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Acrobat

Hit Die: d6

Requirements:

Class Skills: The Acrobat’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Wis), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Innuendo (Wis), Jump (Str), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Tumble (Dex), and Use Rope (Dex)

Skill Points: 6 + INT bonus each level

Weapon and Armor Proficiency: Acrobats are proficient with all simple weapons. With the exception of sneak attacks, the acrobat cannot use any of her class features while wearing armor bulkier than light.

Table: The Acrobat

Level
Base Attack Bonus
Fortitude Save
Reflex Save
Will Save
Special
1st
+0
+0
+2
+0
Acrobat, Sneak Attack +1d6
2nd
+1
+0
+3
+0
Bonus Feat, Uncanny Dodge (Dex bonus to AC)
3rd
+2
+1
+3
+1
Sneak Attack +2d6
4th
+3
+1
+4
+1
Expert Acrobat, Rogue Special Ability
5th
+3
+1
+4
+1
Sneak Attack +3d6
6th
+4
+2
+5
+2
Bonus Feat, Uncanny Dodge (Cannot be flanked)
7th
+5
+2
+5
+2
Cartwheel Charge, Sneak Attack +4d6
8th
+6
+2
+6
+2
Rogue Special Ability
9th
+6
+3
+6
+3
Sneak Attack +5d6
10th
+7
+3
+7
+3
Master Acrobat, Bonus Feat, Uncanny Dodge (+1 against traps)

Class Features

Acrobat: The Acrobat is trained in many feats of dexterity and skill. He can stand from a prone position as a free action, and while prone, opponents do not get the usual +4 bonus to attack him. His height no longer limits his jumping distance, and if the acrobat is within arm’s reach of a wall or similar surface, he can treat any fall as if it were 20’ shorter.

Sneak Attack: Any time the Acrobat’s target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the Acrobat’s attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the Acrobat score a critical hit with a sneak attack, this extra damage is not multiplied.

It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.

With a sap or an unarmed strike, the Acrobat can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.

An Acrobat can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the Acrobat must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The Acrobat cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.

If an Acrobat gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Bonus Feat: The Acrobat gains a bonus feat of his choice from the following list of feats. He may choose any of these feats even if he does not qualify for them (the DM can expand this list): Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Mobility, Run, Skill Focus (Balance, Climb, Jump or Tumble) or Spring Attack.

Uncanny Dodge: At 2nd level and above, he retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.

At 6th level, the Acrobat can no longer be flanked. Another rogue at least four levels higher can still flank.

At 10th level, the Acrobat gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.

If the Acrobat has other classes with the Uncanny Dodge ability, add the levels of his Acrobat class to those class(es) to determine the total Uncanny Dodge ability.

Expert Acrobat: The Acrobat can now use both the Balance and Climb skills while moving twice as fast as normally allowed without penalty. Additionally, the acrobat can use either his STR or DEX score for his Climb skill. If the acrobat is within arm’s reach of a wall or similar surface, he can treat any fall as if it were 40’ shorter.

Rogue Special Ability: The Acrobat gains his choice of one of the rogue special abilities.

Cartwheel Charge: By somersaulting and cart-wheeling in a straight line toward a foe 10’ or more away, the acrobat can make an unusual charge attack, gaining the standard +2 bonus on attack rolls and -2 penalty to AC for a charge. Executing the cartwheel charge requires a Tumble check by the acrobat which is opposed by the Spot check of the target. Success means that the acrobat deals sneak attack damage to his target on a successful hit; failure means he achieves the normal results of a charge but does not get sneak attack damage.

Master Acrobat: The Acrobat can move at his normal speed when using Balance or Climb without penalty, and he can even choose the run action if he moves in a straight line. He is also so skilled in these areas, he can fight normally while using these skills, suffering no off-balance penalty (giving his foes no bonuses to attack him nor does he suffer any penalties to attack). He must keep one hand free to climb however. The acrobat also has Skill Mastery (as the rogue special ability) with both Balance and Climb. If the acrobat is within arm’s reach of a wall or similar surface, he can treat any fall as if it were 60’ shorter.