Chase Rules
Chase Rules
Chase Rules
Introduction
Why do we need more rules? What is wrong with just using the rules as printed?
Problems with using standard Dungeons and Dragons rules for a chase:
1) The move rules are written for use in combat, and are excellent for that, but chases are resolved as if they were races. As anyone knows who has ever watched an action movie with an exciting chase scene, a chase is not a race. Being quick, clever and daring (along with a good portion of luck) can result in a slower person getting away form a faster pursuer, or a slower pursuer catching someone faster. 2) On page 20 of the DMG "Evasion and Pursuit" says in round-by-round movement it is imposable for a slower character to catch a faster character. If they have the same speed, let them make an opposed Dexterity check to see who wins. And for long chases, have everybody make Dexterity checks to see who can keep up the pace the longest. This is workable but it replaces what could be an exciting chase into a single role of the dice. If combat was handled like this, everyone would roil one d20, add any ability or circumstance modifiers, and the fight would be over. This would "work" but wouldn't be much fun. 3) Each character moves during his or her turn during a combat round. Even though this works just fine for combat, for a chase it can result in awkward situations. For example, your character could be chasing another with the same speed, each round on your turn you would move up close to him and then on his turn your opponent would pull away from you. If you are chasing someone and you are both running at the same speed, shouldn't you stay the same distance apart for the whole round? 4) Actions and moves are handled separately. There are very few actions that can be performed while moving. As we all know, during a chase, you don't normally stop to do other things. Practically everything you do is done while you are running.
It must be simple. The new rules are kept to a minimum. It must still be D&D.
A chase is basically a special combat situation. All standard combat rules still function normally during a chase except where specifically noted otherwise. Most importantly, your character isn't limited to what he can attempt to do.
3)
It must work for any number of characters chasing any number of other characters.
The PCs can be chasing others or be chased by others and each PC determines his own actions.
4)
It must work equally well for characters on foot, mounted, fling or driving a vehicle.
Everyone on a vehicle is involved in the chase, but there will typically only be one character driving or controlling the vehicle. The mode of travel can even change during the chase. For example, someone might jump onto or off or his horse, or he might swim across a lake or climb a wall.
5)
There must be a way for the slower person to win. The distance you move each round can't be just a
static distance based on your characters speed rate. There will be a roil of a 20 sided die that each character involved in the chase makes that will modify his distance traveled. And it will be adjusted by various factors such as terrain, obstacles, abilities and actions taken during the round.
Chase Basics
The main differences between a chase round and a combat round are:
1) All moves are made at the same time, at the end of each round. 2) There are no attacks of opportunity. 3) Each square represents 10 feet. 4) All actions are performed while moving.
1)
2) Attempt a Chase Action (if desired). 3) Make any required Obstacle checks. 4) Make a Speed check modified by what
just happened. Use your speed check to determine the distance you will move this round.
10' Squares
Because of the large distances involved, each square will represent 10 feet.
Starting distance
The prey starts at its un-modified move distance from the Zero line, based on the base speed and move rate of it's fastest member.
by Ronny Hart
Move distance: number of 10 ft. squares By Base Speed and Move Rate
Base Speed Slow Walk In In light medium armor or heavy or no armor armor 2 2 2 3 Medium Hustle or Run in heavy armor 4 6 Fast Run In In medium light armor or no armor 6 8 9 12
Fast (Running)
Everyone involved in a chase is usually moving as fast as they can. You are sprinting. If you are wearing light armor or no armor you are moving at 4 times your base speed (or 5 times your base speed if you have the Run feat). In medium armor you are moving at 3 times your base speed (or 4 times your base speed if you have the Run feat). In heavy armor you are moving at 2 times your base speed (or 3 times your base speed if you have the Run feat). You do not have to move in a straight line..
20 30
Move distance: number of 10 ft. squares if the character is Running and has the Run feat
Base Speed 20 30 in heavy armor 6 9 in medium armor 8 12 in light or no armor 10 15
Medium (Hustling)
You are holding back in order to focus on an action or because youre feeling cautious. You are moving at 2 times your base speed.
