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

Setting Up the Track

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.

Starting Positions
Sudden Start
Everyone begins on the same card. Use when the chase erupts with no warning.
Head Start
One participant begins 3 cards ahead of the rest. Use when a quarry has a modest lead before the chase begins.
Long Shot
The lead participant starts either 3 cards from the finish line or 10 cards from the other participants — whichever is the greater distance. Use when the quarry has practically already won.

Chase Obstacles

Obstacle Difficulty

DifficultyDC
Trivial10
Simple15
Standard20
Difficult25
Very Difficult30
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.

Physical Skills
Acrobatics, Climb, Escape Artist, Ride, Swim — the most common obstacle type.
Perception
Spotting shortcuts, noticing a hidden passage, or avoiding a hidden hazard.
Stealth / Bluff
Moving quietly past a guard post or talking your way through a checkpoint.
Saving Throws
Fortitude to resist a pool of filth; Will to evade wailing spirits haunting the area.
Example obstacles by environment: Rooftops — crumbling ledges, narrow gaps, tightropes, steep slopes. Swamp ruins — crumbling walkways, grasping vines, quicksand leaps, nauseating miasma.

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

ActionMovementObstacle 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.
Mired: A character who fails both obstacle checks on a sprint is mired — tripped, entangled, stuck in a crowd, or similar. They must spend a full-round action to become unmired, effectively losing their next turn. Some mired situations deal additional penalties (falling damage, etc.).