Thief Acrobat
Description
Like any large guild, a thieves’ guild has many specialists within its ranks—pickpockets, burglars, swindlers, and even highway robbers. None of these, however, have the prestige of a Thief Acrobat—the superlative second-storey burglar who is infamous for daring escapades across the city’s rooftops.
The Thief Acrobat excels at getting into and out of places no one else can. If every street-level entrance to the Jewelers’ Guild House is locked and well guarded, the thief-acrobat simply jumps atop the building from the roof of a nearby inn, throws a grappling hook to the highest minaret, runs up the attached rope to a shuttered window, and quickly picks the lock. Should her escape go awry once she has the goods, her gymnastic combat style keeps her out of harm’s way.
Most Thief Acrobats began as rogues and worked their way up through a guild’s ranks, but even Rangers, Barbarians, and even Illusionists (who wind up working for various regional thieves' guilds) are known to pursue the acrobatic arts from time to time.
Requirements
Feats: Evasion, Dash, Skill Focus: Tumble or Skill Focus: Escape Artist
Skills: Tumble 10 ranks, Escape Artist 10 ranks
Class Features
| Hit die: d6 |
| Proficiencies: None |
| Skill points: 6 + Int modifier |
| Class skills: Appraise, Disable Device, Escape Artist, Hide, Move Silently, Open Lock, Perform, Search and Tumble |
| Base attack bonus progression: High |
| Saving throws | high: | Reflex |
| low: | Will, Fortitude |
Class Progression
| Level | Features Gained |
|---|---|
| 1 | Kip Up |
| 2 | Agile Fighting 1 |
| 3 | Improved Knockdown |
| 4 | Agile Fighting 2, Springboard, Skill Mastery (Acrobatics) |
| 5 | Improved Evasion |
Kip Up (Ex)
At 1th level, as a free action, a thief-acrobat may immediately stand up from any prone position. She may only do this if she is wearing light or no armor and is unencumbered.
Agile Fighting (Ex)
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level, and when using combat expertise or improved combat expertise, this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered. At 4th level, Agile Fighting also grants Knockdown immunity.
Improved Knockdown (Ex)
At 3rd level, the thief-acrobat gains Improved Knockdown as a bonus feat.
Springboard (Ex)
The thief-acrobat somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes she touches during these gymnastics must pass a fortitude save (DC: 10 + Dex + HD/2) or be stunned for two rounds. The Thief Acrobat may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.
Improved Evasion (Ex)
A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. She may only do this if she is wearing light or no armor and is unencumbered.
Update:
- New feature: Skill Mastery (Acrobatics), level 4. A character with skill mastery can't roll less than 5 for the selected skills, , even in combat.
- Thief Acrobats can no longer use their abilities while using a shield heavier than light.
- Kip-up is now level 1, and only grants guaranteed success on kip-up checks (see Acrobatics skill in Skills section).
- Springboard is now a buff to the Acrobatics action rather than a separate action. The feat will have its cooldown triggered when Tumble is used, so the Springboard feat can still be used to monitor this, but Springboard cooldown only affects the springboard-specific effects. When you use Tumble, if you have Springboard available, it will perform its stun/AC boost and trigger the cooldown when using the Tumble action if the enemy fails their saving throw (DC 10 + TA level *2 + Dex mod). If Springboard is on CD, you can still use Tumble, but it will not perform the springboard effects until the CD is available again.