
Felgoroth |

So at 1st I was thinking about making this a prestige class but as I started working on it more and more I came up with what I have now. I'm in the process of figuring out some more talents and advanced talents (and possibly a new name for them other than talents, it sounds to rogue-ish). Anyway, let me know what you think, critique and criticism are welcome but please don't be a troll about it.
The Acrobat
Role: Lightly armored and quick on their feet, Acrobats are known for their eccentric fighting styles and their mastery of movement inside and outside the battlefield.
Starting Gold: 5d6 x 10 gp
Starting Age: As a Ranger
Alignment: Any.
Hit Die / BAB: d8 / three-fourths (medium)
Saves: Good Reflex
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (Local), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device. Skill Ranks at Each Level: 6+int modifier
Weapon and Armor Proficiencies: Acrobats are proficient with all simple weapons, plus the hand axe, lance, long sword, sap, short sword, and scythe. They are proficient with light armor, but not with shields.
1: Fast Movement +10ft, Jump +1d6
2: Talent, Uncanny Dodge
3: Leap of the Heavens, Jump +2d6
4: Evasion, Talent
5: High Jump, Jump +3d6
6: Improved Uncanny Dodge, Talent
7: Jump +4d6
8: Fast Movement +20ft, Talent
9: Jump +5d6
10: Advanced Talents, Talent
11: Jump +6d6
12: Talent
13: Jump +7d6
14: Talent
15: Fast Movement +30ft, Jump +8d6
16: Talent
17: Jump +9d6
18: Talent
19: Jump +10d6
20: Deadly Jump, Talent
Fast Movement: An Acrobat's land speed is faster than the norm for her race by +10 feet. This benefit only applies while she is wearing light or no armor, and not carrying a heavy load. Apply this bonus before modifying the Acrobat's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Acrobat's land speed. This movement increases by +10ft at 8th level and by another +10ft, to a maximum of +30ft at 15th level.
Jump Attack: An Acrobat may execute a devastating attack by simply dropping from a height of at least 5 feet above her opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for a jump on to a medium creature, while a ledge 15 feet high would be required for jumping on a large creature. You may also make a jump check using the Acrobatics skill to jump above your foe to gain the benefits the Jump Attack ability. You cannot use a Jump Attack while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe.
If you hit, you deal an extra +1d6 points of damage for every 2 Acrobat levels you have (+1d6 at 1st, +2d6 at 3rd, etc). After you attack, you take falling damage as normal for the distance you fell. You are entitled to an Acrobatics check (DC15) to take damage as if you had fallen 10 feet less than you actually did. If you fail this check, you fall prone 5 feet from your opponent.
Talents: As the Acrobat gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, an Acrobat gains one Talent. She gains an additional Talent for every 2 levels of Acrobat attained after 2nd level. An Acrobat cannot select an individual talent more than once. Talents marked with an asterisk add effects to the Acrobat's Jump Attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Acrobat's Crawl: While prone, an Acrobat with this ability can move half speed. This movement provokes attacks of opportunity as normal. An Acrobat with this talent can take 5-foot steps while crawling.
Combat Trick: An Acrobat that selects this talent gains a bonus combat feat (see Chapter 5 of the PHB).
Falling Star*: An Acrobat with this ability learns to make use combat maneuvers at the end of her Jump Attack. When using this ability an Acrobat may choose to forgo dealing Jump Attack damage and instead make a Combat Maneuver, this combat maneuver receives a bonus equal to the Acrobats Jump Attack die (e.g., 4d6 equals a +4 bonus).
Fast Stealth: This ability allows an Acrobat to move at full speed while using the Stealth skill without penalty.
Fire Breathing: An Acrobat that selects this talent learns to burn and confuse opponents with the fire from a torch. As a standard action, while holding a torch (or similar burning object), an Acrobat may cause the fire to burst into a 15ft cone. This cone deals 1d6 points of fire damage and enemies caught in the flames must make a Reflex Save (DC10+1/2 the Acrobat’s levels+the Acrobats Intelligence modifier) or catch fire. Creatures that catch on fire take 1 point of fire damage every round until the fire is extinguished; extinguishing the flames is a full-round action that requires a Reflex Save; rolling on the ground provides the target with a +2 on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. In addition creatures within eye sight of the Acrobat must make a Will Save or become dazzled for 1d3 rounds.
Finesse Acrobat: Acrobats that select this talent gain the Weapon Finesse feat as a bonus feat.
Ledge Walker: This ability allows an Acrobat to move along narrow surfaces at full speed while using the Acrobatics skill without penalty. In addition, an Acrobat is not flat-footed when using Acrobatics to move along narrow surfaces.
Stand Up: An Acrobat with this ability can stand up from the prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Slipping Past: An Acrobat with this ability learns to move through tight spaces without breaking her stride; she may ignore the additional movement cost and the penalty on attack rolls and AC when squeezing through a narrow space.
Wall Climber: This ability allows an Acrobat to climb at one-half her base speed (rather than the normal one-fourth) using the Climb skill. In addition, an Acrobat does not lose her Dexterity bonus to AC when climbing.
Uncanny Dodge: At 2nd level, an Acrobat gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An Acrobat with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If an Acrobat already has Uncanny Dodge from different class, she automatically gains Improved Uncanny Dodge (see below) instead.
Leap of the Heavens: At 3rd level, an Acrobats athletic ability and superior conditioning allow her to make near-superhuman leaps. When making a jump check with the Acrobatics skill, the DC for the check doesn't double if you fail to move 10 feet in a straight line prior to jumping. In addition, if you do move 10 feet in a straight line before attempting to jump, you gain a +5 competence bonus on you check.
Evasion: At 4th level and higher, an Acrobat can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Acrobat is wearing light or no armor. A helpless Acrobat does not gain the benefit of Evasion.
Acrobatic: At 5th level, an Acrobat adds her level to all Acrobatics skill checks. In addition, she always counts as having a running start when making jump checks using the Acrobatics skill.
Improved Uncanny Dodge: At 6th level and higher, a Acrobat can no longer be flanked. This defense denies a Rogue the ability to sneak attack the Acrobat by flanking her, unless the attacker has at least four more rogue levels than the target has Acrobat levels.
If the character already has Uncanny Dodge (see above) from another class, the levels from the classes that grant Uncanny Dodge stack to determine the minimum Rogue level required to flank the character.
Advanced Talents: At 10th level, and every two levels thereafter, an Acrobat can choose one of the following Advanced Talents in place of a normal Talent.
Acrobatic Charge: This ability allows an Acrobat to charge in situations where others could not. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Improved Evasion: This ability works like Evasion, except that while the Acrobat still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless Acrobat does not gain the benefit of Improved Evasion.
Skill Mastery: An Acrobat with this ability becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distrations would normally prevent her from doing so. An Acrobat may gain this special ability mutiple times, selecting additional skills for skill mastery to apply to each time.
Moon Step: This ability allows an Acrobat to jump in mid air. By using the equivalent of a move action, an Acrobat may make a jump check using the Acrobatics skill while in mid air.
Deadly Jump: Upon reaching 20th level, an Acrobat becomes extremely deadly when dealing Jump Attack damage. Each time the Acrobat deals Jump Attack damage, she can choose one of the following effects: the target falls unconscious, becomes paralyzed for 2d6 rounds, or the target is slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10+1/2 the Acrobat's level+the Acrobat's Intelligence modifier. Once a creature has been the target of a Deadly Jump, regardless of whether or not the save is made, that creature is immune to that Acrobat's Deadly Jump for 24 hours.

