Carrying, Moving, Seeing
Sections:
.Carrying capacity
..Weight
..Lifting and dragging
..Bigger and smaller creatures
..Tremendous strength
.Movement
..Modes of movement
..Tactical movement
..Local movement
..Overland movement
.Vision
.Encounters
..Hiding and spotting
..Missed encounters
Tables:
.Carrying Capacity
.Carrying Loads
.Movement and Distance
.Hampered Movement
.Flight Maneuvaribility
.Terrain and Overland Movement
.Mounts and Vehicles
.Light Sources
.Spotting Distance
.Spotting Difficulty
Carrying, Moving, Seeing
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Carrying capacity

Weight

If you want to determine whether your character's gear is heavy enough to slow him or her down (more than the armor already does), total the weight of all his or her armor, weapons, and gear. Compare this total to the character's Strength on Table: Carrying Capacity.
If your character is wearing armor, use the worse figure (from armor or from weight) for each category. Do not stack the penalties.

Lifting and dragging

A character can lift up to the maximum load over his or her head.
A character can lift up to double the maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can only move 5 feet per round (as a full-round action).
A character can generally push or drag along the ground up to five times the maximum load. Favorable conditions (smooth ground, dragging a slick object) can double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less.

Bigger and smaller creatures

The figures on Table: Carrying Capacity are for Medium-size creatures. Larger creatures can carry more weight depending on size category: Large (x2), Huge (x4), Gargantuan (x8), and Colossal (x16). Smaller creatures can carry less weight depending on size category: Small (x3/4), Tiny (x1/2), Diminutive (x1/4), and Fine (x1/8). Quadrupeds (or creatures with more than 4 legs) have the following modifiers: Fine (x1/4), Diminutive (x1/2), Tiny (x3/4), Small (x1), Medium (x1 1/2), Large (x3), Huge (x6), Gargantuan (x12), Colossal (x24)

Tremendous strength

For Strength scores not listed, determine the carrying capacity this way. Find the Strength score between 20 and 29 that has the same ones digit as the creature's Strength score. Multiply the figures by four if the creature's Strength is in the 30s, 16 if it's in the 40s, 64 if it's in the 50s, and so on.
Carrying Capacity
Strength Light Load Medium Load Heavy Load
1 STR up to 3 lb. 4-6 lb. 7-10 lb.
2 STR up to 6 lb. 7-13 lb. 14-20 lb.
3 STR up to 10 lb. 11-20 lb. 21-30 lb.
4 STR up to 13 lb. 14-26 lb. 27-40 lb.
5 STR up to 16 lb. 17-33 lb. 34-50 lb.
6 STR up to 20 lb. 21-40 lb. 41-60 lb.
7 STR up to 23 lb. 24-46 lb. 47-70 lb.
8 STR up to 26 lb. 27-53 lb. 54-80 lb.
9 STR up to 30 lb. 31-60 lb. 61-90 lb.
10 STR up to 33 lb. 34-66 lb. 67-100 lb.
11 STR up to 38 lb. 39-76 lb. 77-115 lb.
12 STR up to 43 lb. 44-86 lb. 87-130 lb.
13 STR up to 50 lb. 51-100 lb. 101-150 lb.
14 STR up to 58 lb. 59-116 lb. 117-175 lb.
15 STR up to 66 lb. 67-133 lb. 134-200 lb.
16 STR up to 76 lb. 77-153 lb. 154-230 lb.
17 STR up to 86 lb. 87-173 lb. 174-260 lb.
18 STR up to 100 lb. 101-200 lb. 201-300 lb.
19 STR up to 116 lb. 117-233 lb. 234-350 lb.
20 STR up to 133 lb. 134-266 lb. 267-400 lb.
21 STR up to 153 lb. 154-306 lb. 307-460 lb.
22 STR up to 173 lb. 174-346 lb. 347-520 lb.
23 STR up to 200 lb. 201-400 lb. 401-600 lb.
24 STR up to 233 lb. 234-466 lb. 467-700 lb.
25 STR up to 266 lb. 267-533 lb. 534-800 lb.
26 STR up to 306 lb. 307-617 lb. 618-920 lb.
27 STR up to 346 lb. 347-693 lb. 694-1,040 lb.
28 STR up to 400 lb. 401-800 lb. 801-1,200 lb.
29 STR up to 466 lb. 467-933 lb. 934-1,400 lb.
+ 10 STR X4 X4 X4
Quadrupeds can carry heavier loads than bipeds can. To determine a quadruped's carrying capacity limits, use Table: Carrying Capacity, multiplying by the appropriate modifier for the creature's size: Fine 1/4, Diminutive 1/2, Tiny 3/4, Small 1, Medium 1 1/2, Large 3, Huge 6, Gargantuan 12, and Colossal 24.
Carrying Loads
Load Max Dex Check Penalty ----- Speed --- (30 ft.) ---- (20 ft) Run
Medium +3 -3 20 ft. 15 ft. x4
Heavy +1 -6 20ft. 15 ft. x3

