Skip to content

The Acrobat

The Acrobat

Some fighters trust heavy armor to turn away a blow. The Acrobat would rather not be there when it lands. Highly mobile and difficult to pin down, Acrobats use speed, balance, and precise attacks to control where a fight happens. They are often found among dancers, duelists, scouts, thieves, and anyone else who learned that sure footing can be as valuable as a sturdy shield.

Basic Detail

HD Type: d8
Bonus HP Per HD: 6
Attack Curve: Medium
Magical Prowess: Null
Sub-Type: Generalist
Skill Growth: 6 + Intelligence Modifier (x4 at first level)
Suggested Skills: Acrobatics, Balance, Conceal, Craft, Discern Intent, Escape Artist, Gather Information, Haggle, Investigate, Knowledge (Common), Listen, Lock Picking, Move Silently, Perform (Dance), Sleight of Hand, Spot, Sabotage Device, Swim, and Use Rope.
Known Skills: 10 + Intelligence Modifier
Weapon Proficiency: Two weapons of choice
Armor Proficiency: None; shields except tower shields
Saves: 2 High, 2 Low
Primary Mental Attribute (PMA): Wisdom

Suggested Attribute Distribution: Str 16, Dex 18, Con 14, Int 14, Wis 16, Cha 12

Progression


HD Perk Base Attack High Save Low Save
1 AcrobatD, Grace (3 points)A, RiposteA, and Weapon Fixation F +0 +2 +0
2 Improved Defensive FightingF +1 +3 +0
3 Grace (4 points) and Weapon OffensiveF +2 +3 +1
4 Twin TalonA +3 +4 +1
5 Nimble +2D +3 +4 +1
6 Grace (5 points), Weapon DefensiveF and Improved TripF +4 +5 +2
7 - +5 +5 +2
8 Nimble +3, Leaping AssaultA +6/+1 +6 +2
9 Grace (6 points) and Improved Weapon FixationF +6/+1 +6 +3
10 HamstringA, Improved Weapon OffensiveF, Unarmored DirgeD +7/+2 +7 +3
11 - +8/+3 +7 +3
12 Deadly AssaultA, Grace (7 points), Nimble +4, Weapon MasteryF +9/+4 +8 +4
13 - +9/+4 +8 +4
14 UntouchableF +10/+5 +9 +4
15 Grace (8 points), Quick FeetF, and Speedy (+20 ft.) +11/+6/+1 +9 +5
16 Nimble +5 And Sliding ScourgeA +12/+7/+2 +10 +5
17 - +12/+7/+2 +10 +5
18 Deadly AccuracyF, Grace (9 points), and Rending CriticalF +13/+8/+3 +11 +6
19 - +14/+9/+4 +11 +6
20 Flip TrickA, Nimble +6, Tincture of VigorA +15/+10/+5 +12 +6

F Feat, A Ability, and D Definition


The Breakdown

Acrobat: While not wearing armor, shields (except tower) excluded, the Acrobat gains immunity from being flanked by any creature less than 6 HD higher than it. The acrobat is never considered flat-footed unless pinned. If fighting defensively, the acrobat only takes a -2 penalty to all attacks in a round instead of a -4 penalty.

Weapon Fixation: This will apply a +1 training bonus on rolls to attack with a selected weapon.

Grace (3 Points): Gain the ability Grace.

Riposte: Gain the ability Riposte

Improved Defensive Fighting: As a free action, take a penalty to attack from -1 to -5 and gain an equivalent dodge bonus to AC for the round. The Acrobat specifically gains a +2 dodge bonus to AC for every -1 penalty to attack, to a limit of a -3 penalty for a +6 dodge bonus to AC.

Weapon Offensive: This will apply a +2 training bonus on all damage rolls made with the weapon selected with Weapon Fixation.

Twin Talon: Gain the ability Twin Talon.

Nimble: The acrobat will gain a scaling bonus to acrobatics and balance. Dodge bonuses from defensive fighting are increased by +1.

Weapon Defensive: The weapon selected for Weapon Fixation will now provide a +1 parry bonus when wielded.

Improved Trip: Attempting to trip no longer provokes an attack of opportunity. Gain a +4 bonus on opposed Strength checks made during trip attempts. After successfully tripping an opponent, gain an attack against them as if an attack had not been used to initiate the trip attempt.

Leaping Assault: Gain the ability Leaping Assault.

Improved Weapon Fixation: The weapon chosen for weapon fixation will now have a +2 training bonus on rolls to attack.

Hamstring: Gain the ability Hamstring.

Improved Weapon Offensive: The weapon chosen for weapon fixation will now have a +4 training bonus on damage rolls.

Unarmored Dirge: While not wearing armor or using a tower shield, add the Acrobat's Wisdom modifier to AC as an insight bonus. Other shields do not prevent this benefit.

Deadly Assault: Gain the ability Deadly Assault.

Weapon Mastery: The weapon selected for weapon fixation will now have a +4 training bonus to attack, a +8 training bonus to damage, and a +2 parry bonus to AC while wielded.

Untouchable: Gain a +2 innate bonus to reflex saves.

Quick Feet: When subjected to an effect that allows a Reflex save for half damage, take no damage on a successful save.

Speedy: Increase all movement speeds by 20 ft.

Sliding Scourge: Gain the ability Sliding Scourge.

Deadly Accuracy: Double the critical threat range of the weapon selected for Rending Critical. E.g. from 20 to 19-20, from 19-20 to 17-20, or from 18-20 to 15-20.

Rending Critical: Gain +1d10 damage with a x2 weapon, +2d10 damage with a x3 weapon, and +3d10 damage with a x4 weapon when rolling damage on a critical hit with the weapon selected for Weapon Fixation.

Flip Trick: Gain the ability Flip Trick.

Tincture of Vigor: Gain the ability Tincture of Vigor.