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The Acrobat focuses her cunning prowess into daring feats, keeping her opponent off-balance, enraged and distracted, focusing on taking her down rather than striking at her comrades. Wearing little armor and wielding light weapons, the Acrobat relies on her agility and cunning to escape unscathed from any onslaught.


Acrobat Class Features

The Acrobat gains the following class features:


Weapon Proficiencies

As a rogue, the Acrobat is proficient with blades, bludgeons, thrown weapons, and crossbows.


Armor Proficiencies

As a rogue, the Acrobat is proficient in light armor.


Magic Proficiencies

As a rogue, the Acrobat cannot perform magic.


Skill Proficiencies

As a rogue, the Acrobat is proficient in Bluff and Stealth.
Additionally, nimble evasion grants proficiency in Acrobatics,
and distracting caper grants proficiency in Athletics.


Starting Feats


Nimble Evasion

(Acrobat class feature)

Basics

(Level 0)

  • You gain training in the Acrobatics skill.
  • You gain a +1 class bonus to your Reflex defense, or a +2 class bonus to your Reflex defense if you already received a class bonus to Reflex.
  • You gain a class bonus to maximum hit points equal to your level, or twice your level if you already received a class bonus to hit points.
  • If you are not wearing heavy armor or a shield, and moved at least 1 pace since the beginning of your last turn, your Reflex and Armor defenses vs. enemies which do not have advantage against you are equal to 15 + your Acrobatics check modifier.

Class Trick

  • You gain the following trick:

Uncanny Dodge

(per-encounter free interruptdefensive trick)

Prerequisites:

Nimble Evasion

Trigger:

You would be hit or damaged by an attack.

 
 

Effect:

If you are not wearing heavy armor, you gain a stance bonus to your Reflex defense equal to the higher of your Charisma modifier or your Wisdom modifier until the end of your next turn, and attacks which would target your armor or fortitude target your reflex instead. If the triggering attack misses, you may shift one pace as a free reaction.

If the triggering effect did not succeed at an attack roll, you can make an Acrobatics saving throw vs. a DC of 15. If you succeed, you do not take the damage or suffer any other effect from the attack.

Distracting Caper

(Acrobat class feature)

Basics

(Level 0)

  • You gain training in the Athletics skill.
  • You gain a +1 class bonus to your Reflex defense, or a +2 bonus to your Reflex defense if you already received a class bonus to Reflex.
  • You gain a class bonus to maximum hit points equal to your level, or twice your level if you already received a class bonus to hit points.
  • You gain a +1 class bonus to your vitality.
  • Whenever you are adjacent to an unmarked enemy, you may mark that enemy until the end of your next turn as a free interrupt.
  • Enemies which are marked by your distracting caper suffer a penalty to all attack rolls for attacks that do not include you; this penalty is equal to your Charisma modifier.

Class Trick

  • You gain the following trick:

Trick Shift

(per-encounter immediate interruptdefensive trick)

Prerequisites:

Distracting Caper

Trigger:

An adjacent ally would be hit by an attack.

Effect:

You slide the ally one pace, then shift one pace into the space the ally occupied. The attack targets you, and suffers a penalty equal to your Dexterity modifier.


Rogue Talents

Choose a Talent to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that talent.

Dirty Fighting

Training in Endurance or Athletics, choose a fighting style.

Poison Master

Training in Nature and Heal, built-up immunity.

Relic Hunter

Training in Religion and History, activate magic item.

Ruffian

Training in Intimidate and Streetwise, night full of knives.

Sapper

Training in Arcana and Craft, expert throw.


Leveling Up

At each level, you gain new features and bonuses to increase your cunning prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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