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General Tabletop Discussion
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Acrobatics skill questions/critiques
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<blockquote data-quote="Kaisoku" data-source="post: 5215454" data-attributes="member: 58447"><p>Here's the deal behind the Acrobatics vs CMD:</p><p></p><p>Acrobatics has a d20 roll, ranks, a +3 class skill bonus, and +Dex. That's before any extra modifiers.</p><p></p><p>CMD has 10 (substituting the roll), BAB (equivocal to skill ranks now), +Str, +Dex, and a size modifier that only gets significant once you get into the Gargantuan size or higher (even Huge is only +2).</p><p></p><p>The problems there is that CMD has <em>two stats</em> that apply, where the skill only has one.</p><p></p><p>Now the skill has a class skill bonus going for it, but anything with both a decent Strength and Dexterity... or a ridiculously high Strength, will be tough to get by.</p><p></p><p>Note, however, that picking up the Skill Focus feat is probably about all you'll need to close that gap, since at 10th level it spikes to +6.</p><p></p><p>.</p><p></p><p>Some comparisons:</p><p></p><p>3rd level Character will likely have a +10 to his Acrobatics.</p><p>An Ogre (Cr 3), has a CMD of 18.</p><p>That's a 65% chance of success. With Skill Focus at that level, it's 80%.</p><p></p><p>At 10th level, you'll likely see a bonus of +19.</p><p>A Clay Golem (Cr 10), has CMD of 30.</p><p>That's 50% chance without any modifiers. With Skill Focus (at +6), it's 75%.</p><p></p><p>Of course, adding in multiple opponents (+2 each) and moving full speed (+10) will make it exceptionally difficult against a same-CR melee heavy opponent.</p><p></p><p>But that's what magical items are for. Boots of springing and striding help with both your movement possible in a round, and give a flat bonus to acrobatics.</p><p>An elixir of Tumbling gives a +10 bonus for 1 hour (that's your full speed option right there).</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5215454, member: 58447"] Here's the deal behind the Acrobatics vs CMD: Acrobatics has a d20 roll, ranks, a +3 class skill bonus, and +Dex. That's before any extra modifiers. CMD has 10 (substituting the roll), BAB (equivocal to skill ranks now), +Str, +Dex, and a size modifier that only gets significant once you get into the Gargantuan size or higher (even Huge is only +2). The problems there is that CMD has [I]two stats[/I] that apply, where the skill only has one. Now the skill has a class skill bonus going for it, but anything with both a decent Strength and Dexterity... or a ridiculously high Strength, will be tough to get by. Note, however, that picking up the Skill Focus feat is probably about all you'll need to close that gap, since at 10th level it spikes to +6. . Some comparisons: 3rd level Character will likely have a +10 to his Acrobatics. An Ogre (Cr 3), has a CMD of 18. That's a 65% chance of success. With Skill Focus at that level, it's 80%. At 10th level, you'll likely see a bonus of +19. A Clay Golem (Cr 10), has CMD of 30. That's 50% chance without any modifiers. With Skill Focus (at +6), it's 75%. Of course, adding in multiple opponents (+2 each) and moving full speed (+10) will make it exceptionally difficult against a same-CR melee heavy opponent. But that's what magical items are for. Boots of springing and striding help with both your movement possible in a round, and give a flat bonus to acrobatics. An elixir of Tumbling gives a +10 bonus for 1 hour (that's your full speed option right there). [/QUOTE]
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