Tumbling / Acrobatics Needs Updating


Pathfinder First Edition General Discussion

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In 3.5 tumbling was a bit overpowered as the DC never increased and characters no longer needed to roll. In pathfinder we have a system that uses a monsters CMD instead allowing the DC to go up as the monster's difficulty increases. This makes more sense, but weakens tumbling to the point of becoming too expensive for marginal gains. Since CMD is increased by BaB: most fighter type monsters will usually have an approximately 50% chance of getting their AoO. Advanced tumbling maneuvers such as tumbling through a square becomes nearly impossible. If a monster has a 50% of hitting me as I tumble past, is it worth it to gain flanking? Maybe if someone is sneak attacking, otherwise no. Any lightly armored tumbler has armor check penalties making the maneuvers even more likely to fail.

Armored fighters should be slow, and easy to run past. Large creatures should be the easiest targets when tumbling through their square. According to pathfinder's rules, however, they are both harder targets to move past. We should not have to invest in magical items, or spend feats to use a skill for it's main purpose. Acrobatics has many uses, but the most obvious is tumbling and without feats a non halfing will never be better then average at it. Also you will need to invest max ranks just to stay average.

There are several solutions to the problem, but one must first realize a key motivation behind the change. Simplicity. Paizo didn't want a new rule for every situation. This makes sense as the alternative would lead to confusion and time waisted looking up rules.

An easy fix would be using the feint rules for tumbling as tumbling past someone would be very similar to feinting. Make a DC 10 + opponents sense motive check to succeed. This would make it very easy to succeed at later levels against most monsters, but would also allow monsters to invest skills in stopping tumbling.

Another possibility would be to use half the creatures HD, instead of BaB, for the creatures CMD when using acrobatics to tumble past a creature. This would increase the complexity, but also allow fighters (who have too few skills already) to remain difficult to tumble past.

For those unconvinced, this about this character:
An average tumbler would be a human rogue wearing a chain shirt with 16 dex. This is a character that should be able to tumble effectively. I think effectively would be about 75% success rate against the average monster. Doing the math this gives the rogue an acrobatics of 4 plus his level. At higher levels he can expect this to reach a 7 plus level due to dex boosting items, and ability score increases. As a rough guess I would estimate 35% success against the average monster. Rogues do not have the HP to survive many hits, tumbling past one creature would be too risky and tumbling past several could result in death.


Tumbling's a nonsense skill at the best of times. Next time you're in a fight, try doing a forward roll at your opponent and see what happens...


Funky Badger wrote:
Tumbling's a nonsense skill at the best of times. Next time you're in a fight, try doing a forward roll at your opponent and see what happens...

I always figured you wern't necessarily tumbling, but were instead using your wickid acrobatics skill to just generally move around them the best way you see fit without opening your guard.

Maybe they figure you have to have those boots that give you +5 acrobatics to give you an edge if you're going to be doing it a lot.


Funky Badger wrote:
Tumbling's a nonsense skill at the best of times. Next time you're in a fight, try doing a forward roll at your opponent and see what happens...

I tend to picture it as acrobatics in general. Flipping, ducking, weaving, what have you. Just whatever you do to get past an opponent and evade an attack.

Anyway, I agree that the DC to tumble is pretty rough. The problem is mostly that CMD scales way better than Acrobatics.

A rogue maxing acrobatics every level is equivalent to a same HD creature with full BAB progression.
A rogue can add Dex to acrobatics, while an enemy adds Str and Dex and Size modifier.
The only thing acrobatics has going for it is if it's a class skill for +3. Otherwise, you need items to boost it any higher.

It's not entirely hopeless, but not really promising for a rogue later on, even if maxed.

Also, ninja!


It works great for me nearly every session.

Just sayin'.

Liberty's Edge

I disagree with the basic assumption:
"We should not have to invest in magical items, or spend feats to use a skill for it's main purpose."

Being capable of maneuvering without exposing yourself is a thing that require a lot of training in our world. So it should require a serious investment.

The OP math? a chain shirt weight 25 lbs and give a -2 to the acrobatic skill, so he is already choosing to be penalized. A masterwork chain would reduce that by 1 point,

The only argument with some basis is that the size modifier shouldn't matter when trying to avoid a AoO.


I don't know if that was directed at me or not, but I'm not saying that you shouldn't need to invest in feats or such to get use out of the skill. The main issue I have with it is that, all things being more or less even, acrobatics needs a lot of work to stay viable while the defense against it does not.

