Tumblers, much like Athletes, put great emphasis on keeping their bodies in shape and pushing their limits. Where the two differ is that Tumblers put much more focus on their physical finesse and dexterity than they do on power or speed. They also don’t go to the same lengths to coach their Pokémon to do the same. Tumblers don’t like being tied down or staying in one place too long, and not even their own Pokémon are going to hold them back!
Acrobatics isn’t just for the circus. The high mobility and speed gained from a life of practiced jumps and gives Tumblers an edge in battle that lets them outmaneuver burlier foes. The Tumbler class provides a Trainer with a few additional offensive outlets, but its big draw is mobility; Tumbler is all about jumping, moving, and rolling with the punches. This class provides you a lot of tools to get around a battlefield quickly, and ensure that nothing will slow or hold you down.
[Class] [+Speed]
Prerequisites: Acrobat
Static
Effect: You gain the Run Away Ability.
[+Speed]
Prerequisites: Tumbler
Static
Effect: You learn the Moves Aerial Ace and Splash.
[+Speed]
Prerequisites: Tumbler
1 AP – Free Action
Trigger: You hit with an Attack; you make a Jump; or you stand up from being Tripped
Effect: You may may Shift 2 Meters. You don’t count as Flanked or trigger Attacks of Opportunity until the end of your next turn. Additionally, if you activate this Feature, the triggering action does not provoke Attacks of Opportunity.
[+Speed]
Prerequisites: Aerialist, Adept Acrobatics
Static
Effect: Your Tumbler Moves gain additional effects.
[+Speed]
Prerequisites: Aerialist, Expert Acrobatics
Static
Effect: You learn the Moves Acrobatics and Bounce
[+Speed]
Prerequisites: Tumbler, Expert Acrobatics
Static
Effect: You gain the Dodge Ability.
[+Speed]
Prerequisites: 5 Tumbler Features, Master Acrobatics
Static
Effect: The Tumbler may choose to ignore difficult terrain and hazard effects on the field. They also learn the move Flying Press.