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Mike Mearl's Rogue Acrobat
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<blockquote data-quote="Elon Tusk" data-source="post: 7539025" data-attributes="member: 6875235"><p>My group is 4th level, currently with a Rogue/Thief in Waterdeep.</p><p>We had a new player join that wanted to try Mike Mearl's new Rogue/Acrobat: <a href="https://thinkdm.wordpress.com/hfh/acrobat-rogue/" target="_blank">https://thinkdm.wordpress.com/hfh/acrobat-rogue/</a></p><p></p><p>At one point they got into a chase; the acrobat thought he could use the Aerial Artistry to escape onto a rooftop, but the thief used Second-story Work to follow, the bonus 5' of movement actually letting him gain on the acrobat.</p><p></p><p>I realize Aerial Artistry can allow a PC to jump over pits or fly up to unclimbable heights, but in most instance Second Story Work seems to be its equal, and the thief also gains the Fast Hands feature at 3rd making the acrobatics quite disappointing.</p><p></p><p>At 9th, Thief gets advantage on Stealth while Acrobat is immune to falling damage. These are probably equal, given that falling is more situational than be stealthy.</p><p></p><p>At 13th, thief gets to use magic items. An acrobat gains Freedom of Movement. I guess this one depends on how many magic items the DM includes.</p><p></p><p>at 17th, the thief gets an extra turn at the beginning of combat. An Acrobat can "make 4 short movement by flying." I'm not sure if this is giving the Acrobat more movement or how this works so it's hard to compare.</p><p></p><p>Anyone else have thoughts?</p></blockquote><p></p>
[QUOTE="Elon Tusk, post: 7539025, member: 6875235"] My group is 4th level, currently with a Rogue/Thief in Waterdeep. We had a new player join that wanted to try Mike Mearl's new Rogue/Acrobat: [url]https://thinkdm.wordpress.com/hfh/acrobat-rogue/[/url] At one point they got into a chase; the acrobat thought he could use the Aerial Artistry to escape onto a rooftop, but the thief used Second-story Work to follow, the bonus 5' of movement actually letting him gain on the acrobat. I realize Aerial Artistry can allow a PC to jump over pits or fly up to unclimbable heights, but in most instance Second Story Work seems to be its equal, and the thief also gains the Fast Hands feature at 3rd making the acrobatics quite disappointing. At 9th, Thief gets advantage on Stealth while Acrobat is immune to falling damage. These are probably equal, given that falling is more situational than be stealthy. At 13th, thief gets to use magic items. An acrobat gains Freedom of Movement. I guess this one depends on how many magic items the DM includes. at 17th, the thief gets an extra turn at the beginning of combat. An Acrobat can "make 4 short movement by flying." I'm not sure if this is giving the Acrobat more movement or how this works so it's hard to compare. Anyone else have thoughts? [/QUOTE]
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