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− | Making an Acrobat...
| + | {{author |
| + | |author_name=Ancient Aurin |
| + | |contributors=Ghostwheel |
| + | |date_created=May 4, 2010 |
| + | |status=Completed |
| + | |balance=Rogue |
| + | }} |
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− | Races: Any.
| + | ===Grimoire Acrobat=== |
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− | Alignment: Any.
| + | [[Summary::Less thief, more acrobat!]] |
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− | Starting Gold: 4d4x10 gp (100 gp).
| + | '''Class:''' [[Class::[[Thief_Acrobat_(3.5e_Class)|Thief-Acrobat]]]] |
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− | Starting Age: As Rogue.
| + | '''Level:''' 2nd |
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− | Table: The Acrobat Hit Die: d6
| + | '''Replaces:''' If you select this class feature, you lose [[Thief_Acrobat_(3.5e_Class)#Sneak_Attack|Sneak Attack]], [[Thief_Acrobat_(3.5e_Class)#Rapid Stealth|Rapid Stealth]] at level five, and [[Thief_Acrobat_(3.5e_Class)#Aggressive_Stealth|Aggressive Stealth]] at eleventh level. |
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− | Level Base
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− | Attack Bonus Saving Throws Special
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− | Fort Ref Will
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− | 1st +0 +0 +2 +0 Acrobatic Flair, Trapfinding, Pole Jump
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− | 2nd +1 +0 +3 +0 Accurate and Controlled (+1), Evasion, Weapon Finesse
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− | 3rd +2 +1 +3 +1 Sure Climb, Kip Up
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− | 4th +3 +1 +4 +1 Detect Magic, Grapple Line
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− | 5th +3 +1 +4 +1 Accurate and Controlled (+2), Rapid Footwork (+15')
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− | 6th +4 +2 +5 +2 Mercurial Charge
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− | 7th +5 +2 +5 +2 Unsettling Choreography
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− | 8th +6/+1 +2 +6 +2 Accurate and Controlled (+3), Improved Evasion
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− | 9th +6/+1 +3 +6 +3 Athletic Cascade
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− | 10th +7/+2 +3 +7 +3 Rapid Footwork (+30'), Skill Mastery
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− | 11th +8/+3 +3 +7 +3 Accurate and Controlled (+4), Focused Speed
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− | 12th +9/+4 +4 +8 +4 Dedicated Evasion
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− | 13th +9/+4 +4 +8 +4 Power Slide
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− | 14th +10/+5 +4 +9 +4 Accurate and Controlled (+5), Shadow Tumble
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− | 15th +11/+6/+6 +5 +9 +5 Rapid Footwork (+45')
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− | 16th +12/+7/+7 +5 +10 +5 Death from Above
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− | 17th +12/+7/+7 +5 +10 +5 Accurate and Controlled (+6)
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− | 18th +13/+8/+8 +6 +11 +6 Supreme Skill Mastery
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− | 19th +14/+9/+9 +6 +11 +6 Improved Sure Climb
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− | 20th +15/+10/+10 +6 +12 +6 Accurate and Controlled (+7), Rapid Footwork (+60'), Supreme Evasion
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− | Class Skills (6 + Int modifier per level, ×4 at 1st level)
| + | '''Benefit:''' You gain the following abilities: |
− | Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
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− | Class Features:
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− | Weapon and Armor Proficiency: Acrobats are proficient with all simple weapons, as well as the sap, the shortsword, the whip, the bolas, the long staff, and the shuriken. Acrobats are proficient with light armor but not with shields of any kind.
| + | '''Close Skirmish ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At second level, after moving 10' the acrobat adds an extra 1d6 damage to all melee attacks he makes until the end of his turn. This damage increases by another 1d6 at level five and every two levels afterwards (7, 9, 11, etc). This damage is considered Precision damage, and deals 1/2 damage to creatures normally immmune to critical hits. |
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− | Trapfinding: At 1st level, Acrobats can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Acrobats can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Acrobat who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
| + | '''Shielded in Life:''' At second level, the acrobat gains the [[Shielded_in_Life_(3.5e_Feat)|Shielded in Life]] feat. |
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− | Acrobatic Flair (Ex): An Acrobat may move her full movement while using the Tumble or Balance skill without suffering a penalty or increasing the DC of her check.
| + | '''Dash:''' At third level, the acrobat gains the [[Dash_(3.5e_Feat)|Dash]] feat, even if he doesn't qualify for its prerequisites. |
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− | Pole Jump (Ex): If holding a pole, spear, staff, long staff, or other pole-like object in both hands, an Acrobat can add twice her reach to her final distance moved during a Jump check, and in this instance her jump distances are not limited by her height.
| + | '''Rapid Footwork ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at third level, the acrobat's gains a 10' enhancement bonus to his speed. Every three levels afterwards (6, 9, 12, etc) this enhancement bonus rises by another 10'. |
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− | Weapon Finesse: At 2nd level, the Acrobat gains the bonus feat Weapon Finesse in one weapon of her choice.
| + | '''Focused Speed ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At fourth level, the acrobat gains a +1 competence bonus to all attacks made after moving at least 10'. This bonus increases by another one every four levels afterwards, reaching a maximum of +5 at level 20. This competence bonus stacks with any competence bonus granted by any class, but not one granted from feats or other abilities. |
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− | Accurate & Controlled (Ex): Beginning at 2nd level, an Acrobat gains a +1 competence bonus to her critical threat range and to pre-multiplier damage while using any attack which uses her Dexterity modifier (through finesse or standard ranged attack). This bonus increases by +1 every 3rd level.
| + | '''Improved Sure Climb ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level an Acrobat gains a Climb speed equal to his land speed. |
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− | Evasion (Ex): If a 2nd level Acrobat succeeds in a Reflex Save to halve damage, she suffers no damage instead.
