Movement and Position

It’s often very important to know where all the creatures involved in an encounter are, as well as what terrain and other objects are present. The rules for movement and positions work best when keeping track of positions using a battle map and miniatures. A battle map is typically divided into a grid of 1-inch squares, each of which represents a 5-foot-by-5-foot area. Starfinder uses miniatures on the 30 mm scale (meaning a miniature of a 6-foot-tall creature is approximately 30 mm tall), available at paizo.com or your local gaming store.

The rules below cover moving in environments with normal gravity conditions. For more about movement in zero gravity, see page 402.

Source

Core Rulebook pg. 255

Creatures come in different sizes and can occupy multiple squares. The square or squares a creature occupies are also referred to as the creature’s space. Occasionally objects are defined with these same size categories.

There are nine size categories, and each determines the specific amount of space a creature takes up. The size categories are Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, and Colossal.

Size Category Height or Length1 Weight2 Space Natural Reach (Tall3) Natural Reach (Long3)
Fine 6 in. or less 1/8 lb. or less 1/2 ft. 0 ft. 0 ft.
Diminutive 6 in.–1 ft. 1/8–1 lb. 1 ft. 0 ft. 0 ft.
Tiny 1–2 ft. 1–8 lbs. 2-1/2 ft. 0 ft. 0 ft.
Small 2–4 ft. 8–60 lbs. 5 ft. 5 ft. 5 ft.
Medium 4–8 ft. 60–500 lbs. 5 ft. 5 ft. 5 ft.
Large 8–16 ft. 500 lbs.–2 tons 10 ft. 10 ft. 5 ft.
Huge 16–32 ft. 2–16 tons 15 ft. 15 ft. 10 ft.
Gargantuan 32–64 ft. 16–125 tons 20 ft. 20 ft. 15 ft.
Colossal 64 ft. or more 125 tons or more 30 ft.3 30 ft. 20 ft.

1 This means a biped’s height or a quadruped’s body length (nose to base of tail).
2 These numbers assume that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more, and a gaseous creature will weigh much less.
3 These values are typical for creatures of the indicated size. Some exceptions exist.

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Source

Core Rulebook pg. 255

Your reach is the distance at which you can attack foes in melee combat. If you are wielding a melee weapon or are otherwise capable of making a melee attack (e.g., if you have your own natural weapons), you threaten all squares into which you can make a melee attack, even when it is not your turn (the exception is unarmed strikes—if you’re making unarmed strikes, you don’t threaten other squares). Generally, that means you threaten all squares adjacent to your space, including diagonally. An enemy that takes certain actions while in a square you threaten provokes an attack of opportunity from you (see page 248).

A creature’s natural reach refers to its reach in melee combat when it is not wielding a weapon with the reach special property. Small and Medium creatures have a natural reach of 5 feet. When wielding a weapon with the reach special property, you threaten all squares that you can reach with your weapon. This typically extends a Small or Medium creature’s reach to 10 feet. For more about the reach weapon special property, see page 182 in Chapter 7.

Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares unless using weapons with the reach special property. They must enter an opponent’s square to attack in melee. This movement may provoke an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can thus move past them without provoking attacks of opportunity, and they also can’t flank enemies.

Creatures that take up more than 1 square of space typically have a natural reach of 10 feet or more. Such a creature usually can make an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. You do not provoke this attack of opportunity if you take a guarded step to approach it. When wielding a weapon with the reach special property, such creatures extend their reach by 5 feet.

If your reach is 10 feet, you threaten the second square of a diagonal (this is an exception to the normal rule for calculating distance along a diagonal; see Diagonals on page 256 for more information). If your reach is anything other than 10 feet, calculate the diagonal distance of your reach normally.

Source

Core Rulebook pg. 255

Your speed is how far you can move with a single move action. Your speed depends mostly on your race and your armor type, though magic and equipment can also impact it. Wearing heavy armor or carrying too much can reduce your speed (see Armor and Carrying Capacity in Chapter 7 for more details).

