(From Oriental Adventures handbook, page 58.)
Characters who are excellent at tumbling can accomplish remarkable
feats of acrobatics with a very high Tumble check result:
DC | Task |
30 | Treat a fall as if it were 20 feet shorter when determining damage. |
35 | Stand up from prone as a free action (instead of a move-equivalent action). |
40 | Move 10 feet as a "5-foot step", while also performing a full-round action during the round (such as a full attack). In melee, for example, you might do a back flip over an opponent's head to get on his other side. This move never provokes an attack of opportunity - it is exactly equivelent to taking a 5-foot step, except for the distance covered. |
45 | Treat a fall as if it were 30 feet shorter when determining damage. |
50 | Climb to a height of up to 20 feet (as part of normal movement) by jumping and bouncing off of walls or trees. You must have at least two vertical surfaces to bounce off of, and the two must be within 10 feet of each other. |
60 | Treat a fall as if it were 40 feet shorter when determining damage. (There is no limit to how far the Tumble skill can help with falling damage. Increase the DC by 15 for every additional 10 feet.) |
A character with 15 or more ranks in Tumble gains a +4 dodge bonus to AC when executing the fight defensively standard or full-round action, instead of a +2 bonus (or the +3 bonus from having 5 or more ranks).
A character with 15 or more ranks in Tumble gains a +8 dodge bonus to AC when executing the total defense standard or full-round action, instead of a +4 bonus (or the +6 bonus from having 5 or more ranks).