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overland travel pathfinder 2e

overland travel pathfinder 2e

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There are three movement scales, as follows:

  • Tactical , for combat, measured in feet (or 5-foot squares) per round.
  • Local , for exploring an area, measured in feet per minute.
  • Overland , for getting from place to place, measured in miles per hour or miles per day.

Modes of Movement

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

A walk represents unhurried but purposeful movement (3 miles per hour for an unencumbered adult human). A character moving his speed one time in a single round, is walking when he or she moves.

A hustle is a jog (about 6 miles per hour for an unencumbered human). A character moving his speed twice in a single round, or moving that speed in the same round that he or she performs a standard action or another move action, is hustling when he or she moves.

Moving three times speed is a running pace for a character in heavy armor (about 7 miles per hour for a human in full plate).

Moving four times speed is a running pace for a character in light, medium, or no armor (about 12 miles per hour for an unencumbered human, or 9 miles per hour for a human in chainmail.) See Table: Movement and Distance for details.

Tactical Movement

Tactical movement is used for combat. Characters generally don’t walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

Hampered Movement

Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (You can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)

You can’t run or charge through any square that would hamper your movement.

Local Movement

Characters exploring an area use local movement, measured in feet per minute.

A character can walk without a problem on the local scale.

A character can hustle without a problem on the local scale. See Overland Movement , below, for movement measured in miles per hour.

A character can run for a number of rounds equal to his Constitution score on the local scale without needing to rest. See Combat for rules covering extended periods of running.

Overland Movement

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. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.

A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him out (see Forced March, below).

A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity . Eliminating the nonlethal damage also eliminates the fatigue.

A character can’t run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.

The terrain through which a character travels affects the distance he can cover in an hour or a day (see Table: Terrain and Overland Movement ). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.

Forced March

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.

Mounted Movement

A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.

1 Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity for more information. 2 Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) 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, adding 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.

Waterborne Movement

See Table: Mounts and Vehicles for water vehicles.

Evasion and Pursuit

In round-by-round movement, when simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one.

When the speeds of the two concerned characters are equal, there’s a simple way 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, have them make opposed Dexterity checks to see who is the faster 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 case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest.

If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.

Special Movement Types

The following information is collected from various locations and placed here for your convenience.

A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrow ing. Most burrow ing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrow ing); see the individual creature descriptions for details.

Note : The details for Burrow were not included in this game Core Rulebook so the above information was copied from d20srd.org .

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

See the Climb skill for further details.

Creatures with a fly speed receive the Fly skill for free as a class skill.

Maneuverability : Creatures with a fly speed receive a bonus (or penalty) on all Fly checks depending on their maneuverability:

Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.

Size : A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:

Note : See the Fly skill for further details.

Land speed is the normal mode of movement for creatures that do not burrow , climb, fly, or swim.

A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Note : See the Swim skill for further details.

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Single Encounters for Overland Travel

by Mike on 11 April 2022

How best to handle overland travel comes up often when DMs get together to talk about the hard parts of their game. Do you arrange a bunch of jobs the characters can do while traveling? Do you roll for random encounters? Do you set up a hex map or point crawls ?

If you're lazy, like me, here's an easy trick. Run a single encounter in an interesting location along the journey. With this trick you don't have to set up a bunch of skill checks for the journey, you don't need to map anything, and you don't have to worry about the distance. Quickly describing the journey before and after the encounter covers the rest. Along the way the characters visit a fantastic location and face an interesting encounter.

Choosing Fantastic Locations

When seeking a fantastic location for your journey you can fall back to the "Monuments" and "Weird Locales" on pages 108 and 109 of the Dungeon Master's Guide , use the monument generator on page 12 of the Lazy DM's Workbook , or use the core adventure builder tables from the Lazy DM's Companion to generate your location.

When you're running an adventure or campaign in a particular world, write out a list of factions, gods, or historical organizations from that world. When building a fantastic location, roll on that list and tie the location that group.

Here are five example random monuments tied to Rime of the Frostmaiden using my Frostmaiden Random Monument Generator :

  • Ancient necrotic mosaic of Auril
  • Poisonous ancient obelisk of the Illithids
  • Glowing runed geode of the Netherese
  • Charred cracked tomb of the Arcane Brotherhood
  • Marble ornate archway of the Netherese

For the encounter itself you can use one of numerous random encounter tables. Xanathar's Guide to Everything has random encounter tables by environment and challenge rating which work well. Many published adventures likewise include random encounter tables. And, of course, the Lazy DM's Workbook and Lazy DM's Companion both have you covered.