One skill rank every level, to keep it even to HD. Easily matched by the BAB progression of a lot of enemies. At the very least, they'll probably have 3/4 progression if you're actually worried about AoO's so they're at least matching you 75% without any investment.

You can add your Dex mod on your roll, they add both their Dex and Strength mod. You can expect that enemies you want to avoid probably have fairly large strength scores, probably enough to rival your dexterity, meaning their dex and size bonuses, on top of that, are mostly in their favor.

So, in the most basic sense, it is relatively skewed in the defender's favor even if our hypothetical rogue is doing a lot to keep it viable.

As I said though, I don't think it's terrible at high levels, and I understand that someone wanting to really put it to use might want to boost it with some things. But if they need to do so in order to have any realistic chance of succeeding, then it seems a bit off.

Just my opinion though, of course.


Well Skill Focus grants +3 [+6 at level 10]. There are a number of cheap items that grant +5 bonuses.

That's +8 at level 4-5.


Maybe there should be a Feat called Advanced Acrobatics where you pick either tumble, high or long jump and gain a +5 bonus to that type.


There's no reason the system dynamics should stay constant through the game. If at first level you have 75% success rate and at 20th level you have 75% success rate then nothing has changed. What was the point of going up levels again?

See also: trip. It does work better against humanoids than against, say, dragons. This is perfectly reasonable behaviour.


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Funky Badger wrote:

There's no reason the system dynamics should stay constant through the game. If at first level you have 75% success rate and at 20th level you have 75% success rate then nothing has changed. What was the point of going up levels again?

See also: trip. It does work better against humanoids than against, say, dragons. This is perfectly reasonable behaviour.

Well, the point of going up levels isn't to get worse. It's one of those things that makes me shy away from the rogue, even though I like the idea of it.

Grand Lodge

I think there is something to be said for the idea that the highest CR enemies should be tough to tumble around. Just like the way they are going to be protected with SR, DR, energy resistance, and a host of other defensive abilities to negate and counter high level fighters and wizard. Why shouldn't they be capable of negating an important rogue tactic?

Big monsters with massive Str scores do have high CMD, but that is how they are suppose to be. Someone dedicated to Acrobatics can still hit the mark. Other enemies of comparable CR would not be so high. A 20th level fighter's Str should be about the same as a 20th level rogue's Dex and he might not have much Dex to add to CMD and the +3 bonus for a class skill should even that out. The rogue can pick up plenty of feats and items to boost his acrobatics higher than the fighter can increase his CMD.


Funky Badger wrote:
Tumbling's a nonsense skill at the best of times. Next time you're in a fight, try doing a forward roll at your opponent and see what happens...

Having had many years of martial arts training, I agree in the real world.

Pathfinder is cinematic and so tumbling, evading and maneuvering into position should be part of this. It's part of the cinematic feel.

Otherwise, all fights should last 3 seconds, tops. Which is boring.


Remember that acrobatics is also tied to jumping. Jumping is only limited by your movement. A couple campaigns ago I had a barbarian leaping whole encounters to get behind the monsters.

I think the DCs are fine; sometimes too low. It basically just depends on your character. If you're going to use the skill significantly, like the barbarian above, then you'll have a high dex bonus and feats/traits/items that augment this further. Said barbarian, at level 1, was walking around with a +8 to his rolls. In one combat he needed to leap past a wererat and it's dire rat minions to get onto a cart and he didn't want the AoO; he needed a 9 on a D20 to pull that off.

Over half the time he'd make that roll, without any buffs, feats, or items. That's not bad.

Scarab Sages

I actually think that it should only be easy to tumble around opponents IF you spend max points and optimize as such. if you are expecting the average rogue to tumble past the fighter type 75% of the time, then you better expect the same from the enemy. Average is just that, average. I do think, however, that an opponents armor check penalty should effect their CMD against things like acrobatics checks, which require speed and finesse.


CylonDorado wrote:
Funky Badger wrote:

There's no reason the system dynamics should stay constant through the game. If at first level you have 75% success rate and at 20th level you have 75% success rate then nothing has changed. What was the point of going up levels again?

See also: trip. It does work better against humanoids than against, say, dragons. This is perfectly reasonable behaviour.

Well, the point of going up levels isn't to get worse. It's one of those things that makes me shy away from the rogue, even though I like the idea of it.