Felgoroth |

Looking at this again, I think I may change their 20th level ability because an Acrobat with Skill Mastery for Acrobatics can take a 10 on a jump check making the result of thier jump check somewhere around 79 (20 from ranks, +3 for it being a class skill, +16 for having a 60 base speed (because you get a +4 for every 10 above 30), +5 from leap of the heavens, +20 from Acrobatic, and then +5 or so from dexterity) That's a death attack every round pretty much. I honestly might even bring the from Jump Attack damage down to 1d6 every 4 levels or something like that because unlike a Rogue, an Acrobat can eventually use Jump Attack every round.

SmiloDan RPG Superstar 2012 Top 32 |

Jump attack CAN be used more consistently than a rogue's sneak attack, but because it requires at least a move action to set up, you can only use it once per round, so it's pretty balanced. Kind of like the warlock's eldritch blast or the scout's skirmish. And the DC for vertical jumps is pretty difficult: 4 per 1 foot height. That's at least DC 24 for most Medium sized opponents.
You might want to make some more Talents and Advanced Talents. Maybe something to do with Tightrope Walking, maybe some neat uses of Climb, Escape Artist, Sleight of Hand, etc. I can see them getting some kind of Up The Walls ability, Walk on Water, Freedom of Movement ability, Steal Weapon (Sleight of Hand check vs CMD to disarm), stuff like that.
Maybe allow the Fire Breathing talent to be chosen multiple times, each time increasing the damage by 1d6.
I think giving them light melee Martial weapons would be cool.

