Chases
Chases are a signature action scene in countless stories, but static movement rates make them a challenge in Pathfinder — a faster creature should always catch a slower one. The chase card system solves this by making a chase a series of obstacle checks rather than a pure speed comparison, so terrain, tactics, and skill all matter.
Building a Chase
Take about 10 small pieces of paper — playing-card size or sticky notes. Each card represents one segment of the chase route. Use more cards for a longer chase.
Two layout types:
- Finish line — mark one card as the end goal (an escape vehicle, a portal, a contested resource). If the quarry reaches it before being caught, the chase ends in their favour.
- Attrition loop — lay cards in a square, circle, or grid with no defined end. The chase continues until one side gives up or is caught. A grid layout lets participants move in any direction.
Obstacles: Place two obstacles on most cards (no obstacles are needed on the finish line card). Each card should always offer two choices — never identical DCs, and ideally within 5 points of each other, to force tactical decisions.
Chase Obstacles
Obstacle Difficulty
| Difficulty | DC |
|---|---|
| Trivial | 10 |
| Simple | 15 |
| Standard | 20 |
| Difficult | 25 |
| Very Difficult | 30 |
| High-level chases may use correspondingly higher DCs. | |
Obstacle Types
Tailor obstacles to the chase's location. Mix skill types and DCs — avoid repeating the same check on consecutive cards.
Running a Chase
At the start of a chase, all participants roll Initiative to determine movement order. A participant who triggers the chase (e.g. a prisoner making a sudden break for freedom) goes first in a surprise round if they successfully surprise the others. Each chase card represents 30 feet of space under the default baseline speed.
Speed Modifiers on Obstacle Checks
| Speed vs. Baseline (30 ft.) | Check Modifier |
|---|---|
| 10 ft. slower than baseline | −2 |
| 20 ft. slower than baseline | −4 |
| At baseline speed | — |
| 10 ft. faster than baseline | +2 |
| 20 ft. faster than baseline | +4 |
| Significant advantage (flight, etc.) | +10 |
| −2 cumulative per 10 ft. below baseline; +2 cumulative per 10 ft. above. Teleportation can move a character forward a number of cards directly. | |
Actions Each Turn
| Action | Movement | Obstacle Result |
|---|---|---|
| Standard move Move + Standard |
Move 1 card (move action); clear 1 obstacle (standard action) | Fail → face the same obstacle again next round |
| Sprint Full-round action |
Attempt to move 3 cards; must clear both obstacles on the card you're leaving |
Fail by ≤5: move only 1 card, turn ends Fail by >5: no movement this turn Fail both checks: become mired |
| Other action (spell, ranged attack) |
Full-round action = no movement; standard action = no movement that turn | Use card distances for range. Melee attacks only against targets on the same card. Terrain may grant cover or concealment. |