Stuff that works at low levels (trip etc.) doesn't work so much at high levels... players have to learn more stuff... its meant to be harder the higher up you go, isn't it?


darkwarriorkarg wrote:
Funky Badger wrote:
Tumbling's a nonsense skill at the best of times. Next time you're in a fight, try doing a forward roll at your opponent and see what happens...

Having had many years of martial arts training, I agree in the real world.

Pathfinder is cinematic and so tumbling, evading and maneuvering into position should be part of this. It's part of the cinematic feel.

Otherwise, all fights should last 3 seconds, tops. Which is boring.

FIghts between masters and mooks? 3 seconds is fine, between equally skilled combatants, they can go on for hours...

But yeah, PF is not a simulation.


Mark Hoover wrote:

Remember that acrobatics is also tied to jumping. Jumping is only limited by your movement. A couple campaigns ago I had a barbarian leaping whole encounters to get behind the monsters.

I think the DCs are fine; sometimes too low. It basically just depends on your character. If you're going to use the skill significantly, like the barbarian above, then you'll have a high dex bonus and feats/traits/items that augment this further. Said barbarian, at level 1, was walking around with a +8 to his rolls. In one combat he needed to leap past a wererat and it's dire rat minions to get onto a cart and he didn't want the AoO; he needed a 9 on a D20 to pull that off.

Over half the time he'd make that roll, without any buffs, feats, or items. That's not bad.

You don't get the jumping speed bonuses (or penalties for small folk) on checks to avoid AoOs though...


Funky Badger wrote:
CylonDorado wrote:
Funky Badger wrote:

There's no reason the system dynamics should stay constant through the game. If at first level you have 75% success rate and at 20th level you have 75% success rate then nothing has changed. What was the point of going up levels again?

See also: trip. It does work better against humanoids than against, say, dragons. This is perfectly reasonable behaviour.

Well, the point of going up levels isn't to get worse. It's one of those things that makes me shy away from the rogue, even though I like the idea of it.
Stuff that works at low levels (trip etc.) doesn't work so much at high levels... players have to learn more stuff... its meant to be harder the higher up you go, isn't it?

Sure, but with that in mind, nobody should ever take feats to be good at that sort of thing unless they know the campaign will cut out early, or if you're a fighter who can re-train them. It's a pain to have feats that are a waste, especially in a game as unbalanced as Pathfinder. The guy next to me would be doing way better, and I'd just feel crappy.


CylonDorado wrote:
The guy next to me would be doing way better, and I'd just feel crappy.

There's no rules advice that's going to help with this issue...


Funky Badger wrote:
Tumbling's a nonsense skill at the best of times. Next time you're in a fight, try doing a forward roll at your opponent and see what happens...

In real world, yes. However, in real world if a poisonous mamba bite you, you die, while a high level fighter just shrug off his shoulders, and in real life you can't climb in full plate, or survive falling from the empire state. Fortunatelly, this game does not try to simulate the boring real life, but a fantasy world, and in fantasy world, tumbling around enemies without being hit is both a staple, and fun as hell.

To the OP, the biggest offender IMHO is that size is a BONUS to avoid being tumbled. I can see why I can't push an elephant around, but I don't understand why I can't tumble around him. Being big and strong doesn't make you to have better reflexes, but in the game, it does, as it increases your CMD (and there's only one kind of CMD, not one for strength-based maneouvers such as bull rush, and another one for wit-based maneouvers, such as tumble or dirty trick -throwing sand to the eyes or the like-)

Verdant Wheel

idea!

CMD is simple and brilliant. lets not change it.

but, Acrobatics is a special circumstance. the OP is right about heavily armored and large creatures (look at the hobbits Merry and Pippin as they clumsily stumble under the legs of armored orcs, horses, and cave trolls!)

to middleground simplicity and simulation, (and to make rogues and halflings cooler again!), this house rule therefore changes the Acrobatics roll, not the CMD.

Acrobatics circumstance bonuses:

Spoiler:

When using Acrobatics to move through the threatened or occupied squares of a creature wearing armor, you may take it's ACP (armor check penalty) as a positive circumstance bonus to your skill check.

When using Acrobatics to move through the threatened or occupied squares of a larger creature, you may take a +4 circumstance bonus to your skill check per size category difference.

When using Acrobatics to move through the threatened or occupied squares of a smaller creature, you take a -4 circumstance penalty to your skill check per size category difference.


darkwarriorkarg wrote:
Funky Badger wrote:
Tumbling's a nonsense skill at the best of times. Next time you're in a fight, try doing a forward roll at your opponent and see what happens...