ProfessorCirno |

Jump attack CAN be used more consistently than a rogue's sneak attack, but because it requires at least a move action to set up, you can only use it once per round, so it's pretty balanced. Kind of like the warlock's eldritch blast or the scout's skirmish
That's more or less exactly why I'd suggest buffing it. Warlock was notoriously weak damage-wise because of how he didn't scale, and scout was 100% about fitting in multiple attacks in a single round. Right now, the jump attack is incredibly weak.
To put it another way, do you think at level 10 that 17.5 damage is really going to make a difference?

Felgoroth |

What happens when an acrobat ends up in a dungeon with a low ceiling?
They sunder the ceiling on the way out/back in :P on a more serious note, they'd probably be screwed. I should probably add some ability that allows them to jump in a confined space.
@ProfessorCirno: I don't think Jump Attacks too weak, the Acrobat can use Vital Strike in addition to it's Jump Attack for double damage +Xd6 on any jump attack it makes but I do know what you mean. I'm almost thinking about going back to my original idea for Jump Attack which was you deal double damage (I had it worded so if you took Vital Strike you'd deal your weapon damage x3 but I can't remember how I worded it now). Then as you leveled up it increased to triple damage and so on.

Felgoroth |

This was close to my original build for the prestige class.
Prerequisites: Acrobatics 5 ranks, Climb 5 ranks, Vital Strike
Hit Die / BAB: d10 / full
Class skills would be the same as above minus disguise, knowledge (local), perform, and sleight of hand. Maybe change the skill ranks to a 4+int.
1: Acrobatic, Fast Movement +10ft, Jump Attack +1d6
2: Leap of the Heavens, Uncanny Dodge
3: Jump Attack +2d6
4: Acrobatic Charge
5: Jump Attack +3d6, Fast Movement +20ft
6: Improved Uncanny Dodge, Moon Steps
7: Jump Attack +4d6
8: Skill Mastery
9: Improved Evasion, Jump Attack +5d6
10: Some capstone ability, Fast Movement +30ft
Jump Attack: An Acrobat may execute a devastating attack by simply dropping from a height of at least 5 feet above her opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for a jump on to a medium creature, while a ledge 15 feet high would be required for jumping on a large creature. You may also make a jump check using the Acrobatics skill to jump above your foe to gain the benefits the Jump Attack ability. You cannot use a Jump Attack while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe.
If you hit, you deal an extra +1d6 points of damage for every 2 Acrobat levels you have (+1d6 at 1st, +2d6 at 3rd, etc). After you attack, you take falling damage as normal for the distance you fell. You are entitled to an Acrobatics check (DC15) to take damage as if you had fallen 10 feet less than you actually did. If you fail this check, you fall prone 5 feet from your opponent.
In addition an Acrobat may choose to forgo dealing Jump Attack damage and instead make a Combat Maneuver, this combat maneuver receives a bonus equal to the Acrobats Jump Attack die (e.g., 4d6 equals a +4 bonus).
All the other abilities are listed above (some are talents/advanced talents)

SmiloDan RPG Superstar 2012 Top 32 |

Maybe give it a Talent that lets it bounce off the wall and use that impetus to cause Jump Attack damage.
Also, you didn't stat out High Jump. Maybe replace it with a Side Jump ability that lets them jump off of walls?
Then Acrobats would only be nerfed in really big, low ceilinged chambers.
EDIT: I just looked over the PrC requirements, and it looks like a Barbarian PrC! Neat!!!!

