Acrobat
This class is available as Open Game Content.
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Description:
Acrobats typically learn their trade as circus performers though some are self-taught as street sideshows. Regardless of their origins, acrobats excel in flexibility, balance, and of course tumbling. Though most acrobats are entertainers, many find that they can earn more by applying their skills to adventuring.

Requirements:
Feats: Dodge, Mobility
Skills: Balance 8 ranks, Climb 5 ranks, Jump 8 ranks, Tumble 8 ranks

Hit Die: 1d6
Skill Points: 6 + Int Modifier
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex)

Level
Attack
Fort
Reflex
Will
Special
1
+0
+0
+2
+0
Agility (+1), Fast Acrobatics
2
+1
+0
+3
+0
Evasion, Acrobatic Stand
3
+2
+1
+3
+1
Uncanny Dodge, Sneak Attack (+1d6)
4
+3
+1
+4
+1
Agility (+2), Spring Attack
5
+3
+1
+4
+1
Acrobatic Speed, Double Jump
6
+4
+2
+5
+2
Improved Uncanny Dodge, Sneak Attack (+2d6)
7
+5
+2
+5
+2
Agility (+3), Acrobatic Dodge
8
+6
+2
+6
+2
Improved Evasion, Run
9
+6
+3
+6
+3
Acrobatic Mastery, Sneak Attack (+3d6)
10
+7
+3
+7
+3
Agility (+4), Acrobatic Fall

Class Features:
Weapon and Armor Proficiency: simple weapons

Agility (Ex) - The acrobat gains the listed bonus as a dodge bonus to Armor Class. Additionally, the acrobat gains the listed bonus to Initiative rolls, Reflex saves, Balance checks, Climb checks, Escape Artist checks, Jump checks, and Tumble checks. The acrobat does not benefit from this ability while wearing armor or carrying anything above a light load.

Fast Acrobatics (Ex) - The acrobat can make accelerated Balance checks without penalty, accelerated Climb checks without penalty, and accelerated Tumble checks without penalty. In addition, the acrobat can make Jump checks normally without moving 20 feet before the jump (note that an acrobat does not gain the +4 bonus from the Run feat unless he actually takes a running start). The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Evasion (Ex) - If the acrobat makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, then the acrobat instead takes no damage. Evasion can only be used if the acrobat is wearing light armor or no armor.

Acrobatic Stand (Ex) - The acrobat can stand up from a prone position as a free action, instead of a move action. In addition, the acrobat does not provoke an attack of opportunity when standing from a prone position. The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Uncanny Dodge (Ex) - The acrobat retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an acrobat already has uncanny dodge from a different class, then he automatically gains improved uncanny dodge (see below) instead.

Sneak Attack (Ex) - If an acrobat can catch an opponent when he is unable to defend himself effectively from his attack, the acrobat can strike a vital spot for extra damage. The acrobat's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the acrobat flanks his target. Should the acrobat score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, an acrobat can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. An acrobat can sneak attack only living creatures with discernible anatomies; undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The acrobat must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A acrobat cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Spring Attack (EX) - The acrobat gains the Spring Attack feat as a bonus feat.

Acrobatic Speed (Ex) - The acrobat's speed is increased by 10 feet. The acrobat does not benefit from this ability while wearing armor or carrying anything above a light load.

Double Jump (Ex) - When the acrobat attempts a high jump, he can make two jump checks and benefit from the combined result. In order to double jump, the acrobat must be within 5 feet of something to push off of, such as a wall. The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Improved Uncanny Dodge (Ex) - The acrobat cannot be flanked. This defense denies a rogue the ability to sneak attack the acrobat by flanking him, unless the attacker has at least four more rogue levels than the target has acrobat levels. If a character already has uncanny dodge (see above) from a second class, then the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Acrobatic Dodge (Ex) - The acrobat can dodge a potentially lethal blow. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the acrobat can attempt to avoid the damage. To use this ability, the acrobat must attempt a Tumble check (DC = damage dealt). If the check succeeds, he takes no damage from the blow; if it fails, he takes full damage. The acrobat must be aware of the attack and able to react to it in order to execute his acrobatic dodge. If he is denied his Dexterity bonus to AC, he can’t use this ability. The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Improved Evasion (Ex) - This ability works like evasion, except that while the acrobat still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless acrobat does not gain the benefit of improved evasion.

Run (Ex) - The acrobat gains the Run feat as a bonus feat.

Acrobatic Mastery (Ex) - The acrobat can take 10 when making Balance, Climb, Escape Artist, Jump, and Tumble checks, even if stress and distractions would normally prevent him from doing so.

Acrobatic Fall (Ex) - The acrobat can greatly reduce the damage taken from a fall with a Tumble check. If the acrobat intentionally jumps down, then he can also make a Jump check to reduce the damage even further. For example, an acrobat who intentionally jumps off of a 100-foot cliff makes a Jump check and a Tumble check. The result of the Jump check is 36, reducing the fall by 30 feet. The result of the Tumble check is 28, reducing the fall by another 20 feet. Thus the acrobat takes damage as if he fell 50 feet.
DC - Result
15 - Treat a fall as if it were 10 feet shorter than it really is when determining damage
25 - Treat a fall as if it were 20 feet shorter than it really is when determining damage
35 - Treat a fall as if it were 30 feet shorter than it really is when determining damage
45 - Treat a fall as if it were 40 feet shorter than it really is when determining damage
55 - Treat a fall as if it were 50 feet shorter than it really is when determining damage
And so forth.