Do you roll a new Acro check for each creature who threatens?


Rules Questions


3 people marked this as FAQ candidate.

We've been playing and have a question about whether someone needs to roll for each creature they would be moving through a threatened square for. Example: A rogue is tumbling past 3 baddies...does he make 3 Acrobatics checks or is it just one and the penalties for multiple creatures just stack against that one roll?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Yes, he must make 3 checks. The first is that opponents CMD, the second is that opponents CMD +2, and the last is that opponents CMD +4. You can't just roll once because each DC is different.


JBinDC wrote:
We've been playing and have a question about whether someone needs to roll for each creature they would be moving through a threatened square for. Example: A rogue is tumbling past 3 baddies...does he make 3 Acrobatics checks or is it just one and the penalties for multiple creatures just stack against that one roll?

I would think you'd have to roll for each baddie since it's possible that they would each have their own CMD. Each baddie beyond the first would have a cumulative +2 bonus to its CMD. That's how I read it anyway.


Cool. That was one way we were thinking about it but it seemed so unfair to roll a 35 acrobatics check against one person and a 6 against the next one that some of us were entertaining the idea that it might just be one check against multiple creatures instead of many.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Is it fair to roll once for all three and end up failing all three because of one roll? That's a personal preference, I imagine. Some players like the thrill of all or nothing, some prefer multiple chances so one bad roll doesn't flub them. Go with what makes the most fun.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I've alway had it be one roll, but it gets compared to multiple DCs (either due to differend CMDs or just the +2 DC per additional foe). The multiple rolls method favors enemies, since the odds of a particularly low roll coming up on at least one of them increases. It is a bit of a grey area in the rules though, and either method could work.


We've always done one roll at the highest DC. Failure means failure. Movement isn't stopped if you have a path, but if you fail everyone you avoided gets an attack.

Never really knew that you had to make multiple rolls. The rules aren't exactly clear.

Grand Lodge

Well it is unclear if you do multiple or just one. So either is valid. Just one reduces the dice rolling but you have a slightly higher failure chance as your betting it all on one highest roll.


I think if there is two (or more) clearly separate areas threatened/occupied by enemies, it`s best to roll them separately (combining rolls of enemies who threaten each area) since it allows for the `medium` result of getting stopped in between them (if Tumbling thru enemy space) or getting hit by the first group`s AoO`s and deciding it`s better idea to not risk the second group`s AoO`s.

The rules are pretty unclear on this though,
especially if you are in PFS Organizd Play and don`t want to house-rule too much... FAQ?


JBinDC wrote:
A rogue is tumbling past 3 baddies...does he make 3 Acrobatics checks or is it just one and the penalties for multiple creatures just stack against that one roll?

Do you use the same attack roll when you make multiple attacks? So, why should you stack skill checks into a single roll?


Ice Titan wrote:

We've always done one roll at the highest DC. Failure means failure. Movement isn't stopped if you have a path, but if you fail everyone you avoided gets an attack.

Never really knew that you had to make multiple rolls. The rules aren't exactly clear.

I use the same rules, but mostly to speed up the game. i think by RAW you are supposed to roll multiple checks.

Scarab Sages

I've always run Tumble in 3.5 as being separate rolls, but have encountered groups that do it as one.
I intend to continue using multiple rolls in PF.

I couldn't see how you could set the DC for the whole round's movement, and apply it to the first square they Tumble in.

If they fail, where do they stop?

If they only failed due to the extra modifiers for opponent 2, 3, 4, why would they stop at opponent one, before they are even threatened by opponent 2, 3, 4...who thus don't affect the DC...?

What if they are Spring Attacking, and you don't know if they'll drop their target, and thus, have a free path away, and so not need to use the intended Tumble route?

What if they intended to Tumble over to a door, and go through it, but once they get there, they find the door is locked, and they decide to Tumble away? They haven't applied the mods to the original roll.

What if they 'forget' to pick a path, roll a great Tumble check, then metagame that knowledge to pick a circuitous route through 8 opponents they would never have normally dared to?

Now that Tumbling is no longer a set DC, all the above still applies.

I think the Tumbler should be able to make a good roll, only just beat his opponent's CMD, and think "Hmmm, these guys are better than I thought! Do I push my luck, or quit while I'm ahead?".


A question: what happens if I fail an Acrobatics check to tumble past a threatened area? Just take the AoO and move on? If so no one would not ever make the check, after all even if you have even a +1 on Acro, you can pass once a while. Since the book don't say nothing I houseruled that you must make a new Acro check (DC 10 + damage taken) or fall prone.
Scenario: BBEG wizard past a bunch of mooks. How to reach him?
Rogue: zig-zaging through the dummies, between the legs the last and wait for your pal fighter to slice the old man.
Fighter: Straight to the bastard, ignoring the clubs and swords poking you. After all you can handle it, and cannot be late to reach him, or prepare yourself to be taken out at his first spell.

I just would find it silly if the big armored fighter taking the same route of the rogue...


freduncio wrote:
A question: what happens if I fail an Acrobatics check to tumble past a threatened area? Just take the AoO and move on? If so no one would not ever make the check, after all even if you have even a +1 on Acro, you can pass once a while.
A couple of reasons the big armored fighter isn't going to take the same route as the rogue:
  • Armor check penalty applies to Acrobatics
  • You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor.
If you fighter is wearing light armor, I don't quite think that qualifies as "the big armored fighter."

(Now if we could just fix that whole tumbling dwarven tank in full plate nonsense)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Some call me Tim wrote:


  • You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor.
  • That...sucks. I had an epic moment when my fullplated paladin took a daring dive and actually beat the DC despite a -6 ACP. Now the rules tell me I can't even try? Lame.

    Liberty's Edge

    I initially thought that it was one roll for all opponents, but then I changed my mind when I re-read the core rulebook : "In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics."

    Since it mentions "an enemy" and not "enemies", it seems that you have to check against each and every enemy.

    Remember too, that even if you fail the checks when moving through threatened squares, you still move to your intended square.

    freduncio wrote:
    A question: what happens if I fail an Acrobatics check to tumble past a threatened area? Just take the AoO and move on? If so no one would not ever make the check, after all even if you have even a +1 on Acro, you can pass once a while. Since the book don't say nothing I houseruled that you must make a new Acro check (DC 10 + damage taken) or fall prone.

    The book is clear that the check only concerns the matter of AoO. It has no impact on the move you are making.

    Of course, you can always houserule it if you prefer.

    Quote:

    Scenario: BBEG wizard past a bunch of mooks. How to reach him?

    Rogue: zig-zaging through the dummies, between the legs the last and wait for your pal fighter to slice the old man.
    Fighter: Straight to the bastard, ignoring the clubs and swords poking you. After all you can handle it, and cannot be late to reach him, or prepare yourself to be taken out at his first spell.

    I just would find it silly if the big armored fighter taking the same route of the rogue...

    Your example includes going "between the legs of the last", ie tumbling through an occupied square. Failing this check stops your move.

    Otherwise, yes, the fighter can take the AoOs and reach the wizard if his move is high enough, if his speed is not reduced and if the AoOs did not drop him. Which is why a wizard never lets an enemy come close to him.

    TriOmegaZero wrote:
    Some call me Tim wrote:


  • You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor.
  • That...sucks. I had an epic moment when my fullplated paladin took a daring dive and actually beat the DC despite a -6 ACP. Now the rules tell me I can't even try? Lame.

    Dwarf paladin

    for the win ;-)

    Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Do you roll a new Acro check for each creature who threatens? All Messageboards

    Want to post a reply? Sign in.