim[edit]

Ability Strength
Action Short
Armor Penalty Precise Maneuver
Untrained Yes
Concentration No

Description: You can move easily through water. Check: A Swim check that fails means that you do not make any progress.

The DC for the Swim check depends on the water, as given on the table below.

Water Swim DC
Calm water 10
Rough water 15
Stormy water 20

Total Failure: You sink at a rate of 20 feet per round. Each round, you can make a Swim check to recover with a DC of 20 + rank of Total Failure.

Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Swim check for the same move action.

Feats[edit]

Forced march[edit]

You received a +4 bonus on Constitution check to avoid fatigue while moving.
Specialist: You received a +8 bonus on Constitution check to avoid fatigue while moving.
Expert: You received a +16 bonus on Constitution check to avoid fatigue while moving.
Master: You received a +32 bonus on Constitution check to avoid fatigue while moving.

Maneuver, Improved[edit]

You are considered 1 maneuverability category higher than you are normally.
Specialist: You are considered 2 maneuverability categories higher than you are normally.
Expert: You are considered 3 maneuverability categories higher than you are normally.
Master: You are considered 4 maneuverability categories higher than you are normally.

Move-By Attack[edit]

You may move, attack and then move again continuing your movement in a single action. The attack is done one initiative category slower than normal.
While doing a move-by attack, you only suffer one opportunity attack from your target even if you pass in many targets threaten squares.
Normally, you would need three actions to resolve such an attacks : one to move to the target, one to attack, and another on to move away from the target.
Specialist: You do not provoke attack of opportunity from your target while doing your move-by attack.

Walk[edit]

Ability Strength
Action Short
Armor Penalty Maneuver
Untrained Yes
Concentration No

Synergy: Jump

Description:You can move on land by walking or by crawling.

Check: A Walk check that fails means that you do not make any progress.

The DC of the check depends on the conditions of the surface floor. Compare the task with those on the following table to determine an appropriate DC.

Plain Floor

Walk DC Example Surface
5 Artificial even floor
10 Natural even floor
15 Uneven Floor
25 Moving Ground

Narrow Surface

Sometimes you need to walk on very narrow surface and keep your equilibrium when walking. When balancing on narrow surface, you are in a No Defense condition.

Walk DC Narrow Surface
15 7-12 inches wide
20 2-6 inches wide
25 Less than 2 inches wide

Broken Floor

Sometimes floor are not continuous, full of hole or you simply need to walk between stones. The gap where you can walk are not distanced enough to need a jump, but make walking difficult.

Walk DC Gap distance
10 Less than 1'
15 1-2 feet
20 2-3 feet
30 3-4 feet
40 4-5 feet

Surface Modifier

Some things can make walking a lot more difficult and risky.

Surface Maneuver Penalty
Lightly obstructed -2
Severely obstructed -5
Lightly slippery -2
Severely slippery -5
Sloped or angled -2
Steep sloped -5

Total Failure: You fall. If there is something on which you can hold within reach, generally 5 feet, you can make a Dexterity check DC 10 to catch yourself with a penalty equal to your rank of total failure. If the fall does not kill you, you are prone. Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Walk check for the same move action.

Feats[edit]

Defensive Balance[edit]

You do not have the No Defense condition when balancing.

Fleet of Foot[edit]

When running or charging, you can make a single change of direction of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or if you're carrying a load heavier than light.
Specialist: You can use this feat while wearing medium armor or lighter, or if you're carrying a load not heavier than medium.
Expert: You can use this feat with any armor or under any load.

Forced March[edit]

You received a +4 bonus on Constitution check to avoid fatigue while moving.
Specialist: You received a +8 bonus on Constitution check to avoid fatigue while moving.
Expert: You received a +16 bonus on Constitution check to avoid fatigue while moving.
Master: You received a +32 bonus on Constitution check to avoid fatigue while moving.

Maneuver, Improved[edit]

You are considered 1 maneuverability category higher than you are normally.
Specialist: You are considered 2 maneuverability categories higher than you are normally.
Expert: You are considered 3 maneuverability categories higher than you are normally.
Master: You are considered 4 maneuverability categories higher than you are normally.