Acrobats [Archive] - Wizards Community

Post/Author/DateTimePost
Pizzini3000

03-04-05, 01:14 AM
I'm trying to make an acrobat character, not necessarily an acrobat core class.

It's come down to my race will be halfling. I will definetly take the theif-acrobat prestge class asap. I love SOME of the ninja's acrobatic abilities, but they get no evasion till 12th level. I think it's boiled down to taking these classes in this order. I will be starting the character at lvl 7.

Rogue 2
ninja 4
theif-acrobat 5
ninja 6
roge 18
ninja 10

sure, it's a 45 level plan, but i figured i might as well round it out real quick.

anyone have any suggestions for becoming the most acrobatty i can without making a new class?
The_Ditto

03-04-05, 07:17 AM
You may actually want to look at the scout .. the extra movement would help alot ..

As would some of its other movement abilities ..

Hate to say it .. but a couple levels in Highland stalker means:

- you can move up a hill at normal speed - not at half speed
- you can move over rough terrain (ie rubble) without impairment .. which allows you to tumble through it alot easier, etc.

Combine all these with the Thief-Acrobat PrC .. and you'll as batty as anything!! ;)


or, of course .. there's always the other (http://www.adobe.com/products/acrobat/main.html) option ..
:rofl:

oh .. :uh-huh: .. uh .. sorry ..
:gah:
Fiery_Fighter_Drake

03-04-05, 08:24 AM
To qualify as an "acrobat", the main skills would be Jump, Tumble, Climb and Balance. With this in mind, I suggest Scout 5/Thief-Acrobat 5/Scout 15. The scout gains evasion at lvl 5, so you just have enough skills and the right class ability to qualify for the thief-acrobat. If you happen to be the only player using a rogue-like character, I'd stick with the rogue as the Scout does not have Disable Device as a class skill.

Of course, you could always cross-class Disable Device first then max it out when you become a thief-acrobat. Skill Focus is also a viable option as you can take it as a bonus feat at Scout 4.

The scout's increased speed and skirmish ability should make you a force to be reckoned with. Just remember to keep Tumbling to get the skirmish damage.
waldoh

03-04-05, 09:20 AM
Here is something that me and Dave1001 came up with. Its like a lv1-15 PrC in a way. Based upon the Prince of Persia game.
---------------------------------------------------------


Arabian Acrobat
HD:d6

Skill points:4(or +6)+int
(Depends on what kinda acrobat you want.)
Requirements:
Alignment: Any
BAB: +4
Skills: Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, Tumble 8 ranks
Feats: Dodge, Improved trip, Improved Disarm, Two weapon fighting




[code]
Lv: BAB Fort Reflex Will Abilities
1 +0 Same as a Monks Wall climb 5ft,sneak att. d6
2 +1 amazing jump 5ft, snap kick
3 +2 wall run 10ft
4 +3 Lucky Dodge
5 +3 Amazing jump 10ft,sneak att2d6
6 +4/+1 wall run 15ft, Swing attack
7 +5/+2 Wall climb 10ft, impro.two-wep
8 +6/+3 Amazing jump +15ft
Fancy handiwork
9 +6/+3 Wall run 20ft
10 +7/+4/+1 improved lucky dodge
sneak attack 3d6
11 +8/+5/+2 Amazing jump +20ft
Fancy footwork(+3 instead +1)
12 +9/+6/+3 Wall run +25 ft, power kick
13 +9/+6/+3 Wall climb +15, overhead strike
14 +10/+7/+4/+1 Amazing jump +25 ft
15 +11/+8/+5/+2 Wall run +30ft, spinning strike
[code/]

Ability Description
Wall Climb (Ex): Climb speed at this rate given (is a natural movement speed requiring no check and typical huge bonuses if needed and such per standard racial monster ability)

Sneak Attack (Ex): As rogue ability.

Amazing Jump (Ex): add this much feet to the final result for a jump check.

Snap Kick (Ex): Kick that does 1d6 base damage. Can be used as a secondary attack.

Wall Run (Ex): Can run across vertical walls the distance indicated. Must, however, being and end turn on a horizontal surface.