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− | Sure Climb (Ex): At 3rd level, an Acrobat gains a climb speed equal to half her land speed.
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− | | + | {{3.5e Alternate Class Features Breadcrumb}} |
− | Kip Up (Ex): At 3rd level, an Acrobat may stand up from prone as a free action that does not provoke an attack of opportunity.
| + | [[Category:Alternate Class Feature]] |
− | | + | [[Category:User]] |
− | Detect Magic (Sp): At 4th level, an Acrobat may use detect magic at-will as a spell-like ability. An Acrobat may use her Appraise Skill in place of her Spellcraft in order to glean additional information from her detect magic.
| + | [[Category:3.5e]] |
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− | Grapple Line: At 4th level, an Acrobat becomes a master of using grapples and grappling lines. By firing a missile weapon designed as a grappling weapon at an unoccupied square and doing at least 1 point of damage to an object filling that square (wall, ceiling, statue, etc) or a securely affixed object (ceiling post, small statue affixed to floor, etc), an Acrobat can run a rope from his current position to that location as a full round action. He may then use this rope to make Balance or Climb checks as normal.
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− | Weapons designed as grappling weapons have a simple pulley and loop attached at the end and are balanced for this modification, and have at least a 50’ length of strong thread running through it and connected to a rope so that it can be pulled through swiftly. They cost an additional +1 GP each (ammunition costs as much as normal weapons), and suffer a 5 ft reduction in range increment. Many grappling weapons are made out of adamantine in order to better penetrate hard materials like stone.
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− | Rapid Footwork (Ex): Starting at 5th level, an Acrobat can add 15' to her base speed for every five Acrobat levels she has. The has the effect of increasing climb speed from Sure Climb, run and charge speeds, and Jump distances before multipliers are applied.
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− | Mercurial Charge (Ex): At level 6, an Acrobat need not move in a straight line to charge, nor must she charge the closest available space. She still may not move back on herself during a charge, and her charge move still ends as soon as she threatens her target.
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− | Unsettling Choreography (Ex): An Acrobat of 7th level is adept at making other creatures fall down, and may use her Dexterity Modifier in place of her Strength modifier when making a trip or bull rush attempt.
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− | Improved Evasion (Ex): When an Acrobat of 8th level fails a Reflex Save to halve damage, she takes half damage anyway.
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− | Athletic Cascade (Ex): At 9th level, if an Acrobat moves before making an attack, for the purposes of flanking she may count any square she has moved through as threatening an opponent, in addition to the space she is actually attacking from. In this manner, she may even flank with herself.
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− | Skill Mastery (Ex): At 10th level, an Acrobat is able to take 10 on any Appraise, Balance, Disable Device, Jump, Move Silently, and Tumble checks even in stressful or dangerous situations.
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− | Focused Speed (Ex): Starting at the 11th level, an Acrobat may add half of her Acrobat levels (rounded down) to her Initiative checks, Dexterity-based attacks, and damage rolls from said attacks for one round per combat.
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− | Dedicated Evasion (Ex): At 12th level, an Acrobat gains the ability to evade with almost supernatural skill. As a standard action, she can add her Acrobat level as a Dodge bonus to her Reflex Saves and AC for one round.
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− | Power Slide (Ex): If a 13th level Acrobat takes damage from an attack, she may allow herself to be flung backwards, thereby lessening the impact. She may make a Balance check with a DC equal to the damage inflicted and if she succeeds, she suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. She is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for her to move, she suffers 1d6 of damage for each square not moved. If she passes through an occupied square, the Acrobat would have to make a tumble check to avoid attacks of opportunity.
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− | Shadow Tumble (Su): At 14th level, an Acrobat has learned to tumble through the Plane of Shadow. She may make a tumble check with a DC equal to 10 plus five for every square she wishes to pass through another plane of existence. Intervening terrain, even walls of force have no effect on movement through the plane of shadow. The Acrobat's total distance moved does not increase, no matter how much of it may be taken through the plane of shadow.
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− | Death from Above (Ex): At 16th level, the Acrobat has learned to use the energy of a fall to devastating effect. If the Acrobat can fall at least 30’ (by falling from a height or by using a Jump check) and end in her enemy's square, any attacks made at the end of that fall do triple damage.
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− | Supreme Skill Mastery: At 18th level, an Acrobat is able to take 20 on any Appraise, Balance, Disable Device, Jump, Move Silently, and Tumble checks even in stressful or dangerous situations, and does not take twenty times as long as usual for taking 20.
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− | Improved Sure Climb: At 19th level an Acrobat gains a Climb speed equal to her land speed.
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− | Supreme Evasion (Ex): At 20th level, an Acrobat takes no damage from any effect requiring a Reflex save.
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