Felgoroth |

Maybe give it a Talent that lets it bounce off the wall and use that impetus to cause Jump Attack damage.
Also, you didn't stat out High Jump. Maybe replace it with a Side Jump ability that lets them jump off of walls?
Then Acrobats would only be nerfed in really big, low ceilinged chambers.
EDIT: I just looked over the PrC requirements, and it looks like a Barbarian PrC! Neat!!!!
Ya, the High Jump thing at 5th level was changed to Acrobatic but, the idea about jumping off a wall is a good idea and if I make it a talent it could be some sort of prereq for Moon Steps because Moon Steps allows you to jump in mid air to change your direction or jump higher or anything like that. I'll have to figure something out like that because I think this has potential as a base class rather than a prestige class. Thinking about it, I suppose I could take Moon Steps out of the Advanced Talents and give it to the class as a normal ability (kind of like how it is in the PrC) then give them the ability to initiate a jump attack off a wall at an earlier level, so when you're 15th level or so and in a confined area you can jump into the air then kick the air to forcing you into your opponent so you deal jump attack damage :P
EDIT: What about something like this? "Off the Walls: At 5th level an Acrobat learns to initiate a Jump Attack even if she is not able to fall onto her opponent. An Acrobat may make a 2nd jump check using the Acrobatics skill with a DC of 15 (maybe 20 I'm not really sure) in a round to push herself with great force off of a wall, ceiling, or similar object to gain the benefits of her Jump Attack ability when attacking." Then I'd have to add something to Moon Steps like "an Acrobat may gain the benefit of Off the Walls if she makes a jump check using the Acrobatics skill with a DC of whatever I decide it is for Off the Walls." Also if I add this I'll probably get rid of the Acrobatic ability so an Acrobat doesn't gain 5+her acrobat levels on every jump check she makes.

