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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Acrobat Feats

The acrobat survives and wins out on wits, agility and speed. Seldom able to take a hit (in fact, many acrobats don't wear armor as it gets in the way), their tactics involve spectacular dodges, tumbling attacks and using the urban environment to their particular advantage.

These new feats are designed to help take your acrobat character to the next level and simulate many of the stunts seen in comic books. Urban Jungle Prerequisites: Roof Runner and High Jump While these feats are specifically designed for Benefits: The character can make full use of their Acrobats, some of the movement and combat feats surroundings tactically. They might swing around a may also be useful to Detective and Combat Expert lamp post to make an attack, use a park bench or a characters, and they may be taken by any character fence for cover, attack from a fire escape. Their that meets the prerequisites. ability to use the environment is apparently instinctive and they make it all look very easy indeed. The character gets a +2 to Attack and Movement Feats Dodge rolls providing they are fighting in a city Acrobats are often seen using the urban environment and there are at least some buildings and other to their advantage - swinging off lamp posts, using urban structures around. grappling hooks to rappel down buildings and the like. The recent popularity of parkour and freerunning gives another image of the acrobat's Catfall skill. This set of feats are designed for the character Prerequisites: High Jump for whom a series of rooftops might as well be level Benefits: The character is good at landing from a ground: height and can land on their feet without injury as long as they have the freedom to move. It does not Samplematter file whether the fall was intentional or not. They Roof Runner also have some ability to adjust their fall in the air Prerequisites: Ledge Walker so as to land on a higher platform or somewhere Benefits: The character has a lot of experience taking soft, if such is available. As a result, the character the "high road" and crossing urban environments on takes no falling damage from falls of up to forty rooftops, fire escapes, fences, etc. They are less likely feet as long as they are not Encumbered. to fall and may be able to get to a location quicker by taking a more direct route than the grid of streets below. The character gets a +2 bonus to all acrobatics Aerialist rolls if they are in an elevated location in a city. Prerequisites: None Benefits: The character is trained as a circus aerialist or similar. They might have a history as a performer, or they might have taken it up after becoming a hero. (Trapeze school is a thing). They are comfortable in the air and have little fear of falling. Because of this, they get a +2 bonus to acrobatics rolls that involve walking along a rope or swinging, including using a grappling hook to climb or rappel. The player may make a case for other things as being "circus" related.

2 Acrobat Feats Any Means of Flying Tumble Prerequisites: Requires 4 levels of acrobatics. Entrance (or Exit) Benefits: The character can control the way they Prerequisites: None fall through the air, even if they are well above the Benefits: Doors are boring. This character, perhaps ground, and can change course towards an ally, etc. because of a shady past as a thief, has practiced using If the character also has flight they get a +2 bonus all kinds of other ways to get in and out of rooms and to acrobatics rolls when flying. If they do not, then buildings. On a successful Acrobatics roll, the any flying character attempting to rescue them gets character can enter or leave a room or building using a +2 bonus to catch them, based off of the fact that an "alternative" entrance such as a window, skylight, they are making the task as easy for them as the elevator shaft, etc. If there is an opponent in the possible. room, they get Surprise because the opponent was watching the door or stairs and not expecting the means of ingress chosen. Intimidation Feats Acrobats sometimes use their tumbling flair, or their wit, to intimidate and irritate their opponents. Vault Some acrobat characters are brilliant at taunting the Prerequisites: High Jump bad guys (or good guys, depending) into making Benefits: The character can easily vault over fences, mistakes. benches, subway turnstiles, etc. They are not slowed by such obstacles, and might even go over when it would seem easier to go around. If they make a Weaponized Banter successful Acrobatics roll, then they can maneuver Prerequisites: None through Difficult terrain as if it was Easy terrain. Benefits: The character does not stop talking during a fight - and knows exactly which insults will hit home. They infuriate their opponents into Dive Samplemistakes, file and sometimes their allies as well. As Prerequisites: Requires 2 levels of Acrobatics and 1 long as the character can speak, they get a +1 to all level of Swim attacks on an opponent they are directly insulting, Benefits: The character has trained as a high diver or and also a +1 to dodge. springboard diver. They know how to safely enter water from a height, whether head first or feet first. They do not take falling damage from falls of up to 70 feet if there is at least the same amount of depth of water below them, unless they are Encumbered. If the fall is intentional (i.e., they jumped), then they can safely fall up to 100 feet.

