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’).
Acrobats can use the following skills with the chance of success shown opposite.
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.
When retreating from melee, an acrobat’s ability to tumble negates the opponent’s usual +2 bonus to hit
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.
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.
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.
All skills except falling are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
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.