Stopping acrobatics from tumbling through threatened area


Advice


Other than maxing out my cmd, what feats are there to stop this nuisance? I've got a reach weapon, but opponents keep somersaulting past my tip. also any feats that increase damage on AoOs? Or improve the brace feature?


Not an answer exactly, but this is often forgotten: "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 an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. " CRB 88


There is practically nothing.

You could maybe do something with caltrops or water, at least raise the DC somewhat?


Is there a "I get an AoO if you do acrobatics near me" feat? Substitute one AoO with another? Willing to look at 3rd party material.


No feat necessary: just ready an action to attack anyone who moves through your threatened area. For extra effectiveness, trip them so they are prone in your threatened area.

Then they have to spend a move action to stand up, which provokes an AoO unless they have Monkey Style or Stand Up or something). Either way, they wont continue moving through your area.


yea besides setting an action you just can't, acrobatics is there to help characters get into good flanking positions


What class are you and what opponents are you fighting? If you have full BAB, decent Str and some Dex or vice versa and all opponents are reliably tumbling through your reach - there is something wrong with the way your DM builds his monsters and NPCs.


Difficult terrain would reduce their speed to 1/4, (halved for difficult terrain, then halved for tumbling), so most normal movement speeds could get past 10' reach, but 15' prevent most characters from tumbling thru.


Be sure you're adding all appropriate modifiers to your CMD, including deflection bonuses, dodge bonuses. If you happen to have a level in monk and don't wear armor, Wisdom.

If you're not full BAB, Defensive Combat Training can be a good idea all around.

Phalanx Soldier fighter archetype (as well as the Polearm master) improve that kind of weapon, including brace as an immediate action at 5th for Phalanx.


As for increasing the damage of an Attack of Opportunity, there is a Vigilante talent to apply Vital Strike to one.


JustABill wrote:
Difficult terrain would reduce their speed to 1/4, (halved for difficult terrain, then halved for tumbling), so most normal movement speeds could get past 10' reach, but 15' prevent most characters from tumbling thru.

Magda Luckbender made reach builds using this strategy. Now that Featherstep Slippers are limited to 10 min/day, it might be tougher to pull this off.


I have a phalanx fighter6/ swashbuckler1. Combat goes like this:
Bad guy swings at me
Dodging panache to move back 5 feet
I get my full attack
I 5 foot step back (now ten feet between)
He moves to attack
I AoO
He tumbles.
Repeat.


Probably good that there isn't much to prevent tumbling.You're already getting a full attack vs. one attack with penalties, and you get to throw on some extra AoOs. If you stop it entirely, combat gets really one-sided in a boring way, and the GM just starts handing out reach weapons and making sniper mages.

As noted, though, only enemies in light armor (or medium mithral armor) can do this.


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QuidEst wrote:

Probably good that there isn't much to prevent tumbling.You're already getting a full attack vs. one attack with penalties, and you get to throw on some extra AoOs. If you stop it entirely, combat gets really one-sided in a boring way, and the GM just starts handing out reach weapons and making sniper mages.

As noted, though, only enemies in light armor (or medium mithral armor) can do this.

Or dwarves, as the phrasing is "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."

Not that you see very many acrobatic dwarves, but just in case.


The only PC-available ability I've ever seen that directly limits a creature's ability to tumble with Acrobatics checks is the Bulwark Defensive Power on the Stalwart Defender PrC, but it's only useful if you have a high Armor Check penalty. A feat you could take to reduce the creature's speed is Crippling Critical. Combine that with difficult terrain, and they're not tumbling anywhere.


Guess what? The C/MD strikes again! There are a lot of spells that prevents all or a specific character from tumbling around. Not specifically to remove the ability to attempt acrobatics checks to tumble, but spells that thwarts the attempts or makes the attempts compleatly impossible.

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