Beau Yarbrough
LBY3@hotmail.com

Acrobat Prestige Class

Acrobats are entertainers and athletes found in many cultures. In addition, more than one thieves guild has been known to count a few amongst its members, where they serve as specialized cat burglars.

While they resemble monks in many ways, their training is less structured and is focused on the results instead of a particular philosophy or religion. Acrobats do what they do out of a desire to improve their craft, to entertain or to enrich themselves in one manner or another.

Although any race can become an acrobat, in practice, most dwarves find the idea to be undignified and a waste of time, many elves find the craft to be somewhat childish, and half-orcs tend to look down on acrobats as weaklings and fools.

Most acrobats were initially rogues, bards or monks.

REQUIREMENTS

Balance Ranks: 8
Jump Ranks: 8
Tumble Ranks: 8
Feats: Dodge, Mobility

THE ACROBAT
Hit dice:  d6

Level	Att. Bonus	Fort.	Ref.	Will	Special
1	+0		+0	+2	+0	AC Bonus, Evasion
2	+1		+0	+3	+0	Slow Fall (20 ft.)
3	+2		+1	+3	+1	Improved Balance
4	+3		+1	+4	+1	Slow Fall (30 ft.)
5	+3		+1	+4	+1	Improved Jump
6	+4		+2	+5	+2	Slow Fall (40 ft.)
7	+5		+2	+5	+2	Deflect Arrows
8	+6		+2	+6	+2	Slow Fall (50 ft.)
9	+6		+3	+6	+3	Improved Evasion
10	+7		+3	+7	+3	Defensive Roll, Slow Fall (any distance)

Class Skills: Balance, Climb, Escape Artist, Innuendo, Juggling, Jump, Move Silently, Perform, Run, Tumble, Use Rope

Skill points at each level: 6 + Int modifier.

JUGGLING (Dex; Trained Only; Acrobat, Bard Only)
Use this skill to entertain and, in rare cases, in combat. No DC is required to entertain with this skill, except with spectacular stunts:

DC	Task
15	Eating an apple as you juggle it
20	Juggling flaming torches
30	Juggling cats

Special: This skill can also be used to aid the Deflect Arrows feat. Characters with 5 or more ranks of Juggling add a +2 synergy bonus to attempts to deflect missiles. The Juggling skill can also be used to raise money in the same manner as Perform.

CLASS FEATURES

Weapon and armor proficiency: Acrobats are skilled in the use of all simple weapons and all thrown weapons. None of their special class abilities can be used when wearing anything more than light armor, although they are not trained in the use of any armor or shields.

Armor Class Bonus: Using his Tumbling skills, an acrobat can improve his dodge bonus to his armor class, one point per acrobat class level.

Evasion: An acrobat can avoid even magical and unusual attacks by virtue of his training. If an acrobat makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the acrobat instead takes no damage. Evasion may only be used if the acrobat is wearing light armor or no armor. It is an extraordinary ability.

Slow Fall: Starting at second level, an acrobat in arm's reach of a wall when falling can use that wall to slow his descent, treating the fall as though it was 20 feet shorter than it actually is. The ability improves 10 feet every two levels, until at 10th level, he can fall any distance without damage. This ability can be used in conjunction with Tumbling to further lessen damage from a fall.

Improved Balance: At third level, acrobats gain a +2 to balance checks and a +4 competence bonus versus being tripped.

Improved Jump: At fifth level, an acrobat's jumping distance, vertical or horizontal, is not limited according to his height. (See page 70 in the Player's Handbook for the description of the Jump skill.)

Deflect Arrows: At seventh level, the acrobat gains the Deflect Arrows feat (page 81 in the Player's Handbook) for free, even if he does not have the prerequisites.

Improved Evasion: At ninth level, an acrobat can improve his evasion skills even further, taking only half damage on a failed saving throw.

Defensive Roll: At tenth level, an acrobat can roll with a potentially lethal blow and take less damage from it once a day. When the acrobat would be reduced to 0 hit points or less by damage from a weapon or other blow, the acrobat can attempt to roll with the damage by making a Reflex saving throw (DC = damage dealt) and, if successful, only takes half damage from the blow. The acrobat must be aware of the attack in order to be able to roll with the blow -- if denied his Dexterity bonus to AC, he can't roll. This ability does not work in situations where the evasion ability is appropriate, and that ability cannot help in making a defensive roll.