Slow (Walking)
You are moving briskly, pausing as needed to avoid obstacles or perform a standard action. You move your base speed.
Chase Actions
A chase action is intended to slow down your opponent or allow you to move faster. There is a special type of action called a maneuver. Which maneuvers are available may very from one chase to another. An action will typically be a maneuver, but can also be a standard action, a move equivalent action, an attack or a spell. All chase actions are performed while moving. Most chase actions (like opening a door or picking up an item) give you an additional -1 penalty to your speed check. You can perform only one chase action per round.
Action types:
Maneuvers: Actions to help you move faster or to
slow your opponents.
Casting Spells:
moving.
Stumble checks:
Many actions require a stumble check. This is a Reflex save to avoid a stumble. Failing your stumble check adds an additional -1 to your speed check. Natural 20: Not only do you not stumble, your character gets to add his Dex bonus to his speed check. Natural 1: You fall. You can get up again as a free action but this reduces your move rate this round to slow.
Match Pace (Pursuer Only) Ram (Pursuer Only) Run Faster Run Flat-out Seek Cover (Prey Only) Shortcut Zig-Zag (Prey Only)
Helps others in the vehicle attack Speed up and slam into opponent Increase your speed Accelerates to your top speed Get out of sight and then hide Attempt to get ahead or catch up Weave to and fro adding to your AC
Maneuver Descriptions
The maneuvers are presented here in alphabetical order.
Description: A brief description of the maneuver. Lead: How many 10 ft. squares there must be between
you and your closest opponent before you can attempt this maneuver.
Maneuver List
This list summarize the maneuvers described here.
Maneuver Name
Aid Another Box In (Pursuer Only) Charge Through (Prey Only) Create Obstacle Crowd (Pursuer Only) Cry For Help Cut Off (Pursuer Only) Find An Object Hard Stop (Prey Only) Hard Turn (Prey Only) Herd (Pursuer Only) Lure (Prey Only)
Short description
Help a companion run faster Corner an opponent Ignore obstacles Force opponent into obstacle Force opponent into a collision Get help from bystanders Speed up and pull out in front Find an object that helps Pursuers may overshoot you Brake and change directions Drive opponent into bad situations Lead opponent into bad situations
Speed check adjustment: Any penalty or bonus to your speed check when you attempt this maneuver. Apply this whether or not the maneuver succeeds. Success: What happens if your maneuver is successful.
Aid Another
Description: You help a creature one size category smaller than you to run faster. Lead: any (you must be in the same square or an adjacent square to the smaller creature you are helping) Check: a (DC 15) Str check Speed check adjustment: -2 Success: You assist the smaller creature in keeping up
with you (for this round, he uses your total move distance).
by Ronny Hart
Lead: 4 squares or less Check: An opposed Knowledge or Int check. Speed check adjustment: none Success: You force the closest prey into a corner from
which there is nowhere to run. That prey's move factor for this round is "stopped" and the pursuer may move up to the prey as desired. The chase for you and this prey is over. Standard combat rules start on the next round.
Charge Through
Description: You charge through obstacles or difficult
terrain.
Lead: Any Check: a (DC 20) Dex check. Failure requires a (DC 15)
Stumble check.
Speed check adjustment: +1 Success: You "take 20" on all obstacle checks this round.
Find An Object
Description: You find a useful object appropriate to your current surroundings. Lead: 2 or more squares Check: A Spot check. The Difficulty depends on what you are looking for: Of course, stealing the object can create all kinds of trouble.
DC 15 20 25 Useful Object Simple melee weapon or small object that wouldnt cost anything A martial weapon or a somewhat valuable object A mount, flying carpet, or some other extremely valuable object
by Ronny Hart
Success: You win the chase, colliding with the nearest
prey. Both he and you are treated as though you failed a Crash check. You both then come to a halt.
Run Faster
Description: This is the basic chase maneuver, in which the pursuer attempts to catch up with the prey or the prey tries to run away in a straightforward manner. Lead: any Speed check adjustment: none unless you make a successful maneuver check. Check: Make a (DC 10) Constitution check. Add an
additional +1 to the DC every time you attempt this maneuver.
Shortcut
Description: Taking a shortcut, you attempt to either lose your pursuer or catch up to your prey. Lead: 2 or more squares Check: a (DC 15) Knowledge check. Add an additional +5 to the DC every time you attempt this maneuver. Speed check adjustment: none unless you
succeed.
Run Flat-out
Description: Flat-out is an advanced version of "run faster", during which the character suddenly accelerates to and remains at its top speed. This causes incredible strain as you are pushing yourself beyond your normal limits. Lead: any Check: a (DC 15) Constitution check. Add an additional +1 to the DC every time you attempt this maneuver. Speed check adjustment: If you fail your
maneuver check, you must make a Stumble check.
Mount or dismount
Pick up an item Ready an action Retrieving a stored item Sheath a Weapon Spring attack Stand up from prone Store an item Total Defense
-1 on speed check Not allowed -1 on speed check -1 on speed check Not allowed Maximum move rate is Medium -1 on speed check -2 on speed check
adds +4 to AC
Jump You can make as many jumps as you want and still attempt another action. Jumps are included as part of your move. Jump checks are made as normal. A successful jump check results in no penalty. If you fail your jump check, your character suffers the consequences. If the failed jump was to overcome a barrier (like a wall or a pit for instance) your move ends at the barrier. If the jump was to bypass some impediment (such as a table, tree limb, or overturned statue), failure results in reducing your maximum move rate to Medium and you get a -2 to your speed check
by Ronny Hart
Attack Actions
Move Rate Stopped Slow Medium Fast Modifiers no penalty, can make a full attack no penalty -4 penalty on the attack roll and you must make a (DC 10) stumble check
-8 penalty on the attack roll and you must make a (DC 15) stumble check You can only make a single attack unless you are a passenger (like on a wagon or boat) or you are stopped. Except where noted otherwise, all standard combat attack rules apply. Your foe must be within threat range at the beginning of the round to use a melee weapon. Your foe takes -1 on his next speed check for every point of damage he receives.
Casting Spells
Move Rate Stopped Slow Medium Modifiers You can cast any spell normally You can cast a spell (with a casting time of 1 standard action) normally You have to make a Concentration check (DC 10 + spell level) or lose the spell. If you fail the Concentration check, you must also make a (DC 10) stumble check.
You have to make a Concentration check (DC 15 + spell level) or lose the spell. If you fail the Concentration check, you must also make a (DC 15) stumble check. The only spells you can cast while moving are spells with a casting time of 1 standard action. If you are a passenger (like on a wagon or boat) or you are stopped, you can cast any spell. Except where noted otherwise, all standard spell rules apply. Your foe takes -1 on his next speed check for every point of damage he receives. If the spell allows a Reflex save, it also requires a stumble check at the same DC (use the same roll for both).
Fast
Crash checks
A Crash check is a Reflex save to avoid a crash. Crash checks should be made in three instances: when the character fails his Stumble check by 10 or more. when a maneuver calls for one. when the character looses half or more of his current hit points in damage from one attack (DC 15). Whenever a character fails a Crash check, he (or his mount or vehicle) collides with the environment. Damage to the character (or to each occupant in a vehicle) equals 1d6, +1 point for every point by which the character failed his crash check. You can make a Jump or Tumble check (DC equal to the DC of the failed crash check) to avoid major damage, reducing the damage by half and converting it to nonlethal damage. The race is effectively over for the character who is left prone, and his move rate is "stopped".
Obstacle Checks
You may have to make one or more obstacle checks during a round. Failure to overcome an obstacle will normally result in a penalty to your Speed check but may also have other effects (such as loss of hit points).
