DC 25
Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC.
DC 15
Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.
three orcs in a row.
Assume character is entering the middle square in front of the middle orc. Entering a square draws no AofO.
He goes to leave that square by entering the Orcs square. So it is A DC 25 to do so. I would make this first becuase if he fails he doesn't actually leave his square. and therefore does not actually draw AofO from the other two orcs beside the middle one. Some GM's may judge this by saying he tried top move out just cause he failed doesn't mean he doesn't draw the Aof O.
If he succeeds he leaves the square but before he actually leaves he draws an AofO from each of the other side orcs to avoid he needs a DC 17 and a DC 19 roll. The character chooses who each DC is against. (If both are identical then it probably doesn't matter but it is his choice).
That's all of it.
Later