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Brian Hill edited this page Oct 5, 2026 · 1 revision

Tumble

(Active) DEX [armour penalty]
  Possessed By: Some Humans, Halflings, Monks, Rogues, Assassins, Shadowdancers, Tattoo Mystics, Underdark Warriors.
  Effects:  The Tumble skill can be used in these ways:
   * Tumbling (Active): Using this skill allows you to move acrobatically; tumbling uses one fatigue point and lasts for [Tumble Rating + 1d4] turns, but gives several advantages. While tumbling, a character adds half of their Tumble skill rating to their DC versus normal attacks, and their full Tumble skill rating to their DC versus attacks of opportunity provoked by movement. Tumbling increases one's movement rate by [(Skill Rating / 2) x 5%], but decreases attack speed by 25% and increases threat ranges by 2 (after any doublings due to keen weapons, Improved Critical, etc.) against any creature whose Wisdom is lower than the tumbler's skill rating.
   * Land Gracefully (Passive): When a character with Tumble as a class skill falls, a skill check against DC 20 is made. Success allows her to land gracefully, halving the falling damage and preventing her from becoming prone.
   * Defensive Roll (Passive): A Tumble skill total of 15+ is the prerequisite to character that do not receive Defensive Roll as a class feature gaining it as a feat.
   * Reflex Saving Throw (Passive): In addition to the active benefit, characters with Tumble as a class skill and a rating above +5 gain a competance bonus to Reflex saving throws -- +1 at +6, +2 at +9, +3 at +12, +4 at +15 and so forth. This is a constant, nonmagical benefit.

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