Not all encounters need be combat encounters. Meeting some friendly travelers, apprehensive monsters, or the remains of a previous battle can be great fun. If they are combat encounters, they don't always need to be challenging encounters. Encounters in which your party of 7th level characters get jumped by two ambitious bandits can be loads of fun. Run easy battles .

Next time you're feeling overwhelmed trying to prepare meaningful overland travel, get lazy and try running a single encounter in a fantastic location.

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Each week I record an episode of the Lazy D&D Talk Show in which I talk about all things D&D. Here are last week's topics with timestamped links to the YouTube video:

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Kobold Master Trapper

I don't think this was talked about yet on here (a search of Ship + Travel, and Ship + Speed didn't bring anything)

Travel times for ships seem to be really inconsistent.

Overland travel for a walking human is 3 miles per hour across 8 hours for a total of 24 miles per day. If you take their speed of 30 feet per round and convert it to miles per hour (x10 for 1 min, x60 for 1 hour, ÷5280 for 1 mile) you get roughly 3.4 miles/hour or really close to the estimated overland travel speed.

However, lets take the sailing ship for example. The overland chart suggests it can move 2 miles per hour for 24 hours to total out to 48 miles per day (slower than humans walking btw) but when you take their 90 feet per round and convert it you get about 10 miles per hour or 240 miles per day.

Then if you include the fact that if a ship has favorable winds its max speed is doubled, thats a whopping 480 miles per day! (10 times the listed overland speed)

That is a pretty significant difference. Is there anywhere that clears up this inconsistency? Or should our overland travel just be handled with a ton of rounds for further distance per day?

Skull

Regardless of their max speed, there are a lot of other factors at play: wind speed and direction, a given ship's ability to tack close to the wind, local weather conditions (shore breeze, etc) river current when going up or down river, etc.

You might be able to sail all night when you're crossing a vast ocean, but not when you're hugging a shore, unless you have good moonlight. Things like that make it hard to generalize.

I'm not aware whether any extant Paizo books get into standard sailing times around Golarion.

Yeah I agree that there are a ton of variables that go into sailing, but that still seems like a ton of inconsistency that would make round by round sea travel more efficient (distance / hour wise, not time spent at table) than the overland rules.

If they are assuming average speeds on the overland travel tables, that would mean the average is barely moving at all relative to max speed (moving about 17 feet per round... 18% of max speed.) which makes across ocean travel (which is currently happening in a campaign Im playing in) realllllllly long.

Red Dragon

I'm currently running a game that has the PCs on a ship, and I've done a bit of research into this as well.

The rules on ship travel include some abstraction, but I think overall it works much like a PC's travel does.

Rationale For a ship, like a PC, it's top speed is a lot faster than it's "overland travel" speed. Realistically, with favorable winds and currents and sails and sailors, etc, etc a ship can reach faster speeds than it does on average over long journeys, but the average speed it will have attained includes times when the wind is calm, the current is against you, you must tack against the wind, etc. so the average speed is less. It's similar to how a PC may have a run speed of 120', while a move action is only 30'. And, while a realistic comparison of a walking human might happen to match, remember that the distance traveled in a day of walking is explicitly stated to include taking breaks for meals etc. Plus, what if every single step of that journey is not on perfectly flat, solid ground? Even the rules for walking distance in a day have included some abstraction you see!

Realism Plus factor in the difference between types of ships. Is the typical sailing ship in your game world a caravel? In reality the average speed of a caravel was about 4 knots, which translates into 90-100 miles per day. On a world map with 30 mile hexes, that's 3 hexes per day, while the game rules say a sailing ship can only travel, as you've stated, 48 miles. A caravel is a very old style of ship that was available in medieval times. If your game world also includes ships typical of the golden age of piracy, like sloops and schooners, those ships could cover well over 300 miles in a day. The game rules say a sailing ship can travel 2mph for 24 hours... that works out to about 1.7 knots... slower than even the slowest sailing ships in history and more in line with such a ship being propelled by rowers with oars.

