Tumbling vs Movement Question


Rules Questions


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
00000

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?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

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.

Movement with Mobility would automatically provoke AoOs.

Total defense dodge bonus does stack with mobility's dodge bonus. So, you would have +1 Dodge feat, +4 dodge from Mobility and +4 dodge from total defence for a total dodge bonus of +9 to your monk's AC. 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.

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).

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.

Mobility applies regardless of whether you use Acrobatics or not.


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.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Dakamgi wrote:
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?

No, there is only the final modified acrobatics check number. If you fail, all get a chance at you. At least, that is my understanding.

Dakamgi wrote:
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.

Correct

Dakamgi wrote:

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.

Tumbling is not a combat maneuver (see pages 198-201 of the core for the list of CMs). So, you would not add in your CMB to you acrobatics+d20 check.

One thing that a lot of people neglect to add in is the terrain modifiers for the acrobatics check.


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.
Even in the absence of the Stand Still feat, either of the fighters could still potentially stop the Monk by using a Trip maneuver as their AoO. A successful trip would end the Monk's move action, leaving the Monk prone. If the Monk did not take a standard action before moving (such as Total Defense), he could then take his second move action to stand from prone -- which would provoke a second AoO from any fighter threatening the Monk (a fighter with Combat Reflexes could take advantage of this; another fighter could not).


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
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.

I will respectfully disagree with you here.

To speed play, to be consistent with AoOs only appling once per turn (and not square) and with the skill table on page 88 of the core (where it says move thru a threatened area rather than threatened square), I would say that you only make a single acrobatics check.

Also, if you impose more than one acrobatics check, you lessen the use of the skill, as there is a greater chance that you will fail if you have to make several rolls. To me, that was not the intent of the way the set up the skill.


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.


You make one acrobatics check per opponent. I think this is covered in the FAQ.

Edit:

FAQ wrote:


How does Acrobatics (Core Rulebook, page 87) work when you use it to avoid attacks of opportunity? When do you make checks? How many do you make?

Acrobatics allows you to make checks to move through the threatened area of foes without provoking attacks of opportunity. You must make a check the moment you attempt to leave a square threatened by an enemy, but only once per foe. The DC (which is based of the Combat Maneuver Defense of each foe), increases by +2 for each foe after the first in one round. The DC also increases by +5 if you attempt to move through a foe. In the case of moving out of the threatened square of two foes at the same time, the moving character decides which check to make first.

For example, a rogue is flanked by a meek goblin and a terrifying antipaladin. The rogue move away from both of them, provoking an attack of opportunity from both, but uses Acrobatics to attempt to negate them. She must move at half speed while threatened by these foes and can choose which to check against first. If she fails a check, she provokes an attack of opportunity from that foe. If she makes it, she does not provoke from moving through that foe's threatened space this turn.

–Jason Bulmahn (11/24/10)

Shadow Lodge

The way I've used it is take one roll and compare it to each enemy separately. For example's sake let's make the 2 enemies have different cmds. So enemy 1 has a cmd of 22, while enemy 2 has a cmd of 25. Now, let's say your acrobatic's check is 25. The DC for E1 would be 24 (22 +2 for multiple enemies) and the DC for E2 would be 27. Now, your check of 25 is enough to get past E1, but E2 is a tougher opponent and he gets an AoO.

It doesn't make sense to me to have a mook and brute both get an AoO when you tumble between them just because the brute is tougher on his own, when you could tumble around the mook on his own without even trying.


Mistwalker wrote:
Also, if you impose more than one acrobatics check, you lessen the use of the skill, as there is a greater chance that you will fail if you have to make several rolls.

But "succeed" and "fail" is on a per-opponent basis. Each successful Acrobatics check negates one opponent's ability to AoO you for threatening movement that round.

I don't consider it to negate Acrobatics that I can make three checks, fail one, and take one AoO from 4 opponents.

We don't have to agree that it's best -- but we should agree that my description reflects the actual book rule and the condensed one-check-per-round version is a house rule.