Movement

There are three movement scales in the game:

Modes of movement

While moving at the different movement scales, creatures generally walk, hustle, or run.
Movement and Distance

------ Base Speed -------

15 ft.
20 ft.
30 ft.
40 ft.
One Round (Tactical)




Walk
15 ft.
20 ft.
30 ft.
40 ft.
Hustle
30 ft.
40 ft.
60 ft.
80 ft.
Run (X3)
45 ft.
60 ft.
90 ft.
120 ft.
Run (X4)
60 ft.
80 ft.
120 ft.
160 ft.
One Minute (Local)




Walk
150 ft.
200 ft.
300 ft.
400 ft.
Hustle
300 ft.
400 ft.
600 ft.
800 ft.
Run (X3)
450 ft.
600 ft.
900 ft.
1,200 ft.
Run (X4)
600 ft.
800 ft.
1200 ft.
1,600 ft.
One Hour (Overland)




Walk
1 1/2 miles
2 miles
3 miles
4 miles
Hustle
3 miles
4 miles
6 miles
8 miles
Run
-
-
-
-
One Day (Overland)




Walk
12 miles
16 miles
24 miles
32 miles
Hustle
-
-
-
-
Run
-
-
-
-
Hampered Movement
Condition Example Movement Penalty
- Moderate Undergrowth X 3/4
- Heavy Thick undergrowth X 1/2
- Bad Steep slope or mud X 1/2
- Very bad Deep snow X 1/4
Poor visibility Darkness or fog (*) X 1/2
(*)Includes any effects that create a "fog".
If more than one condition applies, multiply the normal distance covered by all movement penalty fractions that apply.

Tactical movement

Use tactical speed for combat.
Some creatures have other modes of movement.
Burrow
The creature can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot use the run action while burrowing.
Climb
A creature with a climb speed has the Climb skill at no cost and gains a +8 racial bonus to all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10, even if rushed or threatened while climbing. The creature climbs at the listed speed while climbing. If it chooses an accelerated climb, it moves at double the listed climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a -5 penalty. Creatures cannot use the run action while climbing.
Fly
The creature can fly at the listed speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating maneuverability, as follows.
Creatures can use the run action while flying, provided they fly in a straight line.
Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability rating that defines how it moves when flying.
Flight Maneuvaribility
Type:
Perfect
Good
Average
Poor
Clumsy
Example:
(Will-o'-wisp)
(Beholder)
(Gargoyle)
(Wyvern)
(Manticore)
Minimum Forward Speed
None
None
Half
Half
Half
Hover
Yes
Yes
No
No
No
Fly Backward
Yes
Yes
No
No
No
Reverse
Free
-5 ft.
-
-
-
Turn
Any
90o/5 ft.
45o/5 ft.
45o/5 ft.
45o/10 ft.
Turn in Place
Any
+90o/-5 ft.
+45o/-5 ft.
No
No
Maximum Turn
Any
Any
90o
45o
45o
Up Angle
Any
Any
60o
45o
45o
Up Speed
Full
Half
Half
Half
Half
Down Angle
Any
Any
Any
45o
45o
Down Speed
Double
Double
Double
Double
Double
Between Down and Up
0
0
5 ft.
10 ft.
20 ft.
Swim
A creature with a swim speed can move through water at the listed speed without making Swim checks. It gains a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. The creature always can choose to take 10, even if rushed or threatened when swimming. Creatures can use the run action while swimming, provided they swim in a straight line.

Local movement

Characters exploring an area use local movement, measured in minutes.

Overland movement

Characters covering long distances cross-country use overland movement. Overland movement is measured in hours or days. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.
Terrain and Overland Movement
Terrain Highway R oad Trackless
Plains X1 X 1 X1
Scrub, rough X1 X 1 X3/4
Forest X1 X 1 X1/2
Jungle X1 X 3/4 X1/4
Swamp X1 X 3/4 X1/2
Hills X1 X 3/4 X1/2
Mountains X3/4 X 1/2 X1/4
Sandy desert X1 - X1/2
Mounts and Vehicles
Mount/Vehicle Per Hour Per Day
- Light horse or light warhorse 6 miles 48 miles
- Light horse (151-450 lb.) 4 miles 32 miles
- Light warhorse (231-690 lb.) 4 miles 32 miles
- Heavy horse 5 miles 40 miles
- Heavy horse (201-600 lb.) 3 1/2 miles 28 miles
- Heavy warhorse 4 miles 32 miles
- Heavy warhorse (301-900 lb.) 3 miles 24 miles
- Pony or warpony 4 miles 32 miles
- Pony (76-225 lb.) 3 miles 24 miles
- Warpony (101-300 lb.) 3 miles 24 miles
- Donkey or mule 3 miles 24 miles
- Mule (231-690 lb.) 2 miles 16 miles
- Raft or barge (poled or towed)* 1/2 mile 5 miles
- Keelboat (rowed)* 1 mile 10 miles
- Rowboat 1 1/2 miles 15 miles
- Sailing ship (sailed) 2 miles 48 miles
- Warship (sailed and rowed) 2 1/2 miles 60 miles
- Longship (sailed and rowed) 3 miles 72 miles
- Galley (rowed and sailed) 4 miles 96 miles
*Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 mph) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Vision

