| Post/Author/DateTime | Post |
|---|---|
| LimaBeanMage04-28-08, 09:43 PM | What are some of the more fun tumble feats or abilities that you have come across? I think my favorite, and the most useful that I've seen, is Acrobatic Strike (PHB II), which gives you +4 AB on your next attack on an enemy that you avoid an AoO with using tumble. |
| jaelis04-28-08, 10:27 PM | Coolest I know is the Giantbane tactical feat (CW). But Acrobat Strike is probably more useful in general. Though I suppose they stack... hmm. |
| Mad_Jack04-29-08, 12:46 AM | The Acrobatic Backstab skill trick - you only get to use it once an encounter, but getting a SA by tumbling through somebody's space is pretty sweet for the cost of two skill points. |
| Amaril04-29-08, 09:12 AM | There were some really great uses of tumble and jump in Dragon #301. Some included tumbling up to a tabletop with a certain DC; tumble and jump checks to run up a wall, jump off of it, and land on the other side of an opponent adjacent to you; and balancing on a rolling barrel. These uses didn't require extra skill tricks or feats, just various combinations of the skills and appropriate DCs, which is perfectly feasible for skills such as tumble and jump that act as part of your move action. |
| LimaBeanMage04-29-08, 10:44 AM | Oh that does sound cool. I suppose I could try that without the book with my DM's imagination, though solid DC's would be helpful. Hm, I found another Acrobatic Strike feat (with the same name). It appears to be 3.0 but still is interesting. Full round action to make a tumble check against your 20 + opponents BAB. If you succeed then take a single attack at your highest BAB and they have lost their Dex to you for that round. |
| Amaril04-29-08, 11:03 AM | By the way, the tumble check to get on top of an adjacent tabletop was a free action, IIRC. |
| BenGregor04-30-08, 10:31 AM | In the 3.0 version of Thief-Acrobat, you get an ability called cartwheel charge where you get the standard bonuses and penalties for charging but if you succeed on a tumble DC 20 check you gain SA damage. Also, if you're creative with what you do the DM might be willing to make up DCs for you on the fly. For example, I play a small character who often rides on the back of our Goliath Barbarian. So the Barbarian attacks a were bear we were fighting in an arena and I made a jump check to get high enough for a tumble check to put my hand on his head and flip over. I failed though but that's not the point. I bet if you went into enough detail your dm might even let your character break dance with a tumble check instead of a perform check. |
| Amaril04-30-08, 11:11 AM | Also, if you're creative with what you do the DM might be willing to make up DCs for you on the fly. For example, I play a small character who often rides on the back of our Goliath Barbarian. So the Barbarian attacks a were bear we were fighting in an arena and I made a jump check to get high enough for a tumble check to put my hand on his head and flip over. I failed though but that's not the point. I bet if you went into enough detail your dm might even let your character break dance with a tumble check instead of a perform check. I believe the DMG actually discusses this exact thing as how DMs should approach such scenarios. |
| Lotus Crane04-30-08, 12:17 PM | Oriental Adventures has a few truly useful ones: DC 35 - Stand up from prone as a free action (so no AoO's) DC 40 - Move 10 feet as a "5-foot step" (a good non-pounce way to make skirmish full attacks) |
| Dheran05-03-08, 02:51 PM | Oriental Adventures has a few truly useful ones: DC 35 - Stand up from prone as a free action (so no AoO's)Oriental Adventures is a 3.0 book, and in 3.0 rules standing from prone doesn't provoke AoOs. This "free stand" use of Tumble has been reprinted in both 3.0 and 3.5 books, and there's no exception to the standard AoO for standing from prone. Here's what the FAQ says:The “free stand” action described in the Epic Level Handbook, and repeated in Complete Adventurer, still provokes attacks of opportunity as normal. If the check fails, the character still stands up but must spend a move action to do so. |
| Thespianus05-11-08, 04:16 PM | Again, I stick my head in to ask newbie questions. I did search, I promise! ;) Anyway: How is tumble used to avoid an AoO? In the PHB it seems to say that the DC is 25 to tumble through an area occupied by an enemy. Is this a static DC? So if I get 15 ranks in tumble and a feat that allows me to Take 10 on tumble checks (For example from the Dervish PrC), I can tumble across a dragon with the same ease as I tumble over a goblin? It does seem a bit, well.. odd? I assume most DMs would make it harder to tumble over a dragon than over a goblin, but from the way the rules are written, there doesn't seem to be any real difference? |
| Dheran05-11-08, 06:30 PM | The Tumble DCs are mostly based on your abilities, not those of the enemies -- but a DM can always decide that a dragon's scales, claws, and tail make the area "severely obstructed" for an additional +5 to the DC. Remember also that you'll only move at half speed normally, so you probably wouldn't make it through all of a dragon's threatened area with a single move; that alone is certainly going to make things more difficult for you. You can go at full speed with a -10 penalty, or run (Sprinting Tumble) with a -20 penalty. Practically speaking, you need to be able to make about a 52 on your Tumble check before you can be sure that you'll be able to use the skill whenever you move. |
| Thespianus05-12-08, 01:29 AM | Practically speaking, you need to be able to make about a 52 on your Tumble check before you can be sure that you'll be able to use the skill whenever you move. Ok, thanks... I'll get practicing, then ;) |