Tumble Skill in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Tumble Skill

General Skills Rules: • Taking 10: If you are not threatened or distracted you can take 10 on a roll. • Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure. • “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check. • “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.   Tumble (Dex)(Trained Only)(Armor Check Penalty)
  • Note: You can’t use this skill if your speed has been reduced by armor or load.
  • Note: If you have 5 or more ranks of tumble you gain a +3 dodge bonus to AC when fighting defensively (instead of +2) and a +6 dodge bonus when taking the total defense option (Instead of the normal +4).
  • Softly Land from a Fall or jump: with a DC 15 tumble check treat a fall as if it were 10 feet shorter, for every 15 points you beat the check at, safely fall another 15 feet (20’ = DC 30, 30 = DC 45)
  • Free Stand: If you make a DC 35 tumble check as a free action to stand, this still provokes an attack of opportunity, you may not retry. You may not otherwise tumble while prone (unless a class feature allows you to).
  • Tumble By an Opponent Safely: tumble at one ½ speed through a threatened square, check separately per opponent per square you exit. For each attempt, make a tumble check and compare against the opponents CMD modified with the reverse size modifier. A roll of a one always fails. A failure indicates your movement has provoked an attack of opportunity.
  • Tumble Through an Opponent’s Square: As Tumbling by an opponent except you gain a -10 on your check. If you fail you halt in the square prior to entering the opponents square and provoke and attack of opportunity. This uses up the action that you used to attempt to move. If you have additional actions, you may move as normal.
  • Synergy: +2 on balance and jump checks with 5 or more ranks in tumble, +2 on tumble checks with 5 or more ranks in jump. +2 on Reaction Rolls if you have 5 or more ranks in tumble.
Condition and DC:
  • Lightly obstructed (scree, light rubble, bog, undergrowth) +DC:2
  • Severely Obstructed (natural cavern floor, dense rubble, dense undergrowth) DC:+5
  • Mildly Slippery (wet floor) DC:+2
  • Severely Slippery (ice sheet) DC:+5
  • Slope or Angled floor +2
  Action & Modifier
  • Tumbling by each additional enemy same Tumble at full speed instead of ½ DC:-10
  • Tumble as part of a run DC:-20 Stand prone as free action DC:35
  • Tumbling through opponents square DC:-10 

Comments

Please Login in order to comment!