Acrobatics to avoid AOO


Rules Questions


Hi I have looked at the FAQ n this and still am a little unclear:

- Does any movement with Acrobatics make you flat footed? Or just moving over difficult surfaces? Main question here is are you flat footed when using acrobatics to avoid AOO passing through a threatened square - because that doesn't seem intuitive to me.

- What exactly does 'lose the move action' mean? If I moved 10 feet before entering a threatened square and fail the acrobatics check, I assume I just stop where I am - so don't lose my 'entire' move action?

- What if the attack of opportunity misses - do I still lose the move action?

- Is it only moving through threatened squares that are at half speed? Or the entire move action? Logically it would only be threatened squares to me?

- If I succeed acrobatics to avoid AOO - does that burn that enemies one AOO for the round (assuming no combat reflexes) - or does acrobatics deny them the chance for an AOO altogether? Given that an AOO can still miss and has to be resolved against your AC - I would think that they do not make the AOO at all?

- If I am moving through an enemies square in say a 5 foot wide corridor for example - Do I have to also make a normal acrobatics check to enter his square from the threatened square, then another check at +5 to pass through his square, then another check to leave the threatened square behind him? Is this last check at +2DC - because technically it is the 'same opponent', even though I am avoiding him a 2nd time?

Hope that these questions make sense and some wise person can help answer them for me :-)


1) You are not flatfooted when you use acrobatics to avoid AoO. There is no RAW that says that.
2) A move action is describted in RAW. During a move action you can move your land/swim/whatever speed, 30ft landspeed for most player classes/races (unencumbered, medium size,..) as an example. You only loose your move action if you move through the enemy`s space not through threatened squares. In that case you stop in front of the enemy and the remaining movement is lost.
3) see 2 and yes
4) Only for threatened squares (in the same way as difficult terrain)
5) You avoid the AoO. The enemy dont roll dices etc. so he dont burn is AoO attempt.
6) You make an acrobatics check for every move action you use. In some cases you have to roll twice. In your example you only roll once with +5 for passing an enemy. You only get +2 for additional opponents. That part of the rule is pretty clear.

Sczarni

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Schade wrote:
Does any movement with Acrobatics make you flat footed? Or just moving over difficult surfaces? Main question here is are you flat footed when using acrobatics to avoid AOO passing through a threatened square - because that doesn't seem intuitive to me.

Flat-footed is a special condition where you 1) lose your Dexterity modifier to AC and CMD, and 2) you are unable to make attacks of opportunity. Generally you are only flat-footed at the start of combat up until it is your turn to act. Movement via Acrobatics or over difficult terrain does not give you the flat-footed condition.

Schade wrote:
What exactly does 'lose the move action' mean? If I moved 10 feet before entering a threatened square and fail the acrobatics check, I assume I just stop where I am - so don't lose my 'entire' move action?

This is actually up to GM discretion. If you search the forums you'll find quite an array of opinions on the matter. Some people believe you lose the whole move action, and go back to where you started, while others believe that's silly, and you should just end your movement where you provoked.

Schade wrote:
What if the attack of opportunity misses - do I still lose the move action?

So, this is actually dependent on if you were trying to move through a threatened square, where an opponent can just reach you, or whether you tried to move through their actual space. Moving through their threatened area, whether you provoked or not, and whether you were hit or not, does not end your movement, and you do not lose you move action.

Moving through their space and failing is what you need to worry about.

Schade wrote:
Is it only moving through threatened squares that are at half speed? Or the entire move action?

Only the threatened squares, and their actual space.

Schade wrote:
If I succeed acrobatics to avoid AOO - does that burn that enemies one AOO for the round (assuming no combat reflexes) - or does acrobatics deny them the chance for an AOO altogether?

If you succeed on your Acrobatics check, you do not provoke an attack of opportunity from them.

Schade wrote:
If I am moving through an enemies square in say a 5 foot wide corridor for example - Do I have to also make a normal acrobatics check to enter his square from the threatened square, then another check at +5 to pass through his square, then another check to leave the threatened square behind him? Is this last check at +2DC - because technically it is the 'same opponent', even though I am avoiding him a 2nd time?

Just one check, and your DC is your opponent's CMD+5.


Thanks for the replies this makes more sense now. I misread that you lose the move action only when going through. Thanks!

Raw says re difficult terrain: While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any).

That was the source of my confusion re flat footed and this skill. Sounds to me like movement over difficult terrain causes this.