Having had many years of martial arts training, I agree in the real world.

Pathfinder is cinematic and so tumbling, evading and maneuvering into position should be part of this. It's part of the cinematic feel.

Otherwise, all fights should last 3 seconds, tops. Which is boring.

While I agree that "Tumbling" is nonsense even in normal human martial arts you can manage to do something like grabbing a guys arm pulling him off balance and then pivoting so that you end up behind him without giving him a good chance to hit you, right?

Sure it isn't tumbling as we'd classify it but since the skills are pretty amorphous in their application because otherwise the game system would be an unholy b@$+! to use I figure it should just slide. Also you could totally tumble past something of sufficient size or at least dive into a roll past it's legs.


gnomersy wrote:

While I agree that "Tumbling" is nonsense even in normal human martial arts you can manage to do something like grabbing a guys arm pulling him off balance and then pivoting so that you end up behind him without giving him a good chance to hit you, right?

Sure it isn't tumbling as we'd classify it but since the skills are pretty amorphous in their application because otherwise the game system would be an unholy b&%@@ to use I figure it should just slide. Also you could totally tumble past something of sufficient size or at least dive into a roll past it's legs.

Agaisnt someone of similar skill level, that doesn't really happen. Against a mook, then yeah... watch any clips of RJJ when he was good for decent examples (There was a time where the whole world counted as mooks for Roy.


Just houserule a new DC. The last time this topic came up, DC = 10+BAB+Dex modifier or 10+Acrobatics seemed to work really well.

-Matt


Remove Str bonus from the Target CMD and that should solve the issues.


Funky Badger wrote:
gnomersy wrote:

While I agree that "Tumbling" is nonsense even in normal human martial arts you can manage to do something like grabbing a guys arm pulling him off balance and then pivoting so that you end up behind him without giving him a good chance to hit you, right?

Sure it isn't tumbling as we'd classify it but since the skills are pretty amorphous in their application because otherwise the game system would be an unholy b&%@@ to use I figure it should just slide. Also you could totally tumble past something of sufficient size or at least dive into a roll past it's legs.

Agaisnt someone of similar skill level, that doesn't really happen. Against a mook, then yeah... watch any clips of RJJ when he was good for decent examples (There was a time where the whole world counted as mooks for Roy.

I think your point can be further ilustrated with Pernell Whitaker

Liberty's Edge

Mattastrophic wrote:
Just houserule a new DC. The last time this topic came up, DC = 10+BAB+Dex modifier

That's what I've been using for a while (oddly, came up with it independently), and so far it works (and scales) really well. (My PCs are 6th level, so it obviously hasn't been tested by us at higher levels.)


gustavo iglesias wrote:
Funky Badger wrote:
gnomersy wrote:

While I agree that "Tumbling" is nonsense even in normal human martial arts you can manage to do something like grabbing a guys arm pulling him off balance and then pivoting so that you end up behind him without giving him a good chance to hit you, right?

Sure it isn't tumbling as we'd classify it but since the skills are pretty amorphous in their application because otherwise the game system would be an unholy b&%@@ to use I figure it should just slide. Also you could totally tumble past something of sufficient size or at least dive into a roll past it's legs.

Agaisnt someone of similar skill level, that doesn't really happen. Against a mook, then yeah... watch any clips of RJJ when he was good for decent examples (There was a time where the whole world counted as mooks for Roy.
I think your point can be further ilustrated with Pernell Whitaker

Lovely.

(But Lights Out was better. :-) )


Funky Badger wrote:
gustavo iglesias wrote:
Funky Badger wrote:
gnomersy wrote:

While I agree that "Tumbling" is nonsense even in normal human martial arts you can manage to do something like grabbing a guys arm pulling him off balance and then pivoting so that you end up behind him without giving him a good chance to hit you, right?

Sure it isn't tumbling as we'd classify it but since the skills are pretty amorphous in their application because otherwise the game system would be an unholy b&%@@ to use I figure it should just slide. Also you could totally tumble past something of sufficient size or at least dive into a roll past it's legs.

Agaisnt someone of similar skill level, that doesn't really happen. Against a mook, then yeah... watch any clips of RJJ when he was good for decent examples (There was a time where the whole world counted as mooks for Roy.
I think your point can be further ilustrated with Pernell Whitaker

Lovely.