Obstacle Types
Type 1 Hazard (DC 15) checks required Skill check or fall, requiring a Crash check. You get +2 to check if your move rate is "medium" or +4 to check if your move rate is "slow". Examples Hole, crevice, trap, unseen obstacle, steep incline, heavily broken ground, the path skirts a quicksand pit, log bridge crossing a stream, running on rooftops, slippery floors, jump through window street, market, public building, alleyway, shoppers, stationary crowd blind corner, woods, dense brush or busy area, (not darkness) wall, fence, cliff, thick hedges, tall fences, building, river, canyon or swamp Tree branch, fallen log, chicken coop or vegetable cart, trail suddenly drops off, flock of birds fleeing (or angry) peasants, a funeral procession, people leaving a performance, a moving crowd Clotheslines, curtains, banners, drying pots, chimes, hanging meat, vines Must pass through a herd of animals. Camels, Donkeys, Horses, Cows, etc.
Maximum move rate "medium", Escape Artist check or be blocked in, reducing your maximum move rate to "slow". +5 to "seek cover" maneuver Spot check or lose the path, reducing your maximum move rate to "medium". +5 to "seek cover" maneuver Skill check to pass, may suffer damage on failure. Move rate is "stopped" until you succeed. Stumble check or suffer consequences.
3 4 5
Crowd
Escape Artist check or be pushed along with the crowd, resulting in a -1 penalty to your speed check for every point you fail by. Reflex save or become entangled, reducing your maximum move rate to "medium". Handle Animal check or be slowed by the animals, reducing your maximum move rate to "slow". Alternately, you can jump on top of the backs of the animals with an Acrobatics or Jump check which, if successful, still reduces your speed to "medium". With no check (or a failed check) your move rate is reduced to "medium". Acrobatics check to vault the stairs or take 1d6 damage for every 10 feet. Balance check to slide down banisters (also to 'ride' something down the stairs), Crash check if you fail. With no check (or a failed check) your move rate is reduced to "medium". Acrobatics or Jump check to jump up on and run on the tops of the furniture, 1d6 points of damage if you fail. Alternately, you can attempt to push the furniture out of your way with a Str or Dex check, Stumble check if you fail.
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Stairs
Any stairs of 4 or more steps (less than 4 steps is considered an "impediment"), river bank, hill, 5 feet or more change in elevation in 10 feet of horizontal movement. Tables, chairs, pews, benches, carts, crates, field of boulders, field of giant mushrooms.
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Furniture
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by Ronny Hart
Aerial Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Flock of birds Tower Storm clouds Updraft Windmill Kites Smoke Turbulence Smokestack Ship mast Dust Type Impediment Hazard Barrier Impediment Hazard Impediment Poor visibility Cramped space Hazard Hazard Poor visibility Check Stumble Dexterity Dexterity Stumble Dexterity Stumble Spot Escape Artist Dexterity Dexterity Spot can avoid can avoid can avoid can avoid ref. PHB for falling damage Notes
12 Ice buildup Entanglement Reflex Avoiding the obstacle means that you don't make an obstacle check and you subtract one square from your total distance moved this round. This represents the extra distance you must travel to fly around the obstacle. Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Nature) check before the chase starts.
Artic Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Crevice Ice flow Snow drifts Blowing snow Ice cliff Chunks of broken ice Herd of walrus Snow bank Field of Ice boulders Ice bridge over river Pond covered by thin ice type Hazard Hazard Cramped space Poor visibility Barrier Impediment Animal herd Stairs Furniture Hazard Hazard Check Jump Balance Escape Artist Spot Climb (-2 on check) Stumble Handle Animal Acrobatics Acrobatics Balance Dexterity Notes
12 Flock of birds Impediment Stumble Barbarians get +2 on obstacles checks, other characters get a +2 on obstacle checks if they make a successful (DC 15) Knowledge (Geography) check before the chase starts.
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Beach Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Tidal pool Crevice Fishermen River Flock of birds Fishing nets Sand hill Lobster traps Pier Driftwood Slippery rocks type Impediment Hazard Cramped space Barrier Impediment Entanglement Stairs Furniture Hazard Impediment Hazard Check Stumble Jump Escape Artist Swim Stumble Reflex Acrobatics Acrobatics Jump Stumble Balance drying on racks Notes
12 Sea turtles Animal herd Handle Animal Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Geography) check before the chase starts.
Cave Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Crevice Steep incline Narrow passage Bats Floor rises up Giant mushrooms Floor drops down Roots across passage Stalagmites Wet floor Ruble covered floor type Hazard Hazard Cramped space Impediment Stairs Furniture Stairs Entanglement Impediment Hazard Impediment Check Jump Dexterity Escape Artist Stumble Acrobatics Jump Stairs Reflex Stumble Balance Stumble Notes
12 Lava crossing Barrier Jump Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Dungeoneering) check before the chase starts.
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by Ronny Hart
Church Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Worship service in progress Faithful coming or going Curtains across path Stairway Pews Narrow hallway Highly polished floor Smoke filled room Chimes across path Railing across path Balcony to climb type Cramped space Crowd Entanglement Stairs Furniture Cramped space Hazard Poor visibility Entanglement Hazard Barrier Check Escape Artist Escape Artist Reflex Acrobatics Acrobatics Escape Artist Balance Spot Reflex Jump Climb Notes
12 Loose rugs on floor Impediment Stumble Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Religion) check before the chase starts. A Cleric or Paladin gets a +4 bonus on all obstacle checks if the church is dedicated to his god.
City Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 12 Alleyway Bridge Crowd, Moving Crowd, Stationary Dangling Things Cemetery Market Fence or wall across path Garden Large Animals Rooftop type Cramped space Hazard Crowd Cramped space Entanglement Hazard Cramped space Barrier Impediment Animal herd Hazard Check Escape Artist Dexterity Escape Artist Escape Artist Reflex Day Spot, Night Jump Escape Artist Jump or climb Stumble Handle Animal Balance Camels, Donkeys or Horses 1d6 points damage on fail. funeral procession or people leaving a performance Shoppers or street vendors Clotheslines or banners Notes
Stables Impediment Stumble Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Local) check before the chase starts.
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Desert Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 12 Dunes Oasis Quicksand River bed Salt flat Whirlwind Caravan Cliff Steep grade Cactus patch Rocky Ground type Stairs Impediment Hazard Impediment none Impediment Animal herd Barrier Stairs Impediment Furniture Check Acrobatics Stumble Reflex save Stumble none Stumble Handle Animal Climb Acrobatics Stumble Acrobatics Camels 20 feet up or down +2 on "Run Faster" and "Run Flat-out" maneuver checks. "Box In", "Herd", "Lure", "Seek Cover", and "Shortcut" can't be used. the path skirts a quicksand pit Notes
Crevice Hazard Jump Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Geography) check before the chase starts.
Dungeon Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Pit Stairs up Stairs down Coffins Rubble Columns or Statues Water 1 foot deep Water 10 feet deep Slime covered floor Natural cavern Torture chamber type Hazard Stairs Stairs Furniture Impediment Cramped space Hazard Barrier Hazard Impediment Impediment Check Jump Acrobatics Acrobatics Acrobatics Stumble Escape Artist Dexterity Swim Balance Stumble Stumble unseen obstacles Notes 10 foot deep pit
12 Chains across path Entanglement Reflex Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Dungeoneering) check before the chase starts.
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by Ronny Hart
Forest Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Log bridge crossing a stream Heavily forested Dense brush Thick hedges Fallen tree Vines across path The trail suddenly drops off River Panicked monkeys 2' tall ferns obscuring path Thorn bushes type Hazard Cramped space Poor visibility Barrier Impediment Entanglement Impediment Barrier Impediment Hazard Impediment Check Balance Escape Artist check Spot Climb pr jump Stumble Reflex Stumble Swim Stumble Spot Stumble unseen obstacles 8 foot tall Notes
12 Animal boneyard Impediment Stumble Rangers get +2 on obstacles checks, other characters get a +2 on obstacle checks if they make a successful (DC 15) Knowledge (Nature) check before the chase starts. Druids get +2 on all speed checks.
Graveyard Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Open grave Low fence High fence Loose dirt Tombstones Funeral in progress Chairs and canopy Crypt Coffin Funeral Coach Funeral procession type Hazard Hazard Barrier Impediment Cramped space Cramped space Furniture Impediment Impediment Impediment Crowd Check Jump Jump Climb Stumble Escape Artist Escape Artist Acrobatics Stumble Stumble Stumble Escape Artist new grave closely spaced Notes
12 Vine covered graves Entanglement Reflex Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Religion) check before the chase starts.