Schade wrote:


- Does any movement with Acrobatics make you flat footed? Or just moving over difficult surfaces? Main question here is are you flat footed when using acrobatics to avoid AOO passing through a threatened square - because that doesn't seem intuitive to me.

You are not Flat-footed when you use Acrobatics to avoid AoO passing through a threatened/enemy square.

Quote:
- What exactly does 'lose the move action' mean? If I moved 10 feet before entering a threatened square and fail the acrobatics check, I assume I just stop where I am - so don't lose my 'entire' move action?

You lose the rest of your move action. This is not specified anywhere, but since you make a check for your whole movement through that enemy's thratened area, if you fail your whole movement was kinda not good enough to dodge his attack. If it's a large enemy with a big threatened area you have to tumble all the squares you wanna pass through and the enemy can hit you whenever he wants. He can wait for you to be almost out of his reach to attack you, and if you failed, the square in which he chooses to attack you is the square your movement stops, if you get hit.

Quote:
- What if the attack of opportunity misses - do I still lose the move action?

Nope. Unless you're trying to get through the enemy's square and fail the check, then you didn't manage to get past him and he stops your movement due to obstruction.

Quote:
- Is it only moving through threatened squares that are at half speed? Or the entire move action? Logically it would only be threatened squares to me?

Half speed only through threatened squares. You can choose how you'll pass through each square.

Quote:
- If I succeed acrobatics to avoid AOO - does that burn that enemies one AOO for the round (assuming no combat reflexes) - or does acrobatics deny them the chance for an AOO altogether? Given that an AOO can still miss and has to be resolved against your AC - I would think that they do not make the AOO at all?

That's an old phylosophical question, and so far the answer is he doen't lose his AoO. Yep, it's weird.

Quote:
- If I am moving through an enemies square in say a 5 foot wide corridor for example - Do I have to also make a normal acrobatics check to enter his square from the threatened square, then another check at +5 to pass through his square, then another check to leave the threatened square behind him? Is this last check at +2DC - because technically it is the 'same opponent', even though I am avoiding him a 2nd time?

No. It's one check with CMD+5 for everything. If the check succeeds and you have enough movement, you got through. If you failed, then either he attacks you while you are approching or you end your movement when you crash on him.

- -

BTW, We're finding the CMD DC too hard to beat, to a point where the risk is too great and it's better Not to tumble at all.

We have been trying a system that simply adds Dodge bonus to the AC according to your tumble skill and it's been working well so far. I would like your insight.

Tumble

For every 4 points you have in Acrobatics, you gain +1 Dodge bonus to AC agains Attacks of Opportunity caused when you move out of of within a threatened area when you Tumble as part of your movement. You need to have at least 4 ranks in Acrobatics to gain this benefit. You Tumble at half your speed, unless you take a -4 penalty to your AC. You cannot tumble to improve your AC while moving past your foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Tumble in this way. You can use Tumble in this way while prone, but doing so requires a full-round action to move 5 feet, and you suffer a -2 penalty to your AC.

If you wanna move though an enemie's square, you take a -2 penalty to your AC, but he'll still get to make only one AoO against you. If he does hit you, you didn't get past him and you stop your movement on the closes legal square you came from, adjacent to him. (We're considering to Not stop the movement, the enemy can use his AoO to Trip if he wants)

If you are Tumbling through multiple foes, for each AoO you have already suffered for moving this way in this round, you suffer a -1 penalty to AC on the next AoO for also for moving this way.

As for the combat modifiers, they now give penalties to AC like this:

-2 to DC ----- -1 to AC
-5 to DC ----- -2 to AC
-10 to DC ----- -4 to AC (earthquake)

You fall prone If the AoO is a Crit with a natural 20 roll on the d20 while you are Tumbling.(Flavor, sort of a critical failure)

It's quite simple, which speeds up game play. There's no more avoiding the AoO, instead you just get a Dodge bonus to your AC. This way EVERYTHING is accounted for, the Foe's ability with his weapon, any spells and other bonuses he has to improve his attack, any spells and bonuses you have to improve your defense, if it's a normal attack you'll get to use your normal AC, if it's a touch attack you'll use your touch AC, if you were already easy to hit, now you're a little harder to hit, if you were already hard to hit, now you're even harder, every variable is included which makes it very realistic. It works pretty much like the Mobility feat.

We're still adjusting these number, but so far it's become a realiable option.

Please, share your thoughts about this, if you also find the CMD rule questionable, and if not, why.

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