Acrobat

đź’ˇRequirements: None Prime requisite: DEX Hit Dice: 1d4 Maximum level: 14 Armor: Leather, no shields Weapons: Missile weapons, dagger, sword, short sword, pole arm, spear, staff Languages: Alignment, Common

Acrobats are trained in skills of balance, gymnastics, and stealth. They often work in conjunction with thieves and may belong to a Thieves’ Guild.

Adjust ability scores: During character creation, acrobats may not lower STR.

Encumbrance: Evasion, falling, jumping, and tightrope walking cannot be performed if encumbrance reduces the acrobat’s movement rate to less than 90’ (30’) (see Encumbrance, p215).

Acrobat Skills

Acrobats can use the following skills with the chance of success shown.

Level CS FA HS MS TW
1 87 25 10 20 60
2 88 25 15 25 65
3 89 25 20 30 70
4 90 33 25 35 75
5 91 33 30 40 80
6 92 33 33 43 85
7 93 33 36 46 90
8 94 50 40 50 95
9 95 50 43 53 99
10 96 50 46 56 99
11 97 50 50 60 99
12 98 66 53 63 99
13 99 66 56 66 99
14 99 75 60 70 99

Rolling Skill Checks

All skills except falling are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge: The referee should roll for hide in shadows and move silently on the player’s behalf, as the acrobat always believes the attempt to be successful. If the roll fails, the referee knows that the acrobat has been noticed and should determine enemies’ actions appropriately.

Combat

Acrobats cannot wear armor bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons.

Evasion

When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit (see p234).

Jumping

With a 20’ run-up, an acrobat can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, pole arms, spears, staves.

Tumbling Attack

Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit.

After Reaching 9th Level

An acrobat can establish a training school, attracting 2d6 apprentices of 1st level. The apprentices will serve the character with some reliability; however, should any be arrested or killed, the character will not be able to attract apprentices to replace them. A successful acrobat burglar might use these followers to start a Thieves’ Guild.

Acrobat Level Progression

Level XP HD Atk Bonus Sv. D Sv. W Sv. P Sv. B Sv. S
1 0 1d4 0 13 14 13 16 15
2 1200 2d4 0 13 14 13 16 15
3 2400 3d4 0 13 14 13 16 15
4 4800 4d4 0 13 14 13 16 15
5 9600 5d4 +2 12 13 11 14 13
6 20,000 6d4 +2 12 13 11 14 13
7 40,000 7d4 +2 12 13 11 14 13
8 80,000 8d4 +2 12 13 11 14 13
9 160,000 9d4 +5 10 11 9 12 10
10 280,000 9d4+2* +5 10 11 9 12 10
11 400,000 9d4+4* +5 10 11 9 12 10
12 520,000 9d4+6* +5 10 11 9 12 10
13 640,000 9d4+8* +7 8 9 7 10 8
14 760,000 9d4+10* +7 8 9 7 10 8

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.