Conclusion I think ultimately the realities of sea travel, and the rules in the book should be balanced with the needs of the fantasy campaign. Do you want distances in the campaign to seem vast? Is water travel just a nuisance to be redlined? If you want ships to travel more slowly, go with the standard book speed. If it's just something getting in the way of the adventure, let them travel on a faster ship and get it over with, or just hand-wave the travel all together. But to answer your question, the rules aren't really "inconsistent" so much as "abstracted". A ship might travel 90'/rd in a combat battle map setup but only make 48 miles a day on the campaign map. That's just abstraction and gamey-rules to make the game work and in most cases it's fine. If you wanted to get more realistic though, you might find that there are an awful number of those "inconsistencies" already built-into your campaign world. If your fantasy port includes a Chinese junk sailing alongside a 17th century Spanish galleon and a medieval french cog and an 18th century English brig and a 19th century mediterranean Xebec? These ships all have different cultural roots, sail plans, handling characteristics, construction, speeds, etc. Well, with wizards and dragons in your world already, why not?

I'm currently running a game that has the PCs on a ship, and I've done a bit of research into this as well. The rules on ship travel include some abstraction, but I think overall it works much like a PC's travel does. Rationale For a ship, like a PC, it's top speed is a lot faster than it's "overland travel" speed. Realistically, with favorable winds and currents and sails and sailors, etc, etc a ship can reach faster speeds than it does on average over long journeys, but the average speed it will have attained includes times when the wind is calm, the current is against you, you must tack against the wind, etc. so the average speed is less. It's similar to how a PC may have a run speed of 120', while a move action is only 30'. And, while a realistic comparison of a walking human might happen to match, remember that the distance traveled in a day of walking is explicitly stated to include taking breaks for meals etc. Plus, what if every single step of that journey is not on perfectly flat, solid ground? Even the rules for walking distance in a day have included some abstraction you see! Realism Plus factor in the difference between types of ships. Is the typical sailing ship in your game world a caravel? In reality the average speed of a caravel was about 4 knots, which translates into 90-100 miles per day. On a world map with 30 mile hexes, that's 3 hexes per day, while the game rules say a sailing ship can only travel, as you've stated, 48 miles. A caravel is a very old style of ship that was available in medieval times. If your game world also includes ships typical of the golden age of piracy, like sloops and schooners, those ships could cover well over 300 miles in a day. The game rules say a sailing ship can travel 2mph for 24 hours... that works out to about 1.7 knots... slower than even the slowest sailing ships in history and more in line with such a ship being propelled by rowers with oars. Conclusion I think ultimately the realities of sea travel, and the rules in the book should...

Scarecrow Golem

There is a simple formula to determine practical max speeds for ships that arent designed to plane. See Wikipedia article hull speed. As there are lots of technicalities around this keeping it simple for game use is the aim.

Max speed in knots = 1.34 * square root (waterline length in feet)

For a 100ft length boat that means max speed is 13.4 knots. Which conveniently turns out to be around 134 ft movement per round.

As you need to tack (zig zag) to sail at speed and to sail upwind you are probably doing only about 70% of max straight line speed. Around 95ft per round towards your destination. Around 10 miles per hour.

Note this is going for speed at the expense of comfort with the deck likely tilted at 45 degrees to one side, changing every few minutes. This makes combat and sleeping very difficult. It is also very tiring on the crew.

Going at a more reasonable and comfortable half speed gives you around 5 mph. Probably also use this as max river sailing speed.

Horus

There's also a point in the game when players get access to greater teleport and all the overland travel speeds becomes less important.

It's good to do research, yet it's best not to dig too deep into things when the players might do something that completely bypasses the matter you spent a lot of time researching.

Valeros

I completely miss read this as ship time travel.

There's also a point in the game when players get access to greater teleport and all the overland travel speeds becomes less important. It's good to do research, yet it's best not to dig too deep into things when the players might do something that completely bypasses the matter you spent a lot of time researching.

Plus as a side note, in my game world teleportation doesn't work, so travel speeds, ships, wagons, horses, caravans, etc have all taken on A LOT more importance than they ever have before in my games. I must say, I greatly prefer it this way for many reasons. Among those reasons are that the PCs get more time to interact with one another and various NPCs out of combat. It gives me new plausible ways to introduce new NPCs into the game, who happen to be traveling with the same caravan/ship/etc. It gives the PCs a new source for hirelings and contacts. It allows the players to role play their downtime in more variations by taking part in shipboard/caravan activities. It allows the PCs new ways to put their non-combat skills to good use in ways that feel important. It gives the GM more angles for plot hooks. Virtually every aspect of my game has been improved by nixing teleportation magic. And the best upshot is that my players don't even miss it. They can have fun on the ships and caravans, partying and spreading the word of their epic exploits to new NPCs all the time. And when playing out the travel seems pedantic or would hurt the pacing of the game, we just hand wave it, and it is effectively almost identical to teleportation anyway. I never realized what a game-killer teleportation magic was until I took it away.

