Movement
Movement is based on your sub-species. Each sub-species has a different starting movement speed, which can be increased using masteries and mutations if speed is your thing.
Otherwise, there are different movement; walking, running, sneaking, swimming, flying, jumping, and climbing are the basic ways to move. Other ways involve energetics such as teleporting, earth merging, ice slide, and more. However, the energetic movement requires channeling and spells, while the basic ways to move are natural or skill based.
Climbing
Climbing movement depends on the type of surface being climbed. The flatter, smooth and more vertical a surface is, the harder it is to climb. When climbing, an athletics check must be made versus the difficulty rating based on the surface conditions table below. An athletic check should be made every time you reach half your maximum movement in feet.
Use logic and reasoning to determine if a climbing check is needed based on what you are attempting to climb. A grassy hill that has a 30° incline probably doesn’t need a climb check. The listed surface conditions are a generalization and might not apply to every situation.
Difficult Movement
Movement through an area is difficult if any surface has debris or requires careful navigation. When on such terrain, your movement is reduced by half. It is up to the game master to show if an area is difficult if the players are unaware.
Flight
Some creatures can fly, or they can use energetics to enable themselves (or others) to fly. When you have a flight movement, this means you can move in the air. When flying, it is assumed that you have gained an understanding of how to maneuver properly. That is, unless you are encumbered, or your mode of flight has been damaged (such as a wing). If either of these two things have happened, then your flight speed is reduced by half. If both have happened, then you cannot fly.
The flight movement can be combined with the walking movement if your total movement does not exceed your highest amount of movement. For example, if you have a walking movement speed of 30ft. and a flight speed of 40ft. you can walk 20ft. and then fly the additional 20ft. of movement for a total movement of 40ft. However, you cannot move more than the 40ft. because your flight movement is your farthest allowed movement.
Jumping
There are two ways you can jump; one is a standing jump, and the other is a running jump. A standing jump involves no movement other than the jump itself, and the height at which you can jump is equal to your agility in feet. A running jump involves movement along with the jump itself. When running before the jump to get speed, the distance in which you can jump is double your agility statistic. However, the height of that jump is equal to your agility statistic.
Standing jump = agility
Running jump distance = double agility running jump height = agility
Running
Running requires two actions to use and doubles your movement, but makes turning more difficult. When running, an athletics check must be made when attempting to turn a corner or making a sharp turn. The difficulty rating for this is based on your speed. Running into obstacles or falling prone can occur if the check is failed.
Running at a target to attack who is over ten feet away is considered charging.
Sneaking
Sneaking involves slow quiet movement to ensure you are not seen or heard. When sneaking, you can only move up to half your movement.
Standing Up
When you have become prone and need to stand up, it requires half your movement and one action to do so.
Swimming
Your swimming movement is equal to half your movement speed unless you have an indicated swim movement. If you stop moving in water, you must tread water, which requires an athletic check versus DR 12 to stay above water. If wearing armor, the difficulty rating increases to DR 14.
Walking
Walking is the most common form of movement. You can walk equal to your movement speed in feet.