Lucky Dodge (Ex): As you stated, gets a second change if AC is hit by 1. Improves to 2 later on.

Swing Attack (Ex): No penalty while fighting from a rope, wall, or swinging from a rope or some other similar movement.

Improved Two-Weapon Fighting: As the feat.

Fancy Handiwork: 1/round can use single attack to attempt both a trip and disarm maneuver. Standard benefits from trip (and anything else like that) apply.

Fancy Footwork (Ex): Improves bonus from Dodge feat to +3 (instead of +1).

Power Kick (Ex): As Snap Kick, but does 1d8 and initiates bull rush that could drive the enemy back 10 ft.

Overhead Strike (Ex): Standard action. Does normal damage +1d4 and knocks opponent prone. May provoke an AoO (it's up to you if you want to do this).

Spinning Strike (Ex): Full-round action, and you must move at least 10 feet before attacking. If it hits, opponent makes Ref save (DC 10 + level + Str mod) or go flying up into the air. Opponent takes an extra 1d6 damage from falling down, and lands prone and is dazed for 1 round.
waldoh

03-04-05, 09:22 AM
Here is something that me and Dave1001 came up with. Its like a lv1-15 PrC in a way. Based upon the Prince of Persia game.
---------------------------------------------------------


Arabian Acrobat
HD:d6

Skill points:4(or +6)+int
(Depends on what kinda acrobat you want.)
Requirements:
Alignment: Any
BAB: +4
Skills: Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, Tumble 8 ranks
Feats: Dodge, Improved trip, Improved Disarm, Two weapon fighting





Lv: BAB Fort Reflex Will Abilities
1 +0 Same as a Monks Wall climb 5ft,sneak att. d6
2 +1 amazing jump 5ft, snap kick
3 +2 wall run 10ft
4 +3 Lucky Dodge
5 +3 Amazing jump 10ft,sneak att2d6
6 +4/+1 wall run 15ft, Swing attack
7 +5/+2 Wall climb 10ft, impro.two-wep
8 +6/+3 Amazing jump +15ft
Fancy handiwork
9 +6/+3 Wall run 20ft
10 +7/+4/+1 improved lucky dodge
sneak attack 3d6
11 +8/+5/+2 Amazing jump +20ft
Fancy footwork(+3 instead +1)
12 +9/+6/+3 Wall run +25 ft, power kick
13 +9/+6/+3 Wall climb +15, overhead strike
14 +10/+7/+4/+1 Amazing jump +25 ft
15 +11/+8/+5/+2 Wall run +30ft, spinning strike


Ability Description
Wall Climb (Ex): Climb speed at this rate given (is a natural movement speed requiring no check and typical huge bonuses if needed and such per standard racial monster ability)

Sneak Attack (Ex): As rogue ability.

Amazing Jump (Ex): add this much feet to the final result for a jump check.

Snap Kick (Ex): Kick that does 1d6 base damage. Can be used as a secondary attack.

Wall Run (Ex): Can run across vertical walls the distance indicated. Must, however, being and end turn on a horizontal surface.

Lucky Dodge (Ex): As you stated, gets a second change if AC is hit by 1. Improves to 2 later on.

Swing Attack (Ex): No penalty while fighting from a rope, wall, or swinging from a rope or some other similar movement.

Improved Two-Weapon Fighting: As the feat.

Fancy Handiwork: 1/round can use single attack to attempt both a trip and disarm maneuver. Standard benefits from trip (and anything else like that) apply.

Fancy Footwork (Ex): Improves bonus from Dodge feat to +3 (instead of +1).

Power Kick (Ex): As Snap Kick, but does 1d8 and initiates bull rush that could drive the enemy back 10 ft.

Overhead Strike (Ex): Standard action. Does normal damage +1d4 and knocks opponent prone. May provoke an AoO (it's up to you if you want to do this).

Spinning Strike (Ex): Full-round action, and you must move at least 10 feet before attacking. If it hits, opponent makes Ref save (DC 10 + level + Str mod) or go flying up into the air. Opponent takes an extra 1d6 damage from falling down, and lands prone and is dazed for 1 round.
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Sorry about first messed up the code...:)