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Pathfinder 2E   Pathfinder 2 Sandbox or Travel Adventure

  • Thread starter Reynard
  • Start date Feb 8, 2024
  • Feb 8, 2024

I started a Abomination Vaults campaign (as GM) to learn the Pathfinder 2 (Remaster) rules, and I like it well enough but something i did not count on is being kind of burnt out on dungeon exploration due to a year of alternating running and playing a 5E Rappan Athuk game. I don't want to abandon this game because the group messes and we are having fun, but I would like to get out of the dungeon for a while. I am looking for recommendations of a relatively short (3 or 4 session) adventure involving overland travel and exploration that I can insert into the AB campaign. The hook doesn't matter -- I can have the PCs need to go get something or whatever. But since I am still learning PF2E(R) I would prefer a published scenario for this "first outing". It doesn't have to by by Paizo but would preferably work well within the expected design constraints of PF2E(R). Thanks.  

KidMidnight

KidMidnight

You could look at "Troubles in Otari", which is a series of 3 adventures meant to be run right after the Beginner Box. The adventures are level 2, 3, and 4, and involve some wilderness travel. I haven't played or run them (yet), but I did run the Beginner Box and we rolled right into "Abomination Vaults" immediately afterwards. Now that the party's nearly level 4 and getting a bit burned out on the dungeon crawl, I've thought about interleaving the "Troubles" adventures with more AV exploration, just to break things up. I'll have to adjust the level of difficulty for them, but that's not too hard in PF2E.  

thullgrim

Maybe The Fall of Plaguestone. It has some issues in terms encounter balance, it was the first thing published for PF2 and suffers from being written tandem. The encounters are overturned but fixable and a quick check of the Paizo forums or the Pathfinder Discord would probably sort it out right quick.  

You might also check the PF2 Pathfinder Society scenarios. While designed for a single session each you might be able to string something together.  

  • Feb 9, 2024
KidMidnight said: You could look at "Troubles in Otari", which is a series of 3 adventures meant to be run right after the Beginner Box. The adventures are level 2, 3, and 4, and involve some wilderness travel. I haven't played or run them (yet), but I did run the Beginner Box and we rolled right into "Abomination Vaults" immediately afterwards. Now that the party's nearly level 4 and getting a bit burned out on the dungeon crawl, I've thought about interleaving the "Troubles" adventures with more AV exploration, just to break things up. I'll have to adjust the level of difficulty for them, but that's not too hard in PF2E. Click to expand...
  • Feb 12, 2024
Velderan said: My group is currently halfway through level 6 and a good chunk of the way through the Laboratory level. They haven’t complained about the dungeon crawl, but I’ve noticed they really dig into the side quests that have them spending time in town and interacting with the NPCs so I might also chop some bits out of Troubles in Otari to give them a bit more to mix it up. Click to expand...
KidMidnight said: I think I haven't done a great job highlighting the NPCs in town. I wanted to avoid the info dump of "here are the 26 people whose names you need to know" and was introducing them gradually, but probably without enough of a hook to make them memorable. I wrote up a cheat sheet for the players (locations in town, who they've met, main quest & side quest info, etc.) which will hopefully make Otari more interesting. We also switched from playing 3 times a month down to 1 (the other GM was ready to run the last segment of our multi-year 5e campaign!), which made it hard to remember what was going on anyway. So we're going to wait until the 5e game is complete, then go back and play AV more regularly. Click to expand...
  • Feb 13, 2024
Velderan said: I provided my players the guide Paizo made available and one of them latched on to some of the info, wanting his character to be from Otari and we came up with some immediate connections for him. Two of the players went with connections to Wrin from their past to bring them to Otari at her request. I'd need to dig through my notes for the other 3, but they didn't really have major connections and were just passing through as things started. The group started forming bonds with the townspeople since I encouraged them to use different vendors in town to sell stuff. Spoiler: NPC spoiler They actually were starting to become friends with Carmen Rajani prior to him stealing the sword. They hadn't met the mayor, so they were sympathetic to his complaints about the mayor's hold on power and some of his gripes made sense to them since they were handling all the town's problems without much connection to the mayor. It made his arson and theft of the sword that much better when they had to deal with it. Click to expand...

