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AvalonXQ wrote:

One more thought regarding the OP:

Instead of having the Monk move to 3, have the Monk move 15 feet (without tumbling) diagonally northeast, then diagonally southeast, to arrive at square 2 while taking no AoOs.
Then, on his turn, P takes a 5 foot step southeast to flank with the Monk.
Never forget that your would-be flanking partner can himself adjust up to 90 degrees from his current placement. You can save yourself a lot of AoOs that way.

8^) Thanks Avalon. I do realize that the situation as given is somewhat impractical and of course has the more eloquent solution that you suggest.

I was specifically looking for information on tumble and how I can use it to maneuver around the battlefield. As well as ways to improve my AC while tumbling so when I do generate AoO my AC allows me to take no damage.

Again, thank you all for all your help.

Only one last question: Where is this FAQ and can someone provide a link?


AvalonXQ wrote:

When moving from 1 to 2, the Monk makes an Acrobatics check (1d20+9) against DC 22 to avoid an AoO from the fighter to the south.

When moving from 2 to 3, the Monk makes an Acrobatics check (1d20+9) against DC 24 to avoid an AoO from the fighter to the north.
A failure on either check allows that fighter to take the AoO against the monk for threatened movement.

This discription matches the FAQ as presented by Wraithstrike.


Thank you for your replies.
I can see that my GM and I will have to have a conversation concerning how the Check vs CMD is appied (by square or area).
For speed I can see that Mistwalker has a point, but oh the ouchies it can cause on a failure.
Whereas AvalonXQ allows for partial success and that reduces the hurt somewhat.


Mistwalker wrote:

The acrobatics' check for you scenario would be 24.

CMD of the highest enemy is 22, with an additional enemy +2=24. I have always worked with one acrobatics check per movement, not per turn.

If you fail the skill check, you would continue and finish your movement, but both fighters would have an attack of opportunity (AoO) on your monk.

Am I correct then in assuming that I can have a partial skill failure by rolling a 23?

In which case only one of the fighters would get AoO?

Mistwalker wrote:


It could be ruled that you are not providing flanking for that round, as you do not get AoOs in the round that you use total defence.

Understood and Agreed.

Mistwalker wrote:


Stand Still only works if the enemy get's an AoO and succeeds with their combat maneuver check. Your monk would stop in the square that provoked the AoO (note, if the fighter can do so on several squares, they can decide which square to stop you in).

If I understand you correctly: If I make move to "3" using standard movement, the only way I can be stopped is with successful AoO AND a Stand Still Maneuver Check. Without the Stand Still Feat the movement will be completed.

Mistwalker wrote:


You do not get to add in your CMB to the skill check, as Stand Still allows for a combat maneuver in response to your movement, not the acrobatics check.

Sorry for the misunderstanding here.

I was asking if I get CMB+Acrobatics+d10 vs CMD for tumbling? Since Tumbling appears to be a Combat Maneuver.


I have a movement vs tumbling question. I have searched on tumbling but cannot find an answer as most questions involve moving through an enemy square.
Thank you in advance for your help and clarification.
Text Drawing:

000E0
M1200
0PE30
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Here is the situation:
E,E = 6th level fighters, STR 18, DEX 16, BAB 6, CMD 22
P = Friendly Player
M = 3rd level monk (me), STR 13, DEX 16, BAB 2, Acrobatics 9, CMB 4, CMD 20, AC 17, Speed = 30ft

The monk (M) wishes to move to 3 to provide flank for the friendly player (P).

What is the difference between using Tumbling (acrobatics) to move to 3 (following path 1,2,3) and using a standard action “Total Defense (+4 Dodge to AC)” (and/or eventually Mobility) and moving to 3 (following path 1,2,3)?

If I am hit during movement do I stop? What roll does the feat “Stand Still” play in this scenario?
What is the difficulty (CMD) in each square and why?
Since I am rolling against CMD to tumble, do I get to add CMB to Acrobatics? Apparently in this use Tumbling is a Combat Maneuver.
Can I use Total Defense (and/or eventually Mobility) WHILE Tumbling, so I have a higher AC if I blow the acrobatics check?
Does Total Defense stack with Mobility?