Characters need a way to see in the dark. See Table: Light Sources for the radius that a light source illuminates and how long it lasts.
Characters with low-light vision can see objects twice as far away as the given radius.
Light Sources
Object Light Duration
Candle 5 ft. 1 hr.
Lamp, common 15 ft. 6 hr./pint
Lantern, bullseye 60-ft. cone* 6 hr./pint
Lantern, hooded 30 ft. 6 hr./pint
Sunrod 30 ft. 6 hr.
Torch 20 ft. 1 hr.
*A cone 60 feet long and 20 feet wide at the far end.

Encounters

When an encounter between the PCs and an NPC or creature is imminent, follow these steps:
  1. Determine vision conditions and terrain. Choose from the choices on Table: Spotting Distance.
  2. If line of sight or illumination defines the distance at which the encounter occurs (as often happens indoors), start the encounter there. Otherwise, roll for spotting distance on Table: Spotting Distance.
  3. All creatures involved make Spot checks. Success means that creature sees the other creature or group. See Table: Spotting Difficulty for modifiers on these checks.
  4. If neither side succeeds, all creatures spot each other at one-half the rolled range.

The circumstances that can affect the DC of a Spot check are as follows:

Hiding and spotting

If creatures are trying not to be seen, it's usually harder to spot them, but creatures that are keeping low to avoid being spotted also are less likely to notice other creatures.
If creatures are hiding, they can only move at half their normal overland speed. They also suffer a -2 penalty on their Spot checks to notice other creatures because they are staying low.
Instead of a base DC of 20 for others to spot them at the standard spotting distance, the DC is 25 + the hider's Hide skill modifier. The modifiers from Table 3-2: Spotting Difficulty still apply, except for the size modifier (which is already part of the character's skill modifier). A character whose Hide ranks, Dexterity modifier, and armor check penalty total -6 or lower is actually has a lower DC than if he or she weren't hiding. In such cases, simply calculate the Spot DC as if the character weren't hiding (according to Table: Spotting Difficulty). If a creature gets a special bonus to Hide because of camouflage, special coloring, and so on, use that bonus rather than the contrast bonus from Table: Spotting Difficulty.
Additionally, the other creatures do not automatically spot hiding creatures at one-half the encounter distance. Instead, that is the distance at which the other creatures can make Spot checks to notice the hiding creatures. These are normal Spot checks opposed by the hiders' Hide checks.
Spotting Distance
Terrain
Distance
Smoke or heavy fog
2d4 x 5 ft. (avg. 25 ft.)
Jungle or dense forest
2d4 x 10 ft. (50 ft.)
Light forest
3d6 x 10 ft. (105 ft.)
Scrub, brush or bush
6d6 x 10 ft. (210 ft.)
Grassland, little cover
6d6 x 20 ft. (420 ft.)
Total darkness
Limit of sight
Indoors (lit)
Line of sight
Spotting Difficulty
Circumstances
DC
Base
20*
Size
+/-4 per size category
Contrast
+/-5 or more
Stillness (not moving)
+5
Six or more creatures
-2
Moonlight**
+5
Starlight+
+10
Total darkness
Impossible++
*x25 if one side is hiding, and ignore size modifiers (see text).
**+5 bonus on Spot check if the spotter has low-light vision or if he or she has darkvision that extends far enough.
+x+5 bonus on Spot check if the spotter has low-light vision or +10 if he or she has darkvision that extends far enough.
++Unless the spotter has darkvision that extends far enough.

Missed encounters

The rules for spotting creatures assume that both sides will eventuallynotice each other, and they simply establish the distance at which they do so. But sometimes you want to take into account the possibility that the two groups will miss each other entirely.
To handle these possibilities, simply let there be a 50% chance that the other creatures encountered and the PCs don't get any closer but rather pass by each other, such as when one group is moving north and the other east. (Creatures following the PCs' trail, of course, always close with them.)