Class: Acrobat
This class is a sub-class utilizing my multiclassing rules. There is no experience table, there is only the adjustments to XP and advancement that is applied in the case of a ‘Paladin approach’. This is an expansion of the Acrobat general skill but where the PC has committed themselves to gaining great skill in the endeavor beyond anything a skills lot will be able to provide. It is similar to the template or kit concepts from later editions of the game where it is something that can be applied to an existing class to add flavor, but the intention with this system is to expand on the skills that are usually given to notable NPCs, future examples will be, Alchemist, Sage, Smith, and Scribe.
With this system, add 20% to the XP requirements of their base class. This does take up a class slot, and the character is considered multiclass without the negative roleplaying effects. Any class can take Acrobat as a sub class, but a strong argument will have to be made for dwarves by the PC.
Acrobats are not allowed to wear armor greater than leather to perform these feats. They are limited to single handed weapons and cannot use a shield. If their other class allows these things, they can wear and use them, but they are unable to perform any of their acrobat skills. Acrobats gain the Acrobat General Skill automatically. Skill Descriptions are detailed below.
Level | Tightrope Walking (%) | Pole Vaulting | High Jumping | Standing Long Jump | Running Long Jump | Tumbling (%) | Falling Dmg Reduction |
1 | 50 | 10′ | 5′ | 5′ | 10′ | 30 | 1d6 |
2 | 55 | 11′ | 5′ | 5′ | 11′ | 32 | 1d6 |
3 | 60 | 12′ | 5′ | 6′ | 12′ | 34 | 1d6 |
4 | 63 | 13′ | 6′ | 6′ | 13′ | 36 | 2d6 |
5 | 66 | 14′ | 6 | 7′ | 14′ | 38 | 2d6 |
6 | 69 | 15′ | 6′ | 7′ | 15′ | 40 | 2d6 |
7 | 72 | 16′ | 7′ | 8′ | 16′ | 42 | 2d6 |
8 | 75 | 17′ | 7′ | 8′ | 17′ | 44 | 3d6 |
9 | 78 | 18′ | 7′ | 9′ | 18′ | 46 | 3d6 |
10 | 81 | 19′ | 7′ | 9′ | 19′ | 48 | 3d6 |
11 | 84 | 20′ | 8′ | 10′ | 20′ | 50 | 3d6 |
12 | 87 | 20′ | 8′ | 10′ | 21′ | 52 | 4d6 |
13 | 90 | 21′ | 8′ | 11′ | 22′ | 54 | 4d6 |
14 | 93 | 21′ | 8′ | 11′ | 23′ | 56 | 4d6 |
15 | 96 | 22′ | 8′ | 12′ | 24′ | 58 | 4d6 |
16 | 99 | 22′ | 9′ | 12′ | 25′ | 60 | 5d6 |
17 | 102 | 23′ | 9′ | 13′ | 26′ | 62 | 5d6 |
18 | 105 | 23′ | 9′ | 13′ | 27′ | 64 | 5d6 |
19 | 108 | 24′ | 9′ | 14′ | 28′ | 66 | 5d6 |
20 | 111 | 24′ | 9′ | 14′ | 29′ | 68 | 6d6 |
21 | 114 | 25′ | 10′ | 15′ | 30′ | 70 | 6d6 |
22 | 117 | 25′ | 10′ | 15′ | 31′ | 72 | 6d6 |
23 | 120 | 26′ | 10′ | 16′ | 32′ | 74 | 6d6 |
24 | 123 | 26′ | 10′ | 16′ | 33′ | 76 | 7d6 |
25 | 126 | 27′ | 10′ | 17′ | 34′ | 78 | 7d6 |
26 | 129 | 27′ | 11′ | 17′ | 35′ | 80 | 7d6 |
27 | 132 | 28′ | 11′ | 18′ | 36′ | 82 | 7d6 |
28 | 135 | 28′ | 11′ | 18′ | 37′ | 84 | 8d6 |
29 | 138 | 28′ | 11′ | 19′ | 38′ | 86 | 8d6 |
30 | 141 | 29′ | 11′ | 19′ | 39′ | 88 | 8d6 |
31 | 144 | 29′ | 12′ | 20′ | 40′ | 90 | 8d6 |
32 | 147 | 29′ | 12′ | 20′ | 41′ | 92 | 9d6 |
33 | 150 | 30′ | 12′ | 21′ | 42′ | 94 | 9d6 |
34 | 153 | 30′ | 12′ | 21′ | 43′ | 96 | 9d6 |
35 | 156 | 30′ | 12′ | 22′ | 44′ | 98 | 9d6 |
36 | 160 | 30′ | 13′ | 22′ | 45′ | 100 | 10d6 |
Tightrope Walking: PCs with Acrobat skill can walk tightropes at a quarter of their normal speed and make a skill check every 30′. Acrobats make a percentage check every 60′ and move at half of their normal speed. They are able to attack and defend while on a tightrope as well. The rope can be at an angle no more than 45 degrees. Adjustments to the roll are as follows:
* Moderate winds: -10%
* Strong winds: -20%
* Balance Pole: +10%
* every attack made: -10%
* every melee attack received: -10%
Pole Vaulting: This includes any jump attempt that involves using an object as a lever. A pole vault requires a 30′ running start. The pole needs to be at lease 2′ taller than the vaulter and requires a dex check to be held onto. Landing requires a tumble roll and is prone for the rest of the round. The Acrobat skill doesn’t provide any equivalent ability.
High Jumping: All jump occur during the movement phase in the round. The high jump requires a 20′ running start and the height is the vertical distance that can be cleared and land on their feet. Those with the Acrobat skill can clear 5′.
Long Jumping: There are two different ranges, standing long jump is a jump from a standing postion and a running long jump requires a 20′ running start. Distance assumes you land on your feet, but if you wish to land prone, you can extend the distance by 2′. You can push the jump further in 2′ increments an increase your chance of failure by 25% each time. Those with the acrobat skill can can jump 5′ standing and 10′ running.
Tumbling: This is the acrobat’s ability to leap, cartwheel, flip, vault, etc. And any action using these skills requires a roll. The acrobat can move at full combat speed across rough or crowded terrain with a successful check. (Parkour!) You can make a tumbling roll to disengage from melee range without penalty (5% penalty for every opponent level greater the acrobat’s, and an additional 30% penalty if you are within melee range of more than one opponent) In the round you are tumbling away from an attack, the acrobat may not attack themselves. If the roll is successful the acrobat adds one to his armor class for every 5% points you rolled. (i.e. a roll of 13 gives you -2 AC, a roll of 72% gives you -14AC) A failed roll means you are prone for that round. The Acrobat skill allows for non-combative acts of tumbling to be performed only.
Falling/Damage Reduction: When falling, after rolling for damage from the fall, roll damage reduction and subtract this from the damage total, a zero or negative result means the acrobat takes no damage