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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2550453" data-attributes="member: 23094"><p>Except, in earlier editions, players had much less access to which rules would be covering a particular point (including, perhaps, the module's own particular ruleset for this particular situation).</p><p></p><p></p><p></p><p>Tumble check, DC 15, to not draw an AoO as you move past the guy on the floor, and move at half speed. Take a -10 penalty if you want to move at full speed. If you need to move through the guy, the base DC increases to 25.</p><p></p><p>The table is likely not high enough to cause falling damage, so no jump check is required. If it was, the DC is 15, and a failure would indicate that you fall prone.</p><p></p><p>You can make an attack in the same round if it only took you a single move action to get into flanking position, the same as with any other movement.</p><p></p><p></p><p></p><p>Jump check. DC 10 to "Hop up" an land on your feet on anything up to waist high. Doing so costs 10' of movement. Since you're not trying to end up on top of the wall, we'll just leave this one alone and say that, even though 4' is [likely] higher than waist height, the fact that you're just attempting to clear it balances out.</p><p></p><p>Note that Jump and Tumble, when you have 5 ranks, provide synergy bonuses to each other. Thus, someone with 5 ranks in Tumble gets a +2 bonus to Jump checks, and vice versa. This covers exactly this situation: your training in gymnastics helps you properly place your hands for your vault over the wall.</p><p></p><p>These are, all told, pretty basic questions that are covered nigh-explicitly in the RAW.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2550453, member: 23094"] Except, in earlier editions, players had much less access to which rules would be covering a particular point (including, perhaps, the module's own particular ruleset for this particular situation). Tumble check, DC 15, to not draw an AoO as you move past the guy on the floor, and move at half speed. Take a -10 penalty if you want to move at full speed. If you need to move through the guy, the base DC increases to 25. The table is likely not high enough to cause falling damage, so no jump check is required. If it was, the DC is 15, and a failure would indicate that you fall prone. You can make an attack in the same round if it only took you a single move action to get into flanking position, the same as with any other movement. Jump check. DC 10 to "Hop up" an land on your feet on anything up to waist high. Doing so costs 10' of movement. Since you're not trying to end up on top of the wall, we'll just leave this one alone and say that, even though 4' is [likely] higher than waist height, the fact that you're just attempting to clear it balances out. Note that Jump and Tumble, when you have 5 ranks, provide synergy bonuses to each other. Thus, someone with 5 ranks in Tumble gets a +2 bonus to Jump checks, and vice versa. This covers exactly this situation: your training in gymnastics helps you properly place your hands for your vault over the wall. These are, all told, pretty basic questions that are covered nigh-explicitly in the RAW. [/QUOTE]
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