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Tumble vs. BAB

phillipjp

First Post
I had thought I read somewhere that the tumble check to avoid AoOs had been changed to include the DC plus the opponent's BAB. However, I looked through the FAQ and erratas and found nothing.

Was that something I read here as a "suggestion", or is that official?
 

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There have been a few variants for the Tumble skill, but they are just that, variants. There has been no change/errata of the Tumble skill as presented in the PH.

One of the variants replaces the static DC 15 in the PH to an opposed Tumble check vs. the opponent's attack roll.
 
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Thank you for pointing that out. I'm a big fan of Tumble... and I really think I like this variant better! I just added it as a house rule to my campaign web site.
 


I use a variant of

Dc 10 + Bab to tumble through threatened areas and a
Dc 20 + Bab to tumble through a treatened occupied area

Works fairly well for me
 

Shallown said:
I use a variant of

Dc 10 + Bab to tumble through threatened areas and a
Dc 20 + Bab to tumble through a treatened occupied area

Works fairly well for me

Not bad, close to Monte's , just having attacker take 10 to save time.

For my game the formula is
dc10 +BAB +dex mod +size modifier to tumble through threatened areas

This shows a unagile large creature will have some difficulty to tag the tumbling character.
 

frankthedm said:


For my game the formula is
dc10 +BAB +dex mod +size modifier to tumble through threatened areas

This shows a unagile large creature will have some difficulty to tag the tumbling character.

Are you pulling out th BAB? or are you just using the creature's highest attack bonus-(Str or Dex), because that means that a creature gets hit twice over for being big.
 
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Shallown said:
I use a variant of

Dc 10 + Bab to tumble through threatened areas and a
Dc 20 + Bab to tumble through a treatened occupied area

Works fairly well for me

And how do you get the BAB from a monster? Their stat blocks don't list BAB and it would take too much time to extrapolate it on the fly.
 

Kershek said:


And how do you get the BAB from a monster? Their stat blocks don't list BAB and it would take too much time to extrapolate it on the fly.

Subtract STR bonus & size modifier from the creature's to hit on its primary attack,

Only the DM needs to know the DC so the player won't have to do any math. all the players gotta do is roll and pray.

The SRD has the monster BaB Progresion in it along with the advancing creatures part of the MM

http://www.opengamingfoundation.org/srd/srdcreatureoverview.html

Animal


Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Usually Fortitude and Reflex
Skill Points: 10-15
Feats: -

Beast


Hit Die: d10
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude and Reflex
Skill Points: +1 per extra HD
Feats: -

Construct

Hit Die: d10
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: -
Skill Points: -
Feats: -

Dragon


Hit Die: d12
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Fortitude, Reflex, Will
Skill Points: +6 (+ Intelligence modifier) per extra HD
Feats: +1 per 4 extra HD

Elemental

Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Variable by type-
Reflex (Air, Fire);
Fortitude (Earth, Water)
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD

Fey


Hit Die: d6
Attack Bonus: Total HDx1/2 (as wizard)
Good Saving Throws: Reflex and Will
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD

Giant


Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD

Humanoid

Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Variable (Fortitude or Reflex or Will)
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD

Magical Beast


Hit Die: d10
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Fortitude and Reflex
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD

Monstrous Humanoid

Hit Die: d8
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Reflex and Will
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD

Ooze

Hit Die: d10
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: -
Skill Points: -
Feats: Blindsight

Outsider

Hit Die: d8
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Fortitude, Reflex, Will
Skill Points: +8 (+ Intelligence modifier) per extra HD
Feats: +1 per 4 total HD

Plant



Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude
Skill Points: -
Feats: -

Shapechanger


Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude, Reflex, Will
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD

Vermin

Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude
Skill Points: 10-12
Feats: -

Undead

Hit Die: d12
Attack Bonus: Total HDx1/2 (as wizard)
Good Saving Throws: Will
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD

 
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