Corefinder Design Digest #16: You’ve Gotta Move

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Well, not always in Pathfinder, and that’s something we aim to fix. Move actions have long been kind of a catch-all bucket for “something less than a standard action but we’re not quite sure what to do with it. Heck, they were called “move-equivalent actions” back in 3.0/3.5. 

In Corefinder we are specifically trying to clarify different kinds of actions to make them be what they are. Hence the separation of use actions as a different category. Move actions involve some kind of movement. 

Another thing we’re trying to do is tease out “hidden” rules that live as a sub-paragraph of some other piece of rules text, and clearly and explicitly name them and spell them out all in one place, like kneeling or crawling, or “5-foot steps,” or drawing a weapon while you move. We’re also trying to establish uniform rules for things like opening and closing doors while moving or what happens when you try to carry someone (see the use actions for that) vs. just helping someone along. Things like these might *also* appear in other places where it’s important (like moving in difficult terrain; terrain rules also will include relevant information), but we wanted to be able to codify what actions are and what they do. 

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Move Actions

These actions involve some form of movement. Unless otherwise noted, you can move the listed directions using any of your speeds but cannot use move actions (other than the Move action) when climbing or swimming if that is not one of your natural speeds.

Advance: You can move up to 10 feet less than your normal speed. At any point during your movement, you can perform one of the following use actions as a free action: draw a weapon, load ammunition (light), open or close a door, raise a shield, ready an off-hand weapon, retrieve item (pocket), sheathe a weapon.

Crawl: If you are prone or kneeling, move 5 feet in any direction. You remain prone or kneeling.

Dodge: Rather than moving from place to place, you can focus your actions on avoiding the attacks of opponents. You remain in place and gain a +1 competence bonus to your AC and Reflex saving throws until the beginning of your next turn.

Help Along: If a willing adjacent ally’s movement is reduced but they are still able to move, you can assist them to move on your turn. You can move them 10 feet if they are your size, 5 feet if they are one size larger than you (you cannot help along larger creatures), or 15 feet if they are smaller than you. This is reduced by 5 feet if you move them into difficult terrain. When you use this action, you are encumbered until the beginning of your next turn.

Kneel from Prone: If you are prone, you can move to a kneeling or sitting position.

Move: You move up to your speed in any direction, using any of your speeds if you have more than one. If you possess only a normal land speed, you can use the Climb or Swim skill to move at one-quarter your normal speed. You can use your standard action to take a second move action (sometimes called a “double move”), allowing you to move a total of twice your speed on your turn (or one-half your speed if using the Climb or Swim skill as described above). 

Obstructed Step: You move 5 feet in any direction, into any kind of difficult terrain or if your movement is slowed due to other exhaustion or other effects. This does not allow you to move through walls or impassable terrain, nor to fly, climb, swim, or otherwise gain a form of movement you do not possess, though you can move up a slope up to 45 degrees with this action.

Pull Up: If a willing or helpless ally is prone, kneeling, or sitting, you can pull them up to a standing position with a DC 10 Strength check. The DC is reduced by 5 if the ally is smaller than you and increased by 5 if they are one size larger than you; you cannot pull up larger creatures. The DC is increased by 2 if they are incapacitated.

Using this action provokes attacks of opportunity from enemies that threaten you, but your ally’s movement from prone to standing does not provoke attacks of opportunity against them.

Shift: You move 5 feet in any direction. This movement does not provoke attacks of opportunity. You cannot shift into difficult terrain.

Stand Up from Kneeling: If you are kneeling or sitting on the ground, you stand up.

Stand Up from Prone: If you are prone, you stand up.

Steady: If you are off balance, you end that condition. If you are not, you gain a +2 circumstance bonus to your CMD against bull rush, drag, overrun, reposition, and trip maneuvers, and on saving throws or other checks required to avoid tripping, falling, or being knocked prone.

Take a Use Action: You can take a use action in place of a move action.

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