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The Cavalier and the Illusionist
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<blockquote data-quote="CombatWombat51" data-source="post: 1363486" data-attributes="member: 10473"><p>Oh, assassins also got their d6 all the way till Gramps, while thieve's started getting a crummy 2 HP/level at 11th. Another reason why I feel converted assassins should get a d8 for HD <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> And assassins that are no longer evil keep all their class abilities, though their followers are likely to kill the ex-Guildmaster/Grandfather in the night, as is their way.</p><p></p><p></p><p></p><p>Anyhow, it's funny you should mention thief-acrobats... oh, and keep in mind that IMC I use a very martial monk... no <em>dim door</em>, wuxia jumping, or what have you. I also love the idea of ninja-types (they're mammals, after all), and I've been quite close to making a ninja PrC, but I don't think I could do it with a straight face, and I know I'd never use it IMC <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p><strong><u>Acrobat</u></strong></p><p></p><p> Incredible gymnastic talent is the forte of an acrobat. They master amazing feats of agility, and have a unique fighting style that involves flips, rolls, cartwheels, and other sprightly maneuvers. </p><p> Some characters choose to become acrobats in order to add an interesting and rare flare to their fighting style. Other people train as acrobats to gain entry into unsuspecting locations. Unsurprisingly, most acrobats make their fortune as performers that dazzle spectators with their incredible skills. </p><p> Rogues are the most likely candidates for the acrobat class. Most other classes have difficulty meeting the tough requirements, but any class can benefit from the talents that an acrobat acquires.</p><p></p><p><u>Requirements</u></p><p>To qualify to become an acrobat (Acb), a character must fulfill all the following criteria. Skills: Balance 6, Climb 6, Jump 6, Tumble 6</p><p>Feats: Dodge, Mobility</p><p>Special: Evasion</p><p></p><p><u>Game Rule Information</u></p><p>Acrobats have the following game statistics. </p><p>Hit Die: d6</p><p>Class Skills: The acrobat’s class skills are Climb (Dex), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Tumble (Dex).</p><p>Skill Points per Level: 6 + Intelligence modifier per level</p><p></p><p><u>Class Features</u></p><p>All of the following are class features of the acrobat.</p><p>Weapons and Armor Proficiency: The acrobat is proficient in all simple weapons, but not with any armor or shields. </p><p></p><p>[code]</p><p>Level BAB Fort Ref Will Special</p><p>1 +0 +0 +2 +0 Acrobatic Defense, Soft Landing 10’</p><p>2 +1 +0 +3 +0 Boundless Leap, Instant Stand</p><p>3 +2 +1 +3 +1 Deft Retrieval, Nimble, Soft Landing 20’</p><p>4 +3 +1 +4 +1 Surefooted, Swift</p><p>5 +3 +1 +4 +1 Improved Evasion, Soft Landing 30’</p><p>[/code]</p><p></p><p><strong>Acrobatic (1st Level, Ex):</strong> Acrobats defend themselves with their agility, not with their weapons. Your defense bonus (from any source) is now a dodge bonus.</p><p> Additionally, you get your class level as a bonus to Jump and Tumble checks.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p>*****</p><p>NOTE: I obviously use a defense bonus in my games. If I didn't, I'd replace that ability with, say, giving them a +1 dodge bonus to AC for every 4 ranks they have in Tumble, with a maximum bonus equal to their class level.</p><p>*****</p><p></p><p><strong>Soft Landing (1st Level, Ex):</strong> An acrobat can reduce the impact of a fall by properly distributing his body weight, taking advantage of aerodynamics, and rolling. When you fall, treat the distance as 10 feet shorter than it actually is. This increases to 20 feet at 3rd level, and 30 feet at 5th level.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p><strong>Boundless Leap (2nd Level, Ex):</strong> Acrobats can jump astounding distances. Your maximum jumping distance isn’t limited by your height.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p><strong>Instant Stand (2nd Level, Ex):</strong> By kipping up, rolling, or using other gymnastic maneuvers, an acrobat can easily regain his footing. You can stand-up from a prone position as a free action that doesn’t provoke attacks of opportunity.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p><strong>Deft Retrieval (3rd Level, Ex):</strong> It can be dangerous to pick up fallen Items, especially weapons, amidst combat, but trained acrobats can do it with ease. You can pick up unattended items from as a free action that doesn’t provoke attacks of opportunity. You may also do this while using the Tumble skill to move through an area.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p><strong>Nimble (3rd Level, Ex):</strong> Acrobats are notoriously light on their feet and use this to their advantage in melee. When you make a check that uses your Strength modifier for a bull rush, grapple, overrun or trip attempt, you may use your Dexterity modifier in place of your Strength modifier.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p><strong>Swift (4th Level, Ex):</strong> Skilled acrobats use their muscle and agility to enhance their abilities. You add your Strength and Dexterity modifier to all Climb, Jump, and Tumble checks.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p><strong>Surefooted (4th Level, Ex):</strong> After much training, an acrobat is just at home on walls, tight ropes, and other precarious surfaces as normal men are on the ground. With a successful Balance or Climb check (as appropriate), you can move your full speed as a move action. As a full-round action, you can move double your speed if you make two checks. Additionally, you can take 10 on all Balance and Climb checks unless you’re engaged in melee.</p><p> Furthermore, you don’t suffer any penalties (effectively off-balance or stunned) if you’re attacked while climbing or balancing, though you still need to make the usual checks to avoid falling if you take damage.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p><p></p><p><strong>Improved Evasion (5th Level, Ex):</strong> Master acrobats can avoid deadly attacks with incredible grace. If exposed to any effect that normally allows a Reflex save for half damage, you take no damage with a successful save, and only half damage on a failed saving throw.</p><p> This ability can only be used when wearing no armor and not using a shield, and carrying a light load.</p></blockquote><p></p>
