Charging and Acrobatics (tumbling)


Rules Questions


If a character has a straight line and takes the movement reduction(1/2speed), or moves at full speed and adds 10 to the DC is it possible for the character to charge while tumbling.
As I read the rules it's possible, but I feel like I'm missing something in the rule book.
Thanks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Lt. Stone wrote:

If a character has a straight line and takes the movement reduction(1/2speed), or moves at full speed and adds 10 to the DC is it possible for the character to charge while tumbling.

As I read the rules it's possible, but I feel like I'm missing something in the rule book.
Thanks.

As far as I know it's legal. Never heard of the corkscrew charge before?


Nor have I. But the charge/tumble look's really cool in my mind's eye.


It looks like it should work.

Tumbling doesn't require it to be done as part of a 'move' action, just as part of movement. You are definitely moving while charging. If it were required to be part of a move action then it couldn't be done while charging, since charging is a full round action. But as its written it looks doable.

I'd note that all the restrictions for charging would still apply, thus you couldn't charge over difficult terrain or through an enemies space even if you succeed on a tumble check. But it should allow you to avoid attacks of opportunities along the way to the target of the charge.


Father Dale is probably correct as per the rules. I would, however, allow it to be used that way. Acrobatics checks scale now, and are pretty difficult to begin with, so, meh, toss the tumbler a bone.


Mynameisjake wrote:
Father Dale is probably correct as per the rules. I would, however, allow it to be used that way. Acrobatics checks scale now, and are pretty difficult to begin with, so, meh, toss the tumbler a bone.

you do realize Father Dale is actually agreeing ? ^^

So do I btw, no reason for it not to be allowed, tumbling is quite a difficult check nowadays, actually I like how it works now ^^


After giving it some thought and reading these post I'm going to allow it, but do you think it would be a good idea if the tumbler does not make the DC roll and the attacks of opportunity hit the tumbler/charger then the charge fails and he/she loses the +2 to hit.
thanks


Lt. Stone wrote:

After giving it some thought and reading these post I'm going to allow it, but do you think it would be a good idea if the tumbler does not make the DC roll and the attacks of opportunity hit the tumbler/charger then the charge fails and he/she loses the +2 to hit.

thanks

I don't know if thats necessary, unless the AoO somehow hinders or stops their movement, such as from a trip attack on the AoO

I do think that I would require them to have to move at full speed, adding 10 to the tumble DC. Charge is pretty specific in that you can't do it through difficult or obstructed terrain, so I don't think a charging tumble should work at anything less than full speed.


Remco Sommeling wrote:
Mynameisjake wrote:
Father Dale is probably correct as per the rules. I would, however, allow it to be used that way. Acrobatics checks scale now, and are pretty difficult to begin with, so, meh, toss the tumbler a bone.

you do realize Father Dale is actually agreeing ? ^^

So do I btw, no reason for it not to be allowed, tumbling is quite a difficult check nowadays, actually I like how it works now ^^

The good Father and I agree on using tumble to avoid AoOs. He would enforce the rule about no charges through difficult terrain or through the space of an opponent or ally. I would allow it with the appropriate Acrobatics check. His version is closer to the rules, mine a little more lenient. That is the difference I was referring to.

Liberty's Edge

Here is my take:

The RAW says: You can't run or charge through any square that would hamper your movement.

There are three feats that allow you to break these rules and they are:

Nimble Moves: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Acrobatic Steps: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).

Light Step: You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.

My take is that these feats wouldn't exist if you could just bypass them with an Acrobatics check. Therefore charging over difficult terrain is a no from me.


Yar.

And the ability to jump over difficult terrain as per an Acrobatics check to jump also prevents difficult terrain from hampering your movement (as you are jumping over it instead of treading through it). Failing to clear the difficult terrain ruins the Charge.

~P


Kalraan wrote:
Here is my take:

OK fine, but did you really have to necro three different year-old threads to give us your cut n' paste take?

Liberty's Edge

Short answer is yes. One of my players sent me these three postings of reasons he could charge through difficult terrain, so I replied to all three. Sorry if this somehow offended you or wasted your time however some people use this as a resource :)

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