If you use two move actions in a round (sometimes called a “double move”), you can move up to double your speed. If you spend the entire round running (using the run action; see page 248), you can move up to quadruple your speed.

A creature’s land speed refers to how far it moves across the ground with its appendages. Most Medium creatures have a land speed of 30 feet (6 squares). If a creature has additional movement speeds, such as a climb speed or a fly speed, those speeds are listed in the creature’s statistics separately (see Additional Movement Types on page 258). If a rule references speed without specifying a movement type, it refers to whatever movement type you are using.

Source

Core Rulebook pg. 255

Movement occurs in different movement scales, detailed on the following pages. Tactical movement, for combat, is measured in feet (or 5-foot squares) per round. Local movement, for exploring the immediate area, is usually measured in feet per minute, though you can also track movement on a local scale in rounds, as in tactical movement. Overland movement, for getting from place to place, is measured in miles per hour or miles per day.

Starships use their own movement scales for moving between planets and systems and for tactical starship combat. See Space Travel on page 290 and Starship Combat on page 316 for more details on these movement scales.

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Source

Core Rulebook pg. 255

Tactical movement is used for round-by-round combat and is typically tracked using a battle map with a grid of 1-inch squares and miniatures representing all combatants. Characters generally don’t walk during combat, for obvious reasons; they hustle or run instead. When you move your speed and take another action, you are hustling for about half the round and doing something else the other half.

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Source

Core Rulebook pg. 256

While exploring an area, you can measure your local movement in feet per minute if a round-by-round accounting of actions isn’t necessary. You can walk or hustle without a problem on the local scale, and you can run for a number of rounds equal to your Constitution score on the local scale without needing to rest. After that you must attempt a Constitution check (DC = 10 + 1 for each previous check) each round to continue running. When you fail this check, you must stop running. Once you have run to your limit, you must rest for 1 minute (10 rounds) before running again. During a rest period, you can move no faster than you can for a normal move action.

Source

Core Rulebook pg. 257

Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time when traveling on foot or on a mount. Vehicles with a single pilot or a very small crew can travel for about 10 hours in a day. Large vehicles that operate continuously with a large crew on multiple shifts can travel continuously for 24 hours.

Speed 20 Feet 30 Feet 40 Feet

1 Round (Tactical)

Walk 20 ft. 30 ft. 40 ft.
Hustle 40 ft. 60 ft. 80 ft.
Run 80 ft. 120 ft. 160 ft.

1 Minute (Local)

Walk 200 ft. 300 ft. 400 ft.
Hustle 400 ft. 600 ft. 800 ft.
Run 800 ft. 1,200 ft. 1,600 ft.

1 Day (Overland)

Walk 16 miles 24 miles 32 miles
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Source

Core Rulebook pg. 258

In round-by-round movement, when simply counting off squares, it’s impossible for a slow character to get away from a fast character without mitigating circumstances. Likewise, it’s easy for a fast character to get away from a slower one.

When the speeds of the two characters are equal, there are a few simple ways to resolve a chase. If one creature is pursuing another—both are moving at the same speed—and the chase continues for at least a few rounds, the characters can attempt opposed Dexterity checks to see who is the faster individual over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.

Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the event of a long chase, all parties can attempt opposed Constitution checks to determine which one can maintain the pace the longest. If the creature being chased rolls the highest, it gets away. If not, the pursuer runs down its prey, outlasting it through superior stamina.

Vehicle chases follow their own rules; see Vehicle Chases starting on page 282.

Source

Core Rulebook pg. 258

Some creatures have modes of movement other than walking and running, such as burrowing, climbing, flying, and swimming. Such creatures have a specific speed listed for each movement type. Generally speaking, these additional movement types follow the normal rules for movement, except as detailed below.

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Source

Core Rulebook pg. 258

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