Acrobat
Acrobats are agile combatants who leap and dodge between attacks. They move through the front line with ease, dodging enemy attacks and retaliating with speed and precision. Acrobats are known for their supernatural abilities to move on difficult terrain, running up walls, along water, or even walking on thin air.
Acrobat talents focus on movement and dodging attacks. The majority of acrobat talents are defensive, though a few give opportunities to disorient enemies or counterattack. Some acrobat talents combine movement and combat, giving stat bonuses for using the environment to your advantage. Acrobat talents give even more ways to move around the world.
Examples of acrobats in fiction include Ty Lee from Avatar: The Last Airbender, Spiderman from Marvel Comics, all the protagonists of Assassin’s Creed, and most fictional monks and swashbucklers.
Novice Talents
Aerial Artistry
You easily leap and jump over obstacles and into the air
You easily leap and jump over obstacles and into the air
When you Stride, you can choose to make two short leaps instead of moving normally. For each leap, fly a distance through the air equal to half your Speed. You must end each leap on a creature, a solid object, or the ground. If you do not, you fall and your Stride ends.
Crane Stance
You enter a stance of flowing, defensive motions as you punch opponents
You enter a stance of flowing, defensive motions as you punch opponents
You have +1 Defense and +10 feet Speed, but the only attacks you can make are unarmed Strikes. Your unarmed Strikes deal 1d6 Bludgeoning base damage and have the Finesse trait.
Deflect Missile
You snatch arrows out of the air and throw them at other enemies
You snatch arrows out of the air and throw them at other enemies
You have +5 Defense against the triggering Strike. If the triggering Strike fails against you, you can use the Return Missile effect.
Evasive Dash
You dash like the wind, becoming impossible to hit
You dash like the wind, becoming impossible to hit
Use the Stride power. You gain +1 Defense and Agility DC for each 10 feet you move, both during and after this Stride.
For example, if you use this power and Stride 30 feet, then Stride 30 more feet, then fall 20 feet, you have a total of +8 Defense and Agility DC.
Mighty Throw
You throw an enemy, sending them tumbling to the ground
You throw an enemy, sending them tumbling to the ground
Make a Strength or Agility attack roll against the higher of your target’s Strength DC or Agility DC.
Stunning Strike
You strike at a creature’s pressure points, possibly stunning them
You strike at a creature’s pressure points, possibly stunning them
Make a melee Strike. On a success, your target is flat-footed. On a critical success, your target is stunned instead.
Tumble
You can tumble through enemies’ spaces, disorienting them
You can tumble through enemies’ spaces, disorienting them
Make an Agility+Athletics attack roll against your target’s Agility DC.
- Critical Success
- As success, except your target is flat-footed against everyone
- Success
- You move through your target’s space to any empty space adjacent to them, and your target is flat-footed against you
- Failure
- No effect
- Critical Failure
- You are flat-footed against everyone
Using this power doesn’t trigger any reactions.
Veteran Talents
Evasion
You are unnaturally skilled at dodging area attacks
You are unnaturally skilled at dodging area attacks
You have +10 Agility DC against effects that target everything in an area.
Incredible Movement
You can move at incredible speeds, running along water and up walls
You can move at incredible speeds, running along water and up walls
You gain a +20 feet bonus to Speed. On your turn, you can run along water, up walls, or along other surfaces that wouldn’t support your weight. At the end of your turn, you fall as normal if not supported by a solid object.
Repeated Stun
You can use Stunning Strike multiple times in the same fight
You can use Stunning Strike multiple times in the same fight
When you use your Stunning Strike power, roll a d6. On anything but a 1, that power refreshes, letting you use it again without taking a 5-minute rest.
Skirmish
You can evade enemies that try to approach close to you
You can evade enemies that try to approach close to you
Stride at half Speed.
Note that this power lets you easily escape melee combat by moving out of your attacker’s reach.
Uncanny Dodge
You can evade the worst hurt from potentially deadly attacks
You can evade the worst hurt from potentially deadly attacks
You take half damage from the triggering attack.
Master Talents
Flash Step
You move so quickly that you seem to disappear and reappear
You move so quickly that you seem to disappear and reappear
Tornado Throw
You move like a tornado, throwing everyone nearby
You move like a tornado, throwing everyone nearby
Use the Stride power. Then, use your Mighty Throw power, targeting any number of creatures you were adjacent to at any point during your Stride.
This power doesn’t expend your Mighty Throw power. You can use this power even if you have already used Mighty Throw this encounter.
Untouchable
You completely evade a power, as if it never happened
You completely evade a power, as if it never happened
The triggering power has no effect on you. If the triggering power involves a die roll, you can use this power after you know the result of the die roll.
Epic Talents
Ribbons
Backflip
You can perform impressive feats of acrobatics and agility
You can perform impressive feats of acrobatics and agility
You have advantage on Agility+Perform rolls to impress others through acrobatic performances.
Contortionist
You can contort your body to squeeze into tiny spaces
You can contort your body to squeeze into tiny spaces
You count as a creature half your size when trying to fit into small areas.
Slow Fall
You maneuver yourself in midair to reduce the damage of a fall
You maneuver yourself in midair to reduce the damage of a fall
You reduce the fall damage you would take by 10 + 5 * your Acrobat level.
Step of the Wind
You can move at a rapid pace along uneven ground
You can move at a rapid pace along uneven ground
Quick Climb
You can climb up vertical surfaces as fast as you can run
You can climb up vertical surfaces as fast as you can run
You can climb at your full Speed instead of at half Speed.