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Acrobat

Acrobat Level Progression Acrobat Skills Chance of Success
level XP Title HD THAC0 D W P B S CS FA HS MS TW
1 0 Apprentice 1d4 19[0] 13 14 13 16 15 87% 25% 10% 20% 60%
2 1,200 Tumbler +1d4 19[0] 13 14 13 16 15 88% 25% 15% 25% 65%
3 2,400 Jumper +1d4 19[0] 13 14 13 16 15 89% 25% 20% 30% 70%
4 4,800 Gymnast +1d4 19[0] 13 14 13 16 15 90% 33% 25% 35% 75%
5 9,600 Vaulter +1d4 17[+2] 12 13 11 14 13 91% 33% 30% 40% 80%
6 20,000 Leaper +1d4 17[+2] 12 13 11 14 13 92% 33% 33% 43% 85%
7 40,000 Aerialist +1d4 17[+2] 12 13 11 14 13 93% 33% 36% 46% 90%
8 80,000 Acrobat +1d4 17[+2] 12 13 11 14 13 94% 50% 40% 50% 95%
9 160,000 Master Acrobat +1d4 14[+5] 10 11 9 12 10 95% 50% 43% 53% 99%
10 280,000 Master Acrobat, 10th +2 14[+5] 10 11 9 12 10 96% 50% 46% 56% 99%
11 400,000 Master Acrobat, 11th +2 14[+5] 10 11 9 12 10 97% 50% 50% 60% 99%
12 520,000 Master Acrobat, 12th +2 14[+5] 10 11 9 12 10 98% 66% 53% 63% 99%
13 640,000 Master Acrobat, 13th +2 12[+7] 8 9 7 10 8 99% 66% 56% 66% 99%
14 760,000 Master Acrobat, 14th +2 12[+7] 8 9 7 10 8 99% 75% 60% 70% 99%

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: In step 3 of 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’).

Acrobat Skills

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

Combat

Acrobats cannot wear armour 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

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, polearms, 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.

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.