Acrobatics to avoid AoOs


Rules Questions

Dark Archive

Suppose a character wishes to use acrobatics to safely move past an orc necromancer (CMD 16) and his brutish zombie (CMD 21). Initially, he is only threatened by the necromancer, but intends to move past the both the necromancer and the zombie on this round.

How would the GM adjudicate this situation?

Possibilities that I see:

The DC is 18. 16 from the necromancer and +2 from moving past an additional foe.

The DC is 23. 21 from the zombie and +2 from moving past an additional foe.

The DCs are 16 and 21. Since the foes don't both threaten initially, you make two checks.

Even though it's weird, I think the RAW leans towards the first, which leads into the odd situation where you could pass the check to get past both, even though it's lower than the zombie's CMD (in the 18-20 range).

Here's the D20 link to acrobatics, justin case [intentionally misspelled]:
Acrobatics!


You make a single check and apply it to each DC. It's possible to successfully acrobatics your way past a low CMD foe without provoking an AoO from them while simultaneously failing to acrobatics your way past a high CMD foe and provoking from them.

Grand Lodge

My interpretation is 16 for the Necro and 23 for the orc (+2 penalty for second). If you were threatened by both at the same time you could select the order in which to attempt the check and assign the penalty accordingly.


CampinCarl9127 wrote:
You make a single check and apply it to each DC. It's possible to successfully acrobatics your way past a low CMD foe without provoking an AoO from them while simultaneously failing to acrobatics your way past a high CMD foe and provoking from them.

I see it the same way.

1 check, and then compare it to the monsters in the order you want to pass them.


I think Paizo had a blog on this. In a few hours I will be home to look for ir. I think it is just one roll though.

Grand Lodge

Grey_Mage wrote:
My interpretation is 16 for the Necro and 23 for the orc (+2 penalty for second). If you were threatened by both at the same time you could select the order in which to attempt the check and assign the penalty accordingly.

+1

The Concordance

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There's a FAQ for that. One check per foe adding +2 for each additional when it is their turn to be avoided.


So each enemy is only checked against once. What if you move through more than one square threatened by the same enemy? Does that single check, if succeeded, allow for multiple spaces moved? ....and, does reach change this?


Delenot wrote:
So each enemy is only checked against once. What if you move through more than one square threatened by the same enemy? Does that single check, if succeeded, allow for multiple spaces moved? ....and, does reach change this?

Movement only provokes one AoO from an individual, regardless of how many of their threatened squares you move through. So, only one check per enemy needed.


Sniggevert wrote:
Delenot wrote:
So each enemy is only checked against once. What if you move through more than one square threatened by the same enemy? Does that single check, if succeeded, allow for multiple spaces moved? ....and, does reach change this?
Movement only provokes one AoO from an individual, regardless of how many of their threatened squares you move through. So, only one check per enemy needed.

I did not actually realize part of this- I knew it was only one check per enemy, but thought that each instance of leaving a threatened square would provoke a new AoO. That's going to hurt my Warder.

Dark Archive

Thank's for the link SL!

So in my example, the hero in question would need to make first a DC 16 and then a DC 23 acrobatics check.
If she were threatened by both in the beginning, she'd have to make 2 checks, but could pick the order. In that case it'd be best to try v.s. the zombie first, DC 21, and the necromancer second, DC 18.

You only need to make one check per enemy, regardless of reach or the number of spaces you move.
So a high level monk could literally do AoO-free circles around a foe with one acrobatics check thanks to the fast movement.

Normally acrobatics to avoid the AoO is done at half-speed. You can go full speed by raising the DCs by 10.

Think that about sums everything up, yes? Thank you all for your contributions; I have a much better grasp on this topic thanks to you <3

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