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| Rath_Robert06-24-04, 10:55 PM | The Acrobat From a high-flying trapeze artist, to a walking a thin tightrope, acrobats are known around the world for their athleticism and dexterity. Gliding through the air with such grace it amazes and sometimes even fascinates those that watch them perform. When compared to rogue, an acrobat shows even more of a draw toward dexterity, without being sneaky and witty. The acrobat relies on her charisma and dexterity to perform feats of almost unnatural dexterity. Adventures: Few acrobats have been known adventurers, however, the ones that do, normally find their lives very successful when paired with a bard. Many leave the circus or gymnasium to use their abilities to fight evil. Others, who know of their natural draw toward stealth will live a thieves life, to steal and manipulate others. Characteristics: Most acrobats represent the essence of beauty. They are normally slight and lavishly good-looking. Most acrobats will be helpful toward others, however, their goal is to remain neutral in the lives of others. The ones who feel a draw toward a good alignment can show a hatred toward evil that would rival even the finest of paladins. On the other side of the coin, those that show their darker side, can be sneaky thieves, who rely on their stunning presence and speed to make off with your valuables. Religion: Acrobats can be pious, worshiping gods of rogues or bards in order to thank them for the outstanding talent in which they have been given. They by no means feel trapped into doing their deities will however, they are free-spirited and normally act on their own accord and not that of their gods. Background: Orphaned, or just plain bored with normal society, an acrobat is normally shunned when they are very young. They find themselves running to circus in order to find their way through life and be more excepted. Most grow up to be beautiful, graceful, and envied by others. Races: Any race can be an acrobat, however, not all of them show a natural draw toward this class. Of course, diverse and social able, humans and half-elves cover the biggest portion of the acrobat following. Elves and Halflings, with their natural Dexterity and beauty, sometimes find themselves travelling and living the lives of the acrobat. Gnomes, Dwarves, and Half-Orcs are very rare in this class because of their different body structures. Gnomes are somewhat squat and although tough, do not show the dexterity of their halfling cousins. Dwarves are very stocky and considered dexterous. Also a dwarves charisma is naturally less than most, making them not as likeable and crowd pleasing. Half-orcs, share the same problem as orcs, they are strong, but their charisma is lower than other races. Game Rule Information Acrobats have the following game statistics: Alignment: Any Hit Die: d8 Class Skills The Acrobat’s class skills (and the key ability for each skill) are; Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Any one), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex). See Chapter 4 in the Core Rulebook 1 for skill descriptions. Skill Points at 1st Level: 6 + Int modifier x 4 Skill Points at each additional Level: 6 + Int modifier Class Features All of the following are class features of the Acrobat Weapon and Armour Proficiency: An Acrobat is proficient with all simple weapons, but not with armor or shields. Note that wearing armour heavier than leather imposes a penalty to the ranger skills Climb, Hide, Jump, and Move Silently. Swim checks also suffer a –1 penalty for every 5 lbs. of armour or equipment carried. Acrobatic Feat: Acrobats use different abilities in combat than others and thus gain special feats. At 1st level, they gain one of the following abilities. They gain more abilites as they increase in levels, they gain more abilites at 4th, 8th, 12th, 14th, 16th, 18th, and 20th levels.: True Mirages: The acrobat can use the spell minor image a total number of times per day equal to her Charisma Modifier each day. The caster level is equal to her level and she uses her Charisma Modifier for a save. Acrobatic Attack (Ex): If the Acrobat attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet into his opponent, or swinging on rope or similar object into his opponent, he gains a +2 to attack and damage rolls. Make a jump check; if the result is less than 5 feet, you cannot use this ability on this attack. If the distance is greater than that between the Acrobat and the opponent, the Acrobat can limit the distance to that of the opponent as a free action. This is an extraordinary ability. Flipping Kick: The acrobat can perform a flip attack dealing 2d4 damage to his foe. The acrobat flips into the air hitting his foe in the chin as he flips backwards 10 feet. This is considered a full attack action and does not provoke an attack of opportunity, even if he flips into a threatened area. Tumbling Master: This