Acrobatics (Tumbling) vs. Multiple Opponents


Rules Questions


I cannot get a definitive source that says you roll only once when there are multiple opponents you wish to move though their threatened squares.

I have this Fast Play Skill Acrobatics reference, but that's not the official PRD (note that its marked red which mean its not clear).

I understand that there's a +2 modifier to the CMD for each additional opponent, but not sure when to roll.

Acrobat Scenario

The above image has a scenario I would like help on understanding.

1) Rogue declares that he wants to move to Position Position D which is 20-feet away. His speed is 30-feet so its a double move because he is moving at half speed (no modifier). There are no other hazards impeding movement. Enemy1 and 2 both have a 5-foot reach.

2) Rogue moves into Position A, no problem.

3) Rogue moves into Position B, leaving the threatened square of Enemy1. What does he roll? What happens if he fails?

4) Rogue moves into Position C, leaving the threatened square of both Enemy1 and Enemy2. What does he roll? What happens if he fails?

5) Rogue moves into Position D, leaving the threatened square of both Enemy1 and Enemy2. What does he roll? What happens if he fails?

Please advise.

Grand Lodge

Perhaps someone more knowledgable (Mr. Jacobs, hmmm) can answer this officially, but here is how I see it...

First, since it will take two seperate move actions to complete his intention, there are two seperate opportunities for the opponents to gain an AoO. Even though the opponents threaten different squares, they still work together to prevent the action. The easiest thing to do is to consider each move as a whole action.

Leaving the starting square for position "A" does not grant an AoO, so no tumbling. Leaving "A" to enter "B" grants an AoO from enemy 1 and costs 10 ft of movement while tumbling. Leaving "B" and entering "C" grants AoO from both enemies and costs another 10ft of move. At this point, the rogue is out of movement because tumbling out of "C" would cost another 10 ft and he only has 5ft left. The entire action grants AoO to two different enemies and creates a +2 penalty to the DC of the check.

The question at this point is which enemy uses its CMD and which one grants the +2. My group has decided that the highest CMD is always the primary DC and all others add the +2, but I have also heard that some declare the first affected opponent as the base DC, and the remainder add in the +2.

Moving from "C" to "D" also requires a tumble check vs. both enemies, presumable with the same DC as the first movement. Even though it is only a five-foot step, you cannot take a 5ft if you perform any other movement.

Also, keep in mind that if the rogue fails the first tumble check and both enemies take an AoO, the second check will not matter since by rule, moving out of multiple threatened squares in a round does not represent seperate opportunities.

Sovereign Court

You make a roll against each opponent. In most case the CMD of your opponents will likely be the same, for example fighting a half dozen goblins. However in many cases each opponents CMD will be different and as the opponents CMD is the BASE DC you'd have to roll seperately against each.

For example your rogue 5 (dex 18) with max ranks in Acrobatics is +12. You face a pair of goblins (CMD 12), an ogre (CMD 18), and a evil Cleric (CMD 14) in a 20 ft wide x 30ft long room.

In this example the ogre is to your left fighting your Paladin buddy and the two goblins are lined up right next to it blocking your path to the Cleric at the back of the room.

xxCx
xxxx
xxxx
ooxx
oogg
PxxR

To tumble through the goblin in front of you a DC 17 Acrobatics check is needed. To avoid the AoO from the other goblin however is only a DC 14 (CMD 12+2), to avoid the Ogres AoO its DC 22 (CMD 18+4). You want to move next to the Cleric and out of the Ogres Reach so you must also tumble through his threatened squares DC 20 (CMD 14+6). It's going to take a double move to do it as your movement is half speed (unless you want to up the DC's by 10!)...

Rogue Acrobatics checks:
1d20 + 12 ⇒ (12) + 12 = 24
1d20 + 12 ⇒ (17) + 12 = 29
1d20 + 12 ⇒ (18) + 12 = 30
1d20 + 12 ⇒ (17) + 12 = 29

In this case you make all the checks easily (thank you Paizo Dice roller!) and get next to the Evil Cleric!

The DC's are so vastly different that you'd have to make several or one botched roll would result in Attacks of Opportunity from every creature that threatens you! It has to be one roll per opponent.

--Vrock n Roll!

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