Chase Rules for Haste?


Rules Questions


So I know the Chase rules state that each Card counts for a typical movement speed of 30. But if someone casts Haste on them to double their speed, does that mean they could move 2 cards with one skill check, or 6 cards with both skill checks?


For every 10 ft faster than the baseline speed (30ft usually) of the chase you move, you get a cumulative +2 bonus to all the chase skill checks. So if you have a movement speed of 30 ft, and get hasted, you start moving at 60 ft. So with haste, you should have a +6 to all those chase checks.

So haste shouldn't really change the amount of cards you can move, it just gives you a nice juicy bonus on rolls!

Grand Lodge

Yup- even spells like fly don't technically don't auto succeed in a chase- they give you a big bonus (I think it's +8) on your checks but isn't technically an automatic success. Teleportation stuff would be an autosuccess however, unless it's accounted for in the chase.


For a rules-answer Many Owls and Syries have already answered your question, but if you're GMing it probably depends a bit on the chase.

I recently ran Plunder and Peril and:

Spoiler:
There's a chase scene right at the beginning of the first chapter. It only gives +1/-1 for different speeds listed (because it's too crowded to really make use of your speed). It also says a fly speed is an auto-success and you automatically win the chase since flying would let you skip 90% of the course.

If you're just asking because you've been doing chase scenes as a PC, then yup, just +6 to checks from haste. If you're asking as a GM who's working it out, I think it's fun to reward creative players, but also throw them some curve-balls.

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