Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like.
Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11
Acrobat, Performer 2
Source Gamemastery Guide pg. 236
Perception +6
Languages Common
Skills Acrobatics +15, Athletics +8, Circus Lore +5, Deception +5, Performance +9, Stealth +8
Str +2, Dex +4, Con +2, Int +1, Wis +0, Cha +1
Steady Balance When the acrobat rolls a success on an Acrobatics check, they get a critical success instead. They aren't flat-footed when attempting to Balance and can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Items climbing kit, dagger (5), rope (50 feet)
AC 19; Fort +7, Ref +9, Will +6
HP 28
Cat Fall The acrobat treats all falls as 50 feet shorter.
Nimble Dodge Trigger The acrobat is targeted with a melee or ranged attack by an attacker they can see; Effect The acrobat gains a +2 circumstance bonus to AC against the triggering attack.
Speed 30 feet
Melee dagger +10 [+6/+2] (agile, finesse, versatile S), Damage 1d4+4 piercing
Melee foot +10 [+6/+2] (agile, finesse, nonlethal), Damage 1d4+4 bludgeoning
Ranged dagger +11 [+7/+3] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Sneak Attack The acrobat deals an extra 1d6 precision damage to flat-footed creatures.
Swinging Strike The acrobat swings on a rope or trapeze, moving up to double their Speed. At any point during the swing, they can make a melee Strike.
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