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Show The Way

Show the way spell 3.

Detection Divination

Traditions divine, primal

Cast 10 minutes (material, somatic, verbal)

Area 5-foot emanation

Target(s) you and allies in the area; Duration 8 hours

You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards.

Heightened (6th) For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain doesn’t reduce your travel Speed at all, and traveling through greater difficult terrain reduces your travel Speed to only three-quarters of its normal value instead of one-third.

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  • Bottled Breath

Consumables (12)

  • Thrune Contracts
  • Infernal Contracts
  • Other Contracts
  • Bargained Contracts

Contracts (5)

Cursed items.

  • Customizations
  • Firing Mechanisms
  • Stabilizers

Customizations (5)

Intelligent items.

  • Relic Seeds
  • Fundamental Armor Runes
  • Fundamental Weapon Runes
  • Armor Property Runes
  • Weapon Property Runes
  • Accessory Runes
  • Transportation
  • Spellcasting
  • Secret Society Membership Services

Services (7)

  • Precious Material Shields
  • Specific Shields

Shields (3)

Siege weapons, spellhearts, trade goods.

  • Magic Wands
  • Specialty Wands
  • Precious Material Weapons
  • Basic Magic Weapons
  • Specific Magic Weapons

Weapons (5)

  • Companion Items
  • Other Worn Items
  • Eidolon Items

Worn Items (4)

Classic feel.

The classic look for the Archives of Nethys.

An alternative feel, based on the Rulebooks.

A rounded, modern look for the archives.

A variant of the Round feel, more compact.

The Blackbird, also called the Black Stone Violin, is a full-size playable violin made of black diabase after drawings by Antonio Stradivari (Stradivarius), but with technical modifications to allow it to be played.

Book of the Dead

Light theme from beyond the crypt.

The default theme for the Archives of Nethys, forged on the fires of CSS3.

Extra Contrast

A variant of the Dark theme, with stronger color contrast.

Light theme with purplish hues and a simpler font.

The original alternate theme for the Archives of Nethys.

ORC ORC ORC

Paper Standard

A variant of the Light theme, based on the Rulebooks.

Treasure Vault

The glittering hoard of a terrifying dragon!

flourish

Archives of Nethys

Rules index | gm screen | player's guide, environment, table 10-12: environmental features, terrain rules, environmental damage, table 10-11: environmental damage, currents and flowing water, undergrowth, doors, gates, and walls, demolishing, forcing open, portcullises, underground, stalagmites and stalactites, precipitation, thunderstorms, temperature, table 10-13: temperature effects, moving in wind, natural disasters, earthquakes, soil liquefaction, volcanic eruptions, pyroclastic flows.

COMMENTS

  1. Travel Speed

    Travel Speed. Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below. The rates in Table 9-2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain ...

  2. Exploration Mode

    Exploration Mode. SourceCore Rulebook pg. 479 4.0 While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger ...

  3. How do you handle travel in your games? : r/Pathfinder2e

    gimmethemonsieur. • 2 yr. ago. Travels in my games generally consists of road encounters, in-game discussions between players and mostly narrative gameplay. First I calculate how many days it will take for travel and decide how many road encounters players will have per day (mostly 1-2 encounters per day is enough). in-game discussions and ...

  4. Rules

    Overland movement is measured in miles per hour or miles per day. 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. Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him out (see ...

  5. Overland travel time : r/Pathfinder2e

    Overland travel seems to be limited to the 8 hours and that's it. Any ways that I haven't seen to increase the amount of time a group can spend traveling? I have a hex map set up, 10 miles per hex. Players lowest speed is a 25 so if they want to do any exploration activities and move at half speed they are crawling at 1 hex per day of travel.

  6. Traveling : r/Pathfinder2e

    My campaign is centered around overland travel, so I've taken a lot of inspiration from these frameworks. I track time in hourly increments, and encounter checks every 4-hour "Watch" (6 watches in a day, 6d8 rolls for the day, pre-rolled ahead of time so I don't have to improvise as hard). ... Pathfinder 2e Digital Tool Set - The Goblin's ...