Felgoroth |

Draft #2, still trying to think of a capstone.
The Acrobat
Role: Lightly armored and quick on their feet, Acrobats are known for their eccentric fighting styles and their mastery of movement inside and outside the battlefield.
Starting Gold: 5d6 x 10 gp
Starting Age: As a Ranger
Alignment: Any.
Hit Die / BAB: d8 / three-fourths (medium)
Saves: Good Reflex
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (Local), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device. Skill Ranks at Each Level: 6+int modifier
Weapon and Armor Proficiencies: Acrobats are proficient with all simple weapons plus (insert some martial weapons here). They are proficient with light armor, but not with shields.
1: Fast Movement +10ft, Jump Attack +1d6, Leap of the Clouds
2: Talent, Uncanny Dodge
3: Jump Attack +2d6, Leap of the Heavens
4: Evasion, Talent
5: Jump Attack +3d6, Off the Walls
6: Improved Uncanny Dodge, Talent
7: Jump Attack +4d6
8: Fast Movement +20ft, Talent
9: Jump Attack +5d6
10: Talent
11: Jump Attack +6d6
12: Talent
13: Jump Attack +7d6
14: Talent
15: Fast Movement +30ft, Jump Attack +8d6
16: Talent
17: Jump Attack +9d6
18: Talent
19: Jump Attack +10d6
20: Talent
Fast Movement: An Acrobat's land speed is faster than the norm for her race by +10 feet. This benefit only applies while she is wearing light or no armor, and not carrying a heavy load. Apply this bonus before modifying the Acrobat's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Acrobat's land speed. This movement increases by +10ft at 8th level and by another +10ft, to a maximum of +30ft at 15th level.
Jump Attack: An Acrobat may execute a devastating attack by simply dropping from a height of at least 5 feet above her opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for a jump on to a medium creature, while a ledge 15 feet high would be required for jumping on a large creature. You may also make a jump check using the Acrobatics skill to jump above your foe to gain the benefits the Jump Attack ability. You cannot make a Jump Attack while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe.
If you hit, you deal an extra +1d6 points of damage for every 2 Acrobat levels you have (+1d6 at 1st, +2d6 at 3rd, etc). After you attack, you take falling damage as normal for the distance you fell. You are entitled to an Acrobatics check (DC15) to take damage as if you had fallen 10 feet less than you actually did. If you fail this check, you fall prone 5 feet from your opponent.
Leap of the Clouds: An Acrobat reduces the DC for vertical jump checks to a DC of 3 for every foot jumped (so a vertical jump of 5 feet would have a DC of 15), in addition, an Acrobat adds 1/2 her level to all Acrobatics skill checks (minimum +1).
Talents: As the Acrobat gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, an Acrobat gains one Talent, she gains an additional Talent for every 2 levels of Acrobat attained after 2nd level. Unless specifically noted an Acrobat cannot select an individual talent more than once. Talents marked with an asterisk add effects to the Acrobat's Jump Attack, only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. In addition, some talents may only be chosen if the Acrobat has met certain prerequisites first, such as learning another talent first.
Acrobat's Crawl: While prone, an Acrobat with this ability can move half speed. This movement provokes attacks of opportunity as normal. An Acrobat with this talent can take 5-foot steps while crawling.
Acrobatic Charge: This ability allows an Acrobat to charge in situations where others could not. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain. An Acrobat must be of at least 12th level before selecting this talent.
Combat Trick: An Acrobat that selects this talent gains a bonus combat feat (see Chapter 5 of the PHB).
Defensive Roll: With this talent, an Acrobat can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage, to use this ability she must attempt a Reflex Save (DC=the damage dealt). If the save succeeds, she takes only half the damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her Defensive Roll; if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Acrobat's Evasion ability does not apply to Defensive Roll. An Acrobat must be of at least 12th level before selecting this talent.
Escape Artist: An Acrobat with this ability has mastered the art of escape. For a number of rounds per day equal to your Acrobat level you are treated as if under the effects of a Freedom of Movement spell, these rounds do not need to be consecutive. An Acrobat must be of at least 16th level before selecting this talent.
Falling Star*: An Acrobat with this ability learns to make use combat maneuvers at the end of her Jump Attack. When using this ability an Acrobat may choose to forgo dealing damage with her Jump Attack and instead make a Combat Maneuver check, this combat maneuver receives a bonus equal to the Acrobats Jump Attack die (e.g., 4d6 equals a +4 bonus).
Fast Stealth: This ability allows an Acrobat to move at full speed while using the Stealth skill without penalty.
Fire Breathing: An Acrobat that selects this talent learns to burn and confuse opponents with the fire from a torch. As a standard action, while holding a torch (or similar burning object), an Acrobat may cause the fire to burst into a 15ft cone. This cone deals 1d6 points of fire damage and enemies caught in the flames must make a Reflex and Will Save (DC10+1/2 the Acrobat’s levels+the Acrobats Intelligence modifier). Creatures that fail their Reflex Save catch on fire and take 1d6 point of fire damage every round until the fire is extinguished; extinguishing the flames is a full-round action that requires a Reflex Save; rolling on the ground provides the target with a +2 on the save and dousing the target with at least 2 gallons of water automatically extinguishes the flames. Creatures that fail their Will Save become dazzled for 1d3 rounds. This talent may be taken multiple times, each time it is taken the fire damage increases by +1d6 and the amount of time a creature is dazzled increases by 1 round.
Finesse Acrobat: Acrobats that select this talent gain the Weapon Finesse feat as a bonus feat.
Flick of the Wrist: Acrobats with this talent learn to disarm their opponents in the blink of an eye. An Acrobat that selects this talent may make a Sleight of Hand check against her opponents CMD in order to disarm them; treat this as a disarm attempt that does not provoke an attack of opportunity. An Acrobat can use this ability with any weapon she is wielding (even if it does not have the disarm special property). An Acrobat must be of at least 6th level before selecting this talent.
Hide in Plain Sight: An Acrobat that selects this talent may use the Stealth skill even while being observed. As long as she is within 10ft of an area of dim light, an Acrobat can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. An Acrobat must be of at least 12th level before selecting this talent.