(But Lights Out was better. :-) )

Respect for your knowledge of fighting but wouldn't this prove my point?

These guys are highly skilled yes no doubt but our characters are supposed to be heroes so what they're good at they should be as good as humanly possible at if not more.

And these boxers manage to turn around doing circles without getting hit even when they're inside of the reach of the other guy and he's throwing out punches to try to catch him. Sure we don't think of it this way usually but pathfinder doesn't have any facing for it's creatures so it's not like he isn't keeping an eye on you or even like you're getting behind him so much as you manage to circle him, don't boxers do that fairly often?


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Tumble was not broken in 3E.

In 3E, class skills actually meant something, and it was a rare skill to get in-class. Those that got it (monk, rogue, bard, and others in non-core) were intended to be skirmishing type characters, or capable of it. In return for not being strong/tough enough to hang in melee like a fighter could. They relied on tumble to get into position and escape in order to not die horribly.

Then Pathfinder went and decided to make tumble suicidally hard. Because being able to move without provoking is broken. Unless you're a spellcaster. PF introduced a bunch of spells to move or short range teleport without provoking. It's only broken when the rogue and monk do it.


Ido not know about 3.0 but if I recall correclty tumble in 3.5 was ridiculously easy IMHO. It was like a static DC, even a mid level wizard with few points in the skill a magic item and a decent dex could tumble the most experienced fighter.


No. I have a 17th level wizard in a 3.5 game. She has a whopping +6 dex and 7 ranks in tumble (which cost me 14 skill points) and I only just barely have the +14* to make it automatic. Well, automatic when there's only one enemy to tumble past, and there's no situational modifiers like an uneven floor. I have failed the check several times.

Tumble's easiness in 3.5 is possibly the most exaggerated statement about that edition there is. Not every DM allows you to make up a magic item to boost a skill check beyond what is already in print (note in 3E jump was a separate skill; the boots of striding and springing only benefited the jump skill, not jump/balance/tumble).

*The other +1 is from a stone of good luck, if you were curious

Sovereign Court

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I think CMD is built out of the correct components against many maneuvers, but against Acrobatics, not entirely.

I'd like to see Armor Check Penalty figured into it somewhere; if you wear heavy armor you're gonna be a bit slower, harder to snag that rogue creeping around you.

Maybe likewise for Strength; how does Strength really help in this?

CMD is mainly built with an idea of being stable, hard to push around, so Strength normally adds to it. But if it's a question of being fast enough to snag someone that's not really appropriate.


Armor affects CMD thru Max Dex... or at least if that's considered a penalty to AC, which is seems to be by my account.

Sovereign Court

Hmm, that's a good point. Armor does somewhat limit MaxDex, so it's already factored in.

I don't really want to take size out of the equation; a big monster generally has longer reach and all that, which might be helpful in squashing annoying rogues trying to run around.

Maybe if you just took Strength out of the equation?


If you want to be able to tumble then work at it.

Have the DEX of 18 +4

Spend 2 feat Acrobatic and Skill focus Acrobatic +5

Make sure it is class skill for you +3

Spend the rank 1.

This give you a +13 at level 1.

This will beat any CR 1 monster CMD on roll of 1 or 2.

At level 5 with spending 4 more ranks 2.5k GP and DEX item of 4k well with in GP limt. of 5th level PC you total is 23 This will beat most CR 5 monster but CR 5 elementals.

At level 10 with 5 more ranks the bonus form the feat gose form +5 to +10 and DEX item of +4 12k gp more and Base DEX of +20 give you a total of 34 this beat all CR 10 but on 1 but Brachiosaurus wich it beat on 6.

So tumble work in all these cases till you add in mod of figs that add +2 this DC for each of them.
Then play smart. Clear out the trash on the battel field.

New feat
Under foot: Add a bonus equal to +2 for each size smaller that you are than target that you are trying to tumble past.


Quote:
I think there is something to be said for the idea that the highest CR enemies should be tough to tumble around. Just like the way they are going to be protected with SR, DR, energy resistance, and a host of other defensive abilities to negate and counter high level fighters and wizard. Why shouldn't they be capable of negating an important rogue tactic?

Why is it difficult more difficult to tumble around them then to feint them? The game mechanics tie preventing tumbling to BaB, which lends the assumption that increasing the BaB teaches generic fighting techniques which includes stopping tumblers. Tumbling past someone and feinting them seem like similarly rare battle techniques. By that I mean you see one approximately as often as the other. If the generic training in BaB does not include how to prevent feinting, then it should not teach how to stop tumblers.