  7. paizo.com

    OTOH, most overland travel is simply the travel involved in getting from point A to point B in some existing plotline. In those cases I feel there should be some element of excitement and danger but it's secondary to what should be even more exciting and dangerous at the destination. ... Community / Forums / Pathfinder / Pathfinder First ...

  8. Rules

    This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers. The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration ...

  9. Overland Movement

    Source Starfinder Core Rulebook pg. 258. 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 ...

  10. Movement

    There are three movement scales, as follows: Tactical, for combat, measured in feet (or 5-foot squares) per round.; Local, for exploring an area, measured in feet per minute.; Overland, for getting from place to place, measured in miles per hour or miles per day.; Modes of Movement. While moving at the different movement scales, creatures generally walk, hustle, or run.

  11. Single Encounters for Overland Travel

    Run a single encounter in an interesting location along the journey. With this trick you don't have to set up a bunch of skill checks for the journey, you don't need to map anything, and you don't have to worry about the distance. Quickly describing the journey before and after the encounter covers the rest. Along the way the characters visit a ...

  12. Help me understand Travel Speeds : r/Pathfinder2e

    I'm confused about how they are deriving Feet per Minute from Speed. I assume they are taking the speed of a character, and multiplying it by the amount of rounds (6 seconds) in a minute (10) and getting the FpM. 20 ft x 10 rounds = 200 Feet per minute. However a character can move 3 times in a single round, shouldn't a character with a speed ...

  13. Travel

    The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain.

  14. Forums: Rules Questions: Ship Travel Time Question

    Travel times for ships seem to be really inconsistent. Overland travel for a walking human is 3 miles per hour across 8 hours for a total of 24 miles per day. If you take their speed of 30 feet per round and convert it to miles per hour (x10 for 1 min, x60 for 1 hour, ÷5280 for 1 mile) you get roughly 3.4 miles/hour or really close to the ...

  15. Spells

    Spell 3. You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your ...

  16. Pathfinder 2E Pathfinder 2 Sandbox or Travel Adventure

    Feb 8, 2024. #2. You could look at "Troubles in Otari", which is a series of 3 adventures meant to be run right after the Beginner Box. The adventures are level 2, 3, and 4, and involve some wilderness travel. I haven't played or run them (yet), but I did run the Beginner Box and we rolled right into "Abomination Vaults" immediately afterwards.

  17. How do you handle a party wanting to travel more than 8 hours ...

    8 hours travel walking. 8 hours non-consecutive rest PLUS watches; a party of four needs 10-hour-40 minute rest periods; a party of five needs 10. 1 hour for daily prep for casters. Breaking camp, cooking, setting up camp, subsisting in the morning (or at night at -5), etc, is reasonably 2 hours at each end of the day.

  18. Overland Flight

    Overland Flight Source PRPG Core Rulebook pg. 317 School transmutation; Level alchemist 5, arcanist 5, investigator 5, magus 5, occultist 5, psychic 5, shaman 5, sorcerer 5, spiritualist 5, summoner 4, summoner (unchained) 5, witch 5, wizard 5 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 hour/level Saving Throw Will negates (harmless ...

  19. Rules

    Movement. SourceCore Rulebook pg. 463 4.0 Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form. Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters. The rules below apply regardless of which mode ...

  20. How viable are large mounts? : r/Pathfinder2e

    There's actually a reasonable chunk of a future part that is hexploration so a lot of it is outside and involves overland travel. So it would be nice there. That aside, your mileage may vary. Rooms are often kinda small, but contrary to how a lot of GMs run it doorways and hallways that are 5ft wide don't actually keep Large creatures out of them.

  21. Show The Way

    Show The Way Spell3. Detection Divination. Traditions divine, primal. Cast 10 minutes (material, somatic, verbal) Area 5-foot emanation. Target (s) you and allies in the area; Duration 8 hours. You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such ...

  22. Rules

    Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10-13. Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.

  23. How to do long-range travel in Pathfinder? : r/Pathfinder_RPG

    Greater Teleport removes the chance of landing off-target, but now we need a 13th-level wizard at minimum, and 15th-level if we want all five player characters teleported in one trip. Assuming we can find a 15th-level wizard near Magnimar (a big if!), that's going to cost 7 (spell level) * 15 (caster level) * 10 gp * 2 castings. That's 2,100 gp.