A Canny Tumble is a special move associated with the withdraw action. It allows the user to feint an attack that may be made against an adjacent creature. This ability also grants the user an increased chance of hitting the target. Its benefits include increased mobility and a +2 circumstance bonus on attack rolls. As a bonus, this move is best used during combat and should be considered as a weapon skill. It also makes it easy for the user to sneak attack.
Another use for Canny Tumble is to take advantage of opponents’ inability to move or dodge. When you trip, you get a +2 to your next attack. It is particularly useful if you’re a character without flanking partners or moving in from the flank. It also lowers the opposing character’s AC, which can be useful during a fight. While it is a great skill, it’s important to remember that it turns blue when you use Intimidate Rogue’s Edge or Shatter Defenses.
The Canny Tumble is not a bad skill to have. It gives you +4 on all Acrobatics checks, as long as you’re flat-footed, but it requires Dodge. It’s good for trip builds and can help you avoid the opponents flanking partner. It also reduces the opposing AC. However, it doesn’t give you any new abilities, so it’s worth a try if you’re in that situation.
While you can use Canny Tumble as a skill, it is best to use it as a free action in a fight. This ability gives you a +2 when you avoid an AoO while using Dodge. This can be helpful if you’re trying to flank a partner. It will also allow you to land some attacks of opportunity on an opponent. The downside is that you won’t get any new abilities after using Canny Tumble.
This ability provides a +4 bonus on Acrobatics checks and costs 800 gp. The only disadvantage is that it doesn’t add any new abilities. The main benefit of Canny Tumble is that it allows your character to be flat-footed against opponents. Unlike other skills, this ability doesn’t have any effect on your AC. It just provides a numerical bonus. This makes it a better choice for a combatant who’s avoiding an AoO.
Canny Tumble is a unique skill for a character that wants to get an advantage from being flat-footed. It’s a bonus to Acrobatics checks, so it can be used to evade an attack. The bonus to AC is useful if you’re a character that wants to flank, but isn’t able to make their partner flat-footed. It’s also good for reducing the AC of opponents in melee combat.
The Canny Tumble is a basic skill that is often used to help characters get an advantage from being flat-footed. It gives a +2 to AC for those characters that don’t have a flanking partner, and lowers their opponents’ AC by reducing their AC. During the duration of this skill, it turns Blue. You can also use it while using Intimidate Rogue’s Edge.
The ability can be used to move across an opponent. It’s also useful for characters that get an advantage from being flat-footed. This ability gives a +2 to AC checks made with Dodge. Using Canny Tumble on a character will allow it to avoid AoO. The attack will be deflected and it will reduce the opposing AC by one level. This trait has two other uses, but it’s generally not very useful in melee combat.
The Canny Tumble skill gives +4 to AC checks and can be used on characters that get an advantage from being flat-footed. It’s also useful if a character doesn’t have a flanking partner and is trying to move into a position that a nearby enemy is in. It also lowers a character’s AC. This feat will turn Blue when a player uses Intimidate Rogue’s Edge and Shatter Defenses to make him lose their advantage in combat.
When a creature has a rope or a weapon, the creature will attempt to use it as a weapon. Depending on whether the creature is holding a weapon, it can also attempt to pull it from the enemy. This action allows the character to move with a rope or a weapon. It’s important to note that the coiled rope can be used as a grapple if a creature wants to do this.