ability grants the acrobat a +4 on her tumble checks and allows her to double her dexterity modifier on tumble checks. High Flyer: This ability grants the acrobat a +4 on all jump checks. She may now also jump twice as far as a normal person and uses her dexterity modifier on her jump checks instead of strength. Supreme Balance: An acrobat’s grace makes it hard for her to loose her balance. She is granted a +4 on her balance checks. In addition, she gains a +4 against trip attacks and against a bull-rush. Also, she may use her normal base speed while balancing. Gliding Movement: This ability grants the acrobat an additional +15 feet to her base speed and her run is now at X5 instead of X4. Acrobatic Style: This strange fighting style used by acrobats grants them the Uncanny Dodge and Improved Uncanny Dodge abilities. Meaning, the acrobat cannot be caught flat-footed and also cannot be flanked. Dexterous Feat: 2/day the Acrobat is able to gain a +10 bonus on any skill that requires dexterity. Spell Dodge: Acrobats who choose this ability are very good at dodging the effects of magical attacks and thus gain the improved Evasion ability. Outstanding Dexterity: Acrobats are so graceful and quick, they may use double their dexterity modifier when applying it to their armour class. Wondrous Grace: At 6th level, the Acrobat may add her Charisma modifier to all attack rolls. Upon reaching 10th level, she may now also add her Charisma modifier to her saving throws. LVL BAB FORT REF WILL SPECIAL 1 +0 +0 +2 +0 Acrobatic Feat 2 +1 +0 +3 +0 3 +2 +1 +3 +1 Outstanding Dexterity 4 +3 +1 +4 +1 Acrobatic Feat 5 +3 +1 +4 +1 6 +4 +2 +5 +2 Wondrous Grace (Attack) 7 +5 +2 +5 +2 8 +6/+1 +2 +6 +2 Acrobatic Feat 9 +6/+1 +3 +6 +3 10 +7/+2 +3 +7 +3 Wondrous Grace (Saves) 11 +8/+3 +3 +7 +3 12 +9/+4 +4 +8 +4 Acrobatic Feat 13 +9/+4 +4 +8 +4 14 +10/+5 +4 +9 +4 Acrobatic Feat 15 +11/+6/+1 +5 +9 +5 16 +12/+7/+2 +5 +10 +5 Acrobatic Feat 17 +12/+7/+2 +5 +10 +5 18 +13/+8/+3 +6 +11 +6 Acrobatic Feat 19 +14/+9/+4 +6 +11 +6 20 +15/+10/+5 +6 +12 +6 Acrobatic Feat |
| Jell_Moo06-24-04, 11:13 PM | This class is extremely overpowered. It would be the single best 1 level dip in the game. Every Rogue, Bard and Ranger would snatch up this 1 level. they'd get: Double their Dex to AC (That's just sick) Cha to both saves and attacks (even better than divine grace. Dodge as a bonus feat. I actually like the concept, and like some of what you did, but you simply crammed way too much into 20 levels. Outstanding Dexterity and Wondrous Grace are way too good to be handed at first level. They actually shouldn't be handed out anywhere near each other. I would also divide Wondrous Grace into 2 seperate abilities, 1 for saves, 1 for attacks. Seriously trim some fat off of it. Cut the abilities in half. Things like Deflect and Snatch arrows should go. If the player wants them, he can take the feats. If it were me, I would take out everything except Oustanding Dex (move it to 3rd or 4th level), Wondrous Grace (split into 2 abilities, given at 5th and 10th), and the Acrobatic feats (which I would include the move speed increase as a selectable feat) but I would have an Acrobatic feat at first level as well. I actually like the concept, but just think it needs some pretty big pruning. |
| Rath_Robert06-24-04, 11:26 PM | Cool thanks, that is helpful, I just need some balancing my stuff, I'll make a few corrections and repost it later, again thank you. |
| BlaineTog06-24-04, 11:36 PM | Er, by "repost," I hope you mean "edit the above so that its less bloated and front loaded," right? |
| Rath_Robert06-25-04, 12:02 AM | There I made some changes, I just allowed the Acrobat to take most of the Acrobatic Feats, do you still think it looks unbalanced? |
| Rath_Robert06-25-04, 03:16 AM | Does This Looked Balanced with the Rogue, here is both at 10th level. Acrobat: Rogue: Race: Human Race: Human Level: 10 Level: 10 HP: 54 HP: 53 Fort: +6 Fort: +5 Ref: +13 Ref: +11 Will: +5 Will: +3 Init: +4 Init: +4 AC: 18 (19 with Dodge) AC:18 (19 with Dodge) Ranged: +11/+6 Ranged: +11/+6 Melee: +8/+3 Melee: +8/+3 Attacks: Attacks: Light Mace +14/+9 Rapier +9/+4 1d6+1 19-20X2 1d6+1 18-20 X 2 Shortsword +9 1d6+1 19-20 X 2 Armor: None Armor: Mithral Shirt (+4) Base Speed: 45 Base Speed: 30 Feet Skill Points: 84 Skill Points: 117 Feats: Feats: Dodge Ambidexterity Mobility Two-Weapon Fighting Weapon Finese (Light Mace) Weapon Finese (Rapier) Spring Attack Weapon Finese (Short Sword) Weapon Focus (Light Mace) Dodge Special Features Special Features Supreme Balance (+4 Balance Checks, +4 Against Trip) Sneak Attack +5d6 and Bull Rushes) Evasion Outstanding Dex: (Double Dex Modifier to AC, as long as no armor is worn) Trap Sense (+3) Spell Dodge: Grants Improved Evasion Uncanny Dodge (Retains Dex bonus to AC while Flat-Footed) Wonderous Grace: Add Cha Modifier to Saves and Attacks Improved Uncanny Dodge (Cannot Be Flanked) Gliding Movement: +15 to Base Speed Improved Evaison |