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Warrior Acrobat Prestige Class


Most rogues specialize by selecting a type of crime or crime fighting, and develop their abilities from that. But some like to focus more on the fighting aspects of their profession. Along with a few monks, and exceptionally devoted members of other classes, these train as warrior-acrobats

A warrior-acrobat specializes in movement on the battlefield and in outflanking opponents. Warrior-acrobats often make friends with well-armed, static fighters, circling around them and picking off foes that present a clear target. A warrior-acrobat and a dwarven defender could make a strange but effective team.

Because the warrior-acrobat relies on skill and dexterity rather than strength, elves and halflings excel at the class. For the same reason, dwarfs and half-orcs are rare. But any race can become a warrior-acrobat.

Requirements

To qualify as an warrior acrobat, the character must fulfill all the following criteria.

Tumble: 8 ranks
Base Attack Bonus: +4
Feats: Dodge, Mobility and Spring Attack
Class Abilities: Evasion

Class Skills

Balance (Dex), Climb (Str), Jump (Str), Move Silently (Wis), Profession (Wis), Spot (Wis), Swim (Str), Tumbling (Dex).

Skill points at each level: 4 + Int modifier.

Class Features

All of the following are class features of the warrior-acrobat prestige class.

Hit Die: d8

Weapon and Armor Proficiency: Warrior-acrobats are proficient with all simple and martial melee weapons. Warrior-acrobats are not proficient with any armor or with shields.

Monk Unarmed Attack: The base attack bonus from this class stacks with the monk’s when calculating unarmed iterative attacks, and monks that take up this prestige class can return to the monk class as they wish. However, can never perform more than five iterative attacks in a round, even if your unarmed base attack exceeds +15. Warrior-acrobats who are not multiclass monks cannot this ability.

Advanced Tumbling: You can tumble further than the normal 20 ft. in a round. Add 10 ft. to maximum tumbling distance at first level and for every five full levels. You can take half your maximum tumbling distance of a fall with a successful tumbling roll rather than the standard 10 ft.

Flank Attack: When you flank the target, your attack deals extra damage. The extra damage is +1d6 for every two class levels. Should you score a critical hit with a flank attack, this extra damage is not multiplied.

Disorienting Move: You move so fast that your opponent’s can’t keep up. If you begin your move on one side of a creature, then move to the other side, so that the creature would be flanked if someone was still standing at your point of origin, that creature is considered flanked when you attack.

Improved Evasion: Against an attack that causes half damage with a successful save, you take half damage on a failed save and no damage on a successful save. To use this ability, you must be wearing no armor or light armor, and have light encumbrance.

Fleet Footed: Once per round, as a free action, you can make a normal move. This can be a tumble, but your total tumbling distance each round is still limited as usual. You can use this ability a number of times each day equal to your class level + Constitution bonus.

Class Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st 1 0 2 0 Advanced tumbling +10 ft, Monk unarmed attack
2nd 2 0 3 0 Flank attack +1d6
3rd 3 1 3 1 Disorienting Move
4th 4 1 4 1 Flank attack +2d6
5th 5 1 4 1 Advanced tumbling +20 ft
6th 6 2 5 2 Flank attack +3d6
7th 7 2 5 2 Improved Evasion
8th 8 2 6 2 Flank attack +4d6
9th 9 3 6 3 Fleet footed
10th 10 3 7 3 Flank attack +5d6, Advanced tumbling +30 ft

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Copyright © 1998 and onwards, Carl Cramér. Last update Sunday, January 04, 2004.