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Indoor Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Lots of people Narrow hallway Stairs up Stairs down Dining or sales area Curtains or beads across path Littered floor Jump off balcony Jump through window Kitchen Slippery floors type Cramped space Cramped space Stairs Stairs Furniture Entanglement Impediment Hazard Hazard Impediment Hazard Check Escape Artist Escape Artist Acrobatics Acrobatics Acrobatics Reflex Stumble Jump Jump Stumble Balance Polished, or spilt grease Notes
12 Hole in floor Hazard Jump Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Architecture and engineering) check before the chase starts.
Mountain Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Crevice Steep incline Path narrows Blind Corner Cliff Trail suddenly drops off Flock of birds Vines crossing path Mountain goats Moderate incline Field of boulders type Hazard Hazard Cramped space Poor visibility Barrier Impediment Impediment Entanglement Animal herd Stairs Furniture Check Jump Strength Escape Artist Spot Climb Stumble Stumble Reflex Handle Animal Acrobatics Acrobatics Notes
12 Log bridge across chasm Hazard Balance Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Geography) check before the chase starts.
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by Ronny Hart
Ocean Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 Coral maze School of dolphins Fickle winds Kelp beds Narrow strait Precipitation Reef Swell Flotsam Fishing nets School of sea turtles type Hazard Animal herd Crowd Entanglement Cramped space Poor visibility Hazard Stairs Impediment Entanglement Furniture Check Special " " " " " " " " " " Size appropriate Notes
12 Fleet of ships Crowd " All checks are Profession (Sailor) or Dexterity if you are steering a ship, Ride if you are mounted, or Swim if you are swimming. Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Nature) check before the chase starts.
Swamp Obstacles
Obstacle 1 2 3 4 5 6 7 8 9 10 11 12 Quicksand Noxious swamp gas Thick Vegetation Muck & Mire Insect swarm Shallow water Deep Water Vines crossing path Lots of alligators Slick, algae covered ground Fallen logs type Hazard Hazard Cramped space Impediment Poor visibility Hazard Barrier Entanglement Animal herd Hazard Impediment Check Dexterity Constitution Escape Artist Strength Spot Spot Swim Reflex Handle Animal Balance Stumble They are not hungry, but will attack if provoked. They are close enough together that you can run across their backs. unseen obstacles under 1 foot deep murky water 10 feet deep Notes The path skirts a quicksand pit Failure also results in being Nauseated for 1d4 rounds (maximum move rate "medium")
Flock of birds Impediment Stumble Your character gets a +2 on obstacle checks if he makes a successful (DC 15) Knowledge (Nature) check before the chase
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Speed Check
Each round the total distance you travel is determined by more than just your base speed. A chase is not the same as a race. You are constantly looking for ways to advance your own speed or hinder your opponents. Speed checks provide a mechanism to reflect this. A speed check is an ability or skill check modified by the circumstances of the chase. Which ability or skill used depends on the specific situation and can change from one round to another if circumstances change. Dexterity: Typically, if you are running and avoiding obstacles, your speed check will be a Dex check armor penalties apply. speed check will be a Str check If you have been running for more than 4 rounds, or you are running over relatively open ground. If you are climbing or swimming you will use a Str check.
Strength: Your
Other: If you are horseback your speed check will be a Ride check. Other skills checks may be used for your speed check if the situation warrants it, such as Balance, Climb, Concentration, Handle Animal, Hide, Jump, Ride, Swim, Tumble or Use Rope Run feat: Your character adds +1 to his speed check if he is running and he has the Run feat.
over 20 +3 Use this table to determine the maximum distance traveled this round. Apply the adjustment to your move distance (based on your Move Rate) in 10 foot squares. Regardless of the adjustment, your maximum move will never be lass that 1 square. If you choose to, you can move less than the maximum. Do not make a speed check if your move rate is SLOW or STOPPED.
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