Chapter 1 - Class - Character Kits - Other Kits
Acrobat
Note: This kit is taken from the book Skills and Powers.
An acrobat is a general term for performers of amazing physical feats. These
include jugglers, tumblers, jesters, and tightrope-walkers. Whatever their specialty, these
characters make a living by entertaining others. Acrobats often travel in groups or with
circuses or carnivals. These shows wander from town to town and castle to castle. All
levels of society wish to be entertained. As such, successful acrobats find themselves in
much demand.
A life on the road is not an easy one, however, and many acrobats often turn to other
avenues to make money. Their dexterous skills make them valuable adventurers,
especially if some larceny or petty theft is involved.
Social ranks: Acrobats most often occupy the middle tier of a society. Most
lower-ranked members of a society have not the time to develop skills, like those of the
acrobat. They must concentrate on putting food on the table. Roll 2d6 to determine an
acrobat’s social rank at the campaign’s beginning.
2d6 roll Social rank
2–8 Lower Middle Class
9–12 Upper Middle Class
Requirements: To take this kit, a character must have a minimum Dexterity/Balance
of 14 and a minimum Strength/Stamina of 12. The acrobat kit is barred to half-ogres, as
well as any optional PC race that is size large (restriction z from the Other Races section
of Chapter Three).
Weapon proficiencies: Small, light weapons are preferred by acrobats, as bulky or
heavy ones would hinder their agile maneuvers. Suggested weapons include the knife,
dagger, short sword, club, and hand axe. Thrown weapons and those with long hafts or
handles also are common choices among acrobats, as the weapons can be used to juggle
or pole-vault. These weapons include: quarterstaff, dart, javelin, and spear.
Recommended nonweapon proficiencies: Disguise, juggling, jumping, musical
instrument, tightrope-walking, and tumbling.
Equipment: Acrobats prefer to be lightly armed and armored to allow for the fullestrange of movement.
Recommended traits: Ambidexterity, double-jointed, glibness.
Benefits: If unarmored, acrobats receive a +2 bonus to tumbling, tightrope-walking,
and jumping proficiency checks. In addition, they gain a +2 bonus to Armor Class versus
hurled missile weapons—provided they have room to dodge the attack and are not
otherwise prevented from moving freely.
Hindrances: Any acrobat who wears armor heavier than studded leather (AC 7)
suffers a –1 penalty to tumbling, tightrope-walking, and jumping proficiency checks per
point of armor class better than AC 7. For example, an acrobat wearing chain mail—
AC5—suffers a –2 penalty. Note that Dexterity or magical bonuses to Armor Class do
not increase this penalty. An acrobat wearing studded leather armor, a ring of protection
+2, and having a 15 Dexterity would incur no penalty despite his AC 4 rating.
Wealth: Acrobats receive the normal amount of starting cash appropriate to their
class.