I think you're looking at it wrong: tumbling should be a last resort option. Those more likely to use tumble in combat are the ones that really should have and should be using other means to get into position; this includes stealth and/or a superior movement speed.

My opinion, of course.


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Ascalaphus wrote:

Hmm, that's a good point. Armor does somewhat limit MaxDex, so it's already factored in.

I don't really want to take size out of the equation; a big monster generally has longer reach and all that, which might be helpful in squashing annoying rogues trying to run around.

Maybe if you just took Strength out of the equation?

I'm not sure max dex limit CMD. It doesn't limit REF save throws for example.


gnomersy wrote:
Funky Badger wrote:
gustavo iglesias wrote:
Funky Badger wrote:
gnomersy wrote:

While I agree that "Tumbling" is nonsense even in normal human martial arts you can manage to do something like grabbing a guys arm pulling him off balance and then pivoting so that you end up behind him without giving him a good chance to hit you, right?

Sure it isn't tumbling as we'd classify it but since the skills are pretty amorphous in their application because otherwise the game system would be an unholy b&%@@ to use I figure it should just slide. Also you could totally tumble past something of sufficient size or at least dive into a roll past it's legs.

Agaisnt someone of similar skill level, that doesn't really happen. Against a mook, then yeah... watch any clips of RJJ when he was good for decent examples (There was a time where the whole world counted as mooks for Roy.
I think your point can be further ilustrated with Pernell Whitaker

Lovely.

(But Lights Out was better. :-) )

Respect for your knowledge of fighting but wouldn't this prove my point?

These guys are highly skilled yes no doubt but our characters are supposed to be heroes so what they're good at they should be as good as humanly possible at if not more.

And these boxers manage to turn around doing circles without getting hit even when they're inside of the reach of the other guy and he's throwing out punches to try to catch him. Sure we don't think of it this way usually but pathfinder doesn't have any facing for it's creatures so it's not like he isn't keeping an eye on you or even like you're getting behind him so much as you manage to circle him, don't boxers do that fairly often?

You make a good point - I think these guys have clearly all mastered Snake Style. :-)

(Not every boxer is nearly as skilled as those 3, by the way - only Lil Floyd came close in recent years, and he's fading now...)


Tom S 820 wrote:

If you want to be able to tumble then work at it.

Have the DEX of 18 +4

Spend 2 feat Acrobatic and Skill focus Acrobatic +5

Make sure it is class skill for you +3

Spend the rank 1.

This give you a +13 at level 1.

This will beat any CR 1 monster CMD on roll of 1 or 2.

At level 5 with spending 4 more ranks 2.5k GP and DEX item of 4k well with in GP limt. of 5th level PC you total is 23 This will beat most CR 5 monster but CR 5 elementals.

At level 10 with 5 more ranks the bonus form the feat gose form +5 to +10 and DEX item of +4 12k gp more and Base DEX of +20 give you a total of 34 this beat all CR 10 but on 1 but Brachiosaurus wich it beat on 6.

So tumble work in all these cases till you add in mod of figs that add +2 this DC for each of them.
Then play smart. Clear out the trash on the battel field.

New feat
Under foot: Add a bonus equal to +2 for each size smaller that you are than target that you are trying to tumble past.

Sure, at low level tumble works. It's at high levels when it chokes.


When does this choke begin. Continuing on from what Tom S wrote, add 5 levels and another 7.5k investment for a +10 item and you're at a +44 acrobatics. Vs CR 15 monsters you're still pretty much an auto succeed. How easy does it have to be for people to be satisfied?

If you want to be good at something you have to invest in it.


I like Rainzax's idea about applying the defender's ACP to their CMD vs. tumble, but I think that's a little too much bookkeeping being added, and does nothing against all those monsters whose AC comes from natural armor.

How about: Defenders' size modifier and Str do not apply to their CMD vs. Acrobatics? You have to be quick to catch someone, and larger creatures are already gaining an advantage through reach.

Conversely, and more easily, Acrobatics could simply be opposed by CMB--the defender has to make a roll, so even monsters that seriously out-class the Acrobatics bonus you have may fail if they roll a 1 and you roll a 20.


Highest CMD I could find for a CR20 creature is 63, with the average being around 55.

