<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC</div><div class="spoiler_body">I was only expecting you to do one round, but the second round can be kept as well, in this case.<br/><br/>Round 1<br/>Run Check: 23 (Shay closes to 0 units distance)<br/>Tackle: 5<br/><br/>Round 2<br/>Move Action to get up<br/>Expeditious Retreat +30 Feet to Movement Speed (3 of 6 1st level spells used)<br/>(Falene runs 1 unit away)<br/></div></div><br/><br/>Running, Falene came to the end of the tunnel as she pulled away from Shay after the thief's failed attempt at a tackle and ungraceful fall. The sewer ahead widened, with two raised walkways, one on either wall, separated by a channel twenty feet wide and five feet deep between them. The channel drained into the tunnel that the two women were leaving, and the water, formerly only inches deep, was flowing with greater speed and slowly but steadily rising as the city above came to life in the morning and with it, the amount of wastewater going down into the sewers.<br/><br/>Leaving the tunnel put them into the bottom of the channel, but there were makeshift ramps - little more than wooden planks placed down - leading up from the channel to the walkways. Falene ran noisily up the ramp on the left, her footsteps making unhealthy-sounding thumps against the rotting wood, which shattered in her wake preventing Shay from simply following her. The plank leading up to the right walkway remained intact, at least.<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chase Rules, updated</div><div class="spoiler_body">The progress of the chase scene is represented in units.  Falene is currently 1 unit away from Shay. A 0 indicates being right on Falene, 1 at the edge of the ioun torch's illumination range, 2 is out of sight and following the sounds of her footsteps, and 3 means that Shay has lost Falene's trail.<br/><br/>Shay's increased speed gives her a +12 to Dexterity checks to run and Acrobatics checks to jump.<br/><br/><strong>Left walkway:</strong> Shay attempts to jump or vault directly onto the walkway after Falene. A DC 20 acrobatics check to jump means that she gets onto the walkway without losing any time. Failure means she has to spend a move action to pull herself up. Then take actions as usual.<br/><br/><strong>Channel:</strong> Shay remains in the channel between and below the two walkways, running and splashing through water several inches deep. Take actions as usual, except that Shay obviously cannot tackle Falene.<br/><br/><strong>Right walkway:</strong> Shay takes the remaining ramp and runs along the right walkway, parallel to the one Falene is on. Take actions as usual, except that Shay obviously cannot tackle Falene. <br/><br/><hr/><br/><strong>Run (full-round action):</strong> Make a DC 11 Dexterity check. On a success, Shay gains 1 unit on Falene. Otherwise, they maintain the same distance. If the check result is 6 or less, Shay loses 1 unit on Falene.<br/><br/><strong>Move and Move action or Standard action:</strong> As running, except the DC is 21, and Shay loses 1 unit on Falene if the dexterity check result is 16 or less. Either before or after the check is resolved, Shay can carry out a move or standard action.<br/><br/><strong>Run while casting (swift action):</strong> Shay can attempt to cast a spell while using the run action. Make a concentration check (d20 + caster level + casting ability score modifier) against DC (10 + spell level). On a success the spell is cast normally, on a failure the spell slot is still expended but the spell has no effect.<br/><br/><strong>Tackle (swift action):</strong> If Shay ends her round 0 units away from Falene, she can attempt to tackle her to the ground and end the chase. Make a combat maneuver check against CMD 10. On a success she tackles Falene and ends the chase. On a failure Shay misses but keeps the distance of 0 units from Falene. A result of 5 or less means that not only does Shay miss, she falls prone and needs to spend a move action to get up on her next turn! Only one swift action can be used in a round.<br/></div></div>