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Storyteller House Rule
The acrobat is infamous for daring escapes across rooftops and through densely-packed city streets. The acrobat excels at getting into and out of places that no one else can. If every street-level entrance to the building is locked and guarded, the acrobat simply jumps atop the building from a nearby rooftop, shoots a grappling line to an antenna or chimney, runs up the attached cable to a far less secure window, and quietly picks the lock and disables the alarm system . Should her exit go awry, her gymnastic combat style keeps her out of harm’s way.
Most acrobats began as Fast heroes, but nearly any basic or advanced class can eventually qualify for this advanced class and benefit from its abilities.
To qualify to become an Acrobat, a character must fulfill the following criteria.
Fast Hero Talents: Evasion
The following information pertains to the advanced class.
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the Acrobat attains a new level in this class.
The Acrobat’s class skills are as follows.
Skill Points at Each Level: 6 + Int modifier
The following class features pertain to the Acrobat advanced class.
An Acrobat can bound up to her feet from a prone position as a free action that provokes no attacks of opportunity.
An Acrobat’s height does not limit her maximum jumping distance.
At 2nd level, the acrobat gains the ability to balance easily on a precarious surface. A successful Balance check allows her to move at her normal speed rather than half her speed under such conditions.
At 2nd level, the acrobat gains the Improved Trip feat, even if she does not have the prerequisites for the feat.
At 3rd level, the acrobat gains the improved evasion ability. If she is exposed to any effect that normally allows a character to attempt a Reflex save for half damage, the Acrobat suffers no damage on a successful save and only half damage on a failed save.
At 3rd level, the acrobat also learn to slow falls to minimize the damage she takes on the rare occasions when she does fall. Initially, she takes damage as if she were falling 20 feet less than she actually is. The amount by which she reduces falling damage increases by another 10 feet at 6th and 9th levels.
The acrobat is always whirling and leaping, making her a difficult target to hit. When using the Fight Defensively combat option, she gains a +4 dodge bonus to Defense rather than the normal +2 bonus. When executing the Full defense maneuver, she gains a +8 dodge bonus to Defense rather than the usual +4. The bonus for having 5 or more ranks in Tumble is already added into these figures.
The acrobat can use her skill and momentum to inflict extra damage in unsuspecting foes. Beginning at 4th level, she gains a bonus of +1d6 damage on attacks against foes who are denied their Dexterity bonus to Defense and against any foe she flanks. This damage is a precision-based attack and flanks with other precision-based attack bonuses (such as those from First Strike or Sneak Attacks). At 9th level, the acrobat gains another +1d6 damage to her acrobatic attack. Any opponent who is immune to critical attacks, who is not alive, or who has no readily apparent anatomy.
By somersaulting and cartwheeling 10 feet or more in a straight line toward a foe, an acrobat of at least 5th level can make an unusual charge attack, gaining the usual +2 attack roll bonus and –2 Defense penalty. Properly executing the cartwheel charge requires a Tumble check (DC 20). Success means that the acrobat deals her acrobatic attack damage (Along with any bonuses to it from feats or other class features) to her target on a successful hit; failure means she accomplished a normal charge but does not get the additional damage.
By 5th level, the acrobat is an expert at climbing. A successful Climb check allows her to move at her full speed rather than half-speed in any situation that calls for such a check.
By 6th level, the acrobat is accustomed to acting while rolling and spinning on the ground. Opponents who attack her while she is prone gain no attack bonus.
At 7th level, the acrobat Fast hero talent Defensive Roll, if she does not already have it.
At 8th level, the acrobat can move normally even while balancing on a precarious surface or climbing. In either case, she moves her full speed with each move-equivalent action and can even run if desired, as long as she does so in a straight line. Furthermore, she can now take 10 on Climb and Balance checks unless she’s engaged in melee combat.
By 10th level, the acrobat can fight normally even while climbing or balancing. If climbing, she must still keep at least one hand free to climb.
|Class Level||Base Attack Bonus||Fortitude Save||Reflex Save||Will Save||Class Features||Defense Bonus||Reputation Bonus|
|1st||+0||+0||+2||+0||Kip Up, Unbounded Leap||+2||+0|
|2nd||+1||+0||+3||+0||Fast Balance, Imp. Trip||+3||+0|
|3rd||+2||+1||+3||+1||Imp. Evasion, Slow Fall||+3||+0|
|4th||+3||+1||+4||+1||Def. Fighting Bonus, Acro. Attack||+4||+1|
|5th||+3||+1||+4||+1||Cartwheel Charge, Fast Climb||+4||+1|
|6th||+4||+2||+5||+2||Prone Defense, Slow Fall||+5||+1|
|9th||+6||+3||+6||+3||Slow Fall, Acrobatic Attack||+6||+2|