+20 ranks
+3 class
+10 stat
+10 item (10,000gp)
+10 feats (Acrobatic, Skill Focus)

+53 total

Against the average CR20 you have a 5% chance to fail.

Skip the feats and you can buy a +20 skill item for 40,000gp. Cheaper if you get multiple items of lesser enhancement from different sources. (ie. competence, sacred, luck, profane)

Tumbling is not hard and doesn't need to change.


Khrysaor wrote:

Highest CMD I could find for a CR20 creature is 63, with the average being around 55.

+20 ranks
+3 class
+10 stat
+10 item (10,000gp)
+10 feats (Acrobatic, Skill Focus)

+53 total

Against the average CR20 you have a 5% chance to fail.

Skip the feats and you can buy a +20 skill item for 40,000gp. Cheaper if you get multiple items of lesser enhancement from different sources. (ie. competence, sacred, luck, profane)

Tumbling is not hard and doesn't need to change.

The fact that you need +10 in feats and +10 in items to do it is the best proof you could post to show it's way too hard.

A rogue with dex 30 (!!!!) and 20 (!!!!) ranks in acrobatics, will fail any acrobatic roll against an apropiate CR even if he rolls a 19. Anyone who isn't a full geared DEX char with max ranks, feats, and specific items, can't even try to tumble.


If you think 10,000gp and 2 feats is too much, you have absurd expectations. Drop the feats and it's a 40,000gp item from the 880,000gp a level 20 pc is supposed to have from WBL.

if your rogue doesn't have a 30 Dex or close to it by level 20, you're doing it wrong.

30 Dex is having a 19 start with +5 from leveling and a +6 item. It's not hard to get.

If you think you can keep up with the scaling system that is CMD without scaling your skills in similar fashion, you're doing it wrong.

Edit: you seem to think an appropriate CR for a level 20 character is CR20. Also a wrong assumption.

Edit2: if you're not a Dex based class geared towards tumbling, you shouldn't be trying to tumble. If you are wearing medium or heavy armor, or carrying a medium or heavy load you cannot tumble to avoid AoO. Tumbling is a combat maneuver designed for dexterous classes wearing light armor.

The exception to the armor rule is having a fighter's armor training to remove the speed restrictions so you can tumble in heavier armors.


Khrysaor wrote:

If you think 10,000gp and 2 feats is too much, you have absurd expectations. Drop the feats and it's a 40,000gp item from the 880,000gp a level 20 pc is supposed to have from WBL.

if your rogue doesn't have a 30 Dex or close to it by level 20, you're doing it wrong.

30 Dex is having a 19 start with +5 from leveling and a +6 item. It's not hard to get.

If you think you can keep up with the scaling system that is CMD without scaling your skills in similar fashion, you're doing it wrong.

Edit: you seem to think an appropriate CR for a level 20 character is CR20. Also a wrong assumption.

Edit2: if you're not a Dex based class geared towards tumbling, you shouldn't be trying to tumble. If you are wearing medium or heavy armor, or carrying a medium or heavy load you cannot tumble to avoid AoO. Tumbling is a combat maneuver designed for dexterous classes wearing light armor.

The exception to the armor rule is having a fighter's armor training to remove the speed restrictions so you can tumble in heavier armors.

Right so having a 19 starting dex is totally realistic for every roguish class except that 17 +2 you're buying is 13 out of the 15 point of average point buy which means you have a 9 somewhere and a 13 in strength so you can take power attack maybe. Of course your Con is a steaming pile of s+#@ and you die if the monster breathes on you and your damage is garbage too but at least you can tumble! If your DM even allows +10 or more skill items which many won't because they're unlisted.


Didn't say it was realistic for every rogue. I said its easy to get. I also said your Dex should be 30 or close to by level 20. 28 Dex is 7 points from your 15 point buy with the +2 racial to get 17, +5 from levels to get to 22, +6 belt to 28 gives a +9 from stat.

GMs not allowing items beyond what's listed in the book is fiat. The book lists rules to making items. There's also enchantments to armor that provide +15 for some skills that are listed in the book.

I don't see the validity to your arguments as to changing the predetermined system that works until you apply GM fiat.

Edit: there's also tomes you could buy to provide you with a +1 to +5 to get your stat to 30+. 55k for a +2 Dex tome shouldn't be hard for a level 20 pc.


two feats is certainly too much. I can see buying items to improve some ability, but seriously two feats??

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