Eric Clingenpeel wrote:

The way I've used it is take one roll and compare it to each enemy separately. For example's sake let's make the 2 enemies have different cmds. So enemy 1 has a cmd of 22, while enemy 2 has a cmd of 25. Now, let's say your acrobatic's check is 25. The DC for E1 would be 24 (22 +2 for multiple enemies) and the DC for E2 would be 27. Now, your check of 25 is enough to get past E1, but E2 is a tougher opponent and he gets an AoO.

It doesn't make sense to me to have a mook and brute both get an AoO when you tumble between them just because the brute is tougher on his own, when you could tumble around the mook on his own without even trying.

It is easier to dodge one opponent than 2. That is what the modifier represents.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
AvalonXQ wrote:
We don't have to agree that it's best -- but we should agree that my description reflects the actual book rule and the condensed one-check-per-round version is a house rule.

I believe that you have it backwards. My interpretation seems to better reflect the actual RAW and RAI. Please see Wraithstrike's entry above yours, where he quotes from the FAQ, from Jason Bulmahn.


Mistwalker wrote:
AvalonXQ wrote:
We don't have to agree that it's best -- but we should agree that my description reflects the actual book rule and the condensed one-check-per-round version is a house rule.
I believe that you have it backwards. My interpretation seems to better reflect the actual RAW and RAI. Please see Wraithstrike's entry above yours, where he quotes from the FAQ, from Jason Bulmahn.

Please read the FAQ entry again. It matches my description, not yours.


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.


Mistwalker wrote:
AvalonXQ wrote:
We don't have to agree that it's best -- but we should agree that my description reflects the actual book rule and the condensed one-check-per-round version is a house rule.
I believe that you have it backwards. My interpretation seems to better reflect the actual RAW and RAI. Please see Wraithstrike's entry above yours, where he quotes from the FAQ, from Jason Bulmahn.

Looks like AvalonXQ has it right per RAW.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
AvalonXQ wrote:
Please read the FAQ entry again. It matches my description, not yours.

My apologies. You are correct.

That'll teach me to read fast and while distracted :)

Looks like I will be changing the way I handle acrobatics.


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.


AvalonXQ wrote:
Mistwalker wrote:
Also, if you impose more than one acrobatics check, you lessen the use of the skill, as there is a greater chance that you will fail if you have to make several rolls.

But "succeed" and "fail" is on a per-opponent basis. Each successful Acrobatics check negates one opponent's ability to AoO you for threatening movement that round.

I don't consider it to negate Acrobatics that I can make three checks, fail one, and take one AoO from 4 opponents.

We don't have to agree that it's best -- but we should agree that my description reflects the actual book rule and the condensed one-check-per-round version is a house rule.

+1

Reading this thread had me second guessing my original outlook on Acrobatics for a moment, but the RAW/FAQ outlook does make sense even if it requires more rolls.

It would be weird to have the DC of the 1st opponent increased by +2 if the 2nd opponent you want to avoid is 10 ft or 20 ft or 30 ft away from yourself and the 1st opponent. It at least makes somewhat more sense that avoiding the 1st opponent puts you off balance, so it is harder to avoid again, even if 2nd opponent it far away.

Although, Mistwalker did bring up something that I'm still not sure about... does using Acrobatics in this way reset with each move action? Or at the start of your next turn?


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?


Well, the text stipulates that it's +2 for each opponent avoided in 1 round.


Troubleshooter wrote:
Well, the text stipulates that it's +2 for each opponent avoided in 1 round.

Oh yeah. Thanks for pointing that out!


Dakamgi wrote:


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?

Mobility would be a good feat for that. There's been a couple times in our game that Mobility really made the difference for the enemies using it.


Dakamgi wrote:


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

Those FAQ's are well hidden. Look up the product in the online catalog, in this case, the core rulebook. Scroll down. You will see a series of tabs. Click on tab "Frequently Asked Questions". APG has its own FAQ as well.

Core Rulebook

Good hunting!

Greg

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Tumbling vs Movement Question All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions