We're both not entirely right, reading up on it. True, you get 20 ft more than I thought by running, math is hard, but you can only run for a single round with your constitution modifier, horses can do it for 5. After that you gotta make DC 10 and increasing cons checks.<br/>Also, they go first in the initiative order, so you spent a whole turn running and catch up, but then they run again, 100 ft, you can't take the run action unless you risk a cons check, succeeding on it you run ahead, but failing it you take a double move  and are now 20 ft ahead, which is not good enough, see below.. *chuckles*<br/><br/>I admit the idea of a mage rushing headside along with a coach is amusing, but just catching up is tricky too, tactically speaking you'd need to be 110 ft ahead before you can safely shoot back or casts spells AND make sure the coach doesn't try to charge right at you for ouchies in response. (Yeah, I know, handle animal failures, but I'm concerned that there's a bit too many damage dices involved if you collide with it  head on either way.)So it'd propably be a dc 10 an a dc 11 constitution check to get to a proper position.<br/><br/>Anywhoo, heh. yeah, confuddling, let's let the things stand as is. ^^