3 Acrobat Feats Combat Feats Catch Arrows Acrobats generally cannot take hits or hit hard. Prerequisites: Improved Uncanny Dodge Instead, they rely on their speed to not be hit, or to Benefits: The character is so agile that they can get in blows quickly before moving out of the way. catch arrows shot at them out of the air. On a successful Dodge against a ranged/archery attack, An acrobat's fighting style may be "blink and you'll they catch the arrow and can keep it as evidence, miss them" and is often truly spectacular, with throw it back at the archer, whatever. If the tumbles, jump kicks and literal bouncing off the character has at least one rank of Super Speed, they walls. can perform this feat with bullets. Tumbling Attack Acrobatic Shot Prerequisites: Unarmed Strike Prerequisites: Requires Tumbling Attack Benefits: The character can make an unarmed attack Benefits: The character can make a ranged attack while tumbling towards or past their opponent. This while tumbling towards or past their opponent. attack does not provoke an attack of opportunity. It This attack does not provoke an attack of does normal damage. This attack cannot be opportunity. It does normal damage. This attack performed if the character is on extremely rough cannot be performed if the character is on terrain, between walls, etc. extremely rough terrain, between walls, etc. Tumbling Dodge Acrobatic Blade Prerequisites: Uncanny Dodge Prerequisites: Tumbling Attack Benefits: The character can dodge an attack by Benefits: The character can make a melee attack tumbling away from it. Providing the character has while tumbling towards or past their opponent. enough room to move, they gain a +3 to avoid This attack does not provoke an attack of damage from a melee or unarmed attack, +1 from a opportunity. It does normal damage. This attack ranged attack, and automatically take half damageSample cannot file be performed if the character is on from area of effect. If they also make the saving extremely rough terrain, between walls, etc. throw, they take one quarter of the normal damage. Knockback Resistance Prerequisites: Hard to Hit Benefits: The character is skilled at avoiding being thrown back either by direct attacks or shockwaves. On a successful Dodge roll, they will be thrown only half the expected distance from a Knockback attack.

4 Acrobat Feats Teamwork Feats Knockback Recovery These feats are designed to be used in conjunction Prerequisites: Hard to Hit with another character, either to make a devastating Benefits: The character can roll with knockback attack or to perform acrobatic stunts that might not damage from attacks, shockwaves, area effects, etc, be possible on one's own. and recover quickly. They take half the normal amount of damage from a knockback attack, and recover in half the time. Fastball Special Prerequisites: Teamwork A character can have both Knockback Resistance and Benefits: Sometimes one's own teammate is the Knockback Recovery. The effects are cumulative best weapon available. Along with a Brick (or (i.e., both the distance thrown and the damage taken possibly Super Human) partner, the character can are reduced). make a charge attack with a +2 bonus if they are thrown towards an opponent by the Brick character, Jump Attack who must also have this feat. Prerequisites: High Jump Benefits: The character can make an unarmed or Team Acrobatics melee attack while at the summit of a jump. This Prerequisites: None allows them to attack flying characters who are no Benefits: The character is used to working with more than ten feet from the ground. It also eliminates another character or characters to perform acrobatic the damage penalty when hitting Large creatures. stunts. They get a +1 bonus to any Acrobatics role This attack does not provoke an attack of opportunity if assisted by another character, +2 if the character when used against Medium or Small creatures. has Acrobatics, and +3 if they also have this feat. Whirling Blade Prerequisites: Flurry of Blows Sample file Benefits: The character is extremely fast when fighting with any kind of melee weapon, not just blades. They can make up to four attacks in a round with a melee weapon, with each one at a -1 from the first. If the character also makes a successful Intimidate roll, then the opponent must make a Fear check or flee.

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