[QUOTE="CombatWombat51, post: 1363486, member: 10473"] Oh, assassins also got their d6 all the way till Gramps, while thieve's started getting a crummy 2 HP/level at 11th. Another reason why I feel converted assassins should get a d8 for HD :D And assassins that are no longer evil keep all their class abilities, though their followers are likely to kill the ex-Guildmaster/Grandfather in the night, as is their way. Anyhow, it's funny you should mention thief-acrobats... oh, and keep in mind that IMC I use a very martial monk... no [i]dim door[/i], wuxia jumping, or what have you. I also love the idea of ninja-types (they're mammals, after all), and I've been quite close to making a ninja PrC, but I don't think I could do it with a straight face, and I know I'd never use it IMC :p [b][u]Acrobat[/u][/b] Incredible gymnastic talent is the forte of an acrobat. They master amazing feats of agility, and have a unique fighting style that involves flips, rolls, cartwheels, and other sprightly maneuvers. Some characters choose to become acrobats in order to add an interesting and rare flare to their fighting style. Other people train as acrobats to gain entry into unsuspecting locations. Unsurprisingly, most acrobats make their fortune as performers that dazzle spectators with their incredible skills. Rogues are the most likely candidates for the acrobat class. Most other classes have difficulty meeting the tough requirements, but any class can benefit from the talents that an acrobat acquires. [u]Requirements[/u] To qualify to become an acrobat (Acb), a character must fulfill all the following criteria. Skills: Balance 6, Climb 6, Jump 6, Tumble 6 Feats: Dodge, Mobility Special: Evasion [u]Game Rule Information[/u] Acrobats have the following game statistics. Hit Die: d6 Class Skills: The acrobat’s class skills are Climb (Dex), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Tumble (Dex). Skill Points per Level: 6 + Intelligence modifier per level [u]Class Features[/u] All of the following are class features of the acrobat. Weapons and Armor Proficiency: The acrobat is proficient in all simple weapons, but not with any armor or shields. [code] Level BAB Fort Ref Will Special 1 +0 +0 +2 +0 Acrobatic Defense, Soft Landing 10’ 2 +1 +0 +3 +0 Boundless Leap, Instant Stand 3 +2 +1 +3 +1 Deft Retrieval, Nimble, Soft Landing 20’ 4 +3 +1 +4 +1 Surefooted, Swift 5 +3 +1 +4 +1 Improved Evasion, Soft Landing 30’ [/code] [b]Acrobatic (1st Level, Ex):[/b] Acrobats defend themselves with their agility, not with their weapons. Your defense bonus (from any source) is now a dodge bonus. Additionally, you get your class level as a bonus to Jump and Tumble checks. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. ***** NOTE: I obviously use a defense bonus in my games. If I didn't, I'd replace that ability with, say, giving them a +1 dodge bonus to AC for every 4 ranks they have in Tumble, with a maximum bonus equal to their class level. ***** [b]Soft Landing (1st Level, Ex):[/b] An acrobat can reduce the impact of a fall by properly distributing his body weight, taking advantage of aerodynamics, and rolling. When you fall, treat the distance as 10 feet shorter than it actually is. This increases to 20 feet at 3rd level, and 30 feet at 5th level. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [b]Boundless Leap (2nd Level, Ex):[/b] Acrobats can jump astounding distances. Your maximum jumping distance isn’t limited by your height. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [b]Instant Stand (2nd Level, Ex):[/b] By kipping up, rolling, or using other gymnastic maneuvers, an acrobat can easily regain his footing. You can stand-up from a prone position as a free action that doesn’t provoke attacks of opportunity. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [b]Deft Retrieval (3rd Level, Ex):[/b] It can be dangerous to pick up fallen Items, especially weapons, amidst combat, but trained acrobats can do it with ease. You can pick up unattended items from as a free action that doesn’t provoke attacks of opportunity. You may also do this while using the Tumble skill to move through an area. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [b]Nimble (3rd Level, Ex):[/b] Acrobats are notoriously light on their feet and use this to their advantage in melee. When you make a check that uses your Strength modifier for a bull rush, grapple, overrun or trip attempt, you may use your Dexterity modifier in place of your Strength modifier. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [b]Swift (4th Level, Ex):[/b] Skilled acrobats use their muscle and agility to enhance their abilities. You add your Strength and Dexterity modifier to all Climb, Jump, and Tumble checks. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [b]Surefooted (4th Level, Ex):[/b] After much training, an acrobat is just at home on walls, tight ropes, and other precarious surfaces as normal men are on the ground. With a successful Balance or Climb check (as appropriate), you can move your full speed as a move action. As a full-round action, you can move double your speed if you make two checks. Additionally, you can take 10 on all Balance and Climb checks unless you’re engaged in melee. Furthermore, you don’t suffer any penalties (effectively off-balance or stunned) if you’re attacked while climbing or balancing, though you still need to make the usual checks to avoid falling if you take damage. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [b]Improved Evasion (5th Level, Ex):[/b] Master acrobats can avoid deadly attacks with incredible grace. If exposed to any effect that normally allows a Reflex save for half damage, you take no damage with a successful save, and only half damage on a failed saving throw. This ability can only be used when wearing no armor and not using a shield, and carrying a light load. [/QUOTE]
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