Improved Evasion: This ability works like Evasion, except that while the Acrobat still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless Acrobat does not gain the benefit of Improved Evasion. An Acrobat must be of at least 10th level before selecting this talent.
Light Feet: An Acrobat with this ability learns to walk so lightly that she leaves no trail. For a number of rounds per day equal to your Acrobat level you may choose to leave no tracks, these rounds do not need to be consecutive. An Acrobat must be of at least 8th level before selecting this talent.
Meteor Shower*: With this talent, an Acrobat learns to cause a wave of disruptive force with her Jump Attack. If the Acrobat falls from at least 10ft above her opponent and she successfully hits, everyone in a 5ft radius of her enemy must make a Reflex Save (DC10+1/2 the Acrobat’s levels+the Acrobats Intelligence modifier) or take half the Jump Attack damage dealt to the first opponent. An Acrobat must be of at least 6th level to select this talent.
Meteor Storm*: With this talent, an Acrobat learns to shake the ground with destructive force when making a Jump Attack. If the Acrobat falls from at least 10ft above her opponent and she successfully hits, everyone in a 10ft radius of her enemy must make a Reflex Save (DC10+1/2 the Acrobat’s levels+the Acrobats Intelligence modifier) or take the take half the Jump Attack damage dealt to the first opponent and fall prone. An Acrobat must have the Meteor Shower talent in order to choose this talent; in addition, an Acrobat must be of at least 12th level to choose this talent.
Moon Step: This ability allows an Acrobat to jump in mid air. By using the equivalent of a move action, an Acrobat may make a jump check using the Acrobatics skill while in mid air, this allows an Acrobat to change directions, jump higher, or take advantage of her Off the Walls ability without a wall, ceiling, or similar object. An Acrobat must be of at least 8th level before selecting this ability.
Shooting Star*: An Acrobat that selects this talent has mastered the art of combining combat maneuvers with her Jump Attack. When using this ability an Acrobat may make a combat maneuver in place of her attack but her opponent still takes Jump Attack damage. An Acrobat must have the Falling Star talent in order to choose this talent.
Skill Mastery: An Acrobat with this ability becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Acrobat may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time. An Acrobat must be of at least 12th level before selecting this ability.
Slipping Past: An Acrobat with this ability learns to move through tight spaces without breaking her stride; she may ignore the additional movement cost and the penalty on attack rolls and AC when squeezing through a narrow space.
Speedy Ascent: This ability allows an Acrobat to climb at one-half her base speed (rather than the normal one-fourth) using the Climb skill. In addition, an Acrobat does not lose her Dexterity bonus to AC when climbing.
Stand Up: An Acrobat with this ability can stand up from the prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Tight-Rope Walker: This ability allows an Acrobat to move along narrow surfaces at full speed while using the Acrobatics skill without penalty. In addition, an Acrobat is not flat-footed when using Acrobatics to move along narrow surfaces.
Vault: An Acrobat with this ability learns to pole vault with hafted (this may be the wrong word) weapons. When wielding a Glaive, Guisarme, Halberd, Lance, Long Spear, Quarterstaff, Ransuer, Scythe, or Spear (your DM may add additional weapons); you may reduce the check needed for a vertical leap to a DC of 2 for every foot you jump (so a vertical jump of 5 feet would have a DC of 10). An Acrobat must be of at least 6th level before selecting this ability.
Walking on Water: This ability allows an Acrobat to walk over watery substances; for a number of times per day equal to 3 + your intelligence modifier you may walk over a liquid-like surface, you must start and end your movement on solid land and you still take any damage caused by the liquid (e.g. if you were walking on lava you would still take fire damage). An Acrobat must be of at least 10th level before selecting this ability.
Wall Climber: An Acrobat with this ability gains a Climb speed equal to her land speed. An Acrobat must have the Speedy Ascent talent in order to choose this one; in addition, an Acrobat must be of at least 10th level to choose this talent.
Uncanny Dodge: At 2nd level, an Acrobat gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An Acrobat with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If an Acrobat already has Uncanny Dodge from different class, she automatically gains Improved Uncanny Dodge (see below) instead.
Leap of the Heavens: At 3rd level, an Acrobats athletic ability and superior conditioning allow her to make near-superhuman leaps. When making a jump check with the Acrobatics skill, the DC for the check doesn't double if you fail to move 10 feet in a straight line prior to jumping. In addition, if you do move 10 feet in a straight line before attempting to jump, you gain a +5 competence bonus on your skill check.
Evasion: At 4th level and higher, an Acrobat can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Acrobat is wearing light or no armor. A helpless Acrobat does not gain the benefit of Evasion.
Off the Walls: At 5th level an Acrobat learns to initiate a Jump Attack even if she is not able to fall onto her opponent. An Acrobat may make a jump check using the Acrobatics skill with a DC equal to the amount she would need to jump above her foe in order to push herself with great force by jumping off of a wall, ceiling, or similar object to gain the benefits of her Jump Attack ability. (Please tell me if this makes sense the way it's written)
Improved Uncanny Dodge: At 6th level and higher, an Acrobat can no longer be flanked. This defense denies a Rogue the ability to sneak attack the Acrobat by flanking her, unless the attacker has at least four more rogue levels than the target has Acrobat levels.
If the character already has Uncanny Dodge (see above) from another class, the levels from the classes that grant Uncanny Dodge stack to determine the minimum Rogue level required to flank the character.
EDIT: O! I forgot this talent. Sword Swallowing: An Acrobat with this talent learns to swallow light weapons with ease. You may make a Sleight of Hand check to conceal a light weapon by swallowing it, you gain a +10 bonus on this check, this bonus does not stack with the bonus from wearing baggy clothing. You may only conceal 1 weapon in this way at a time.

SmiloDan RPG Superstar 2012 Top 32 |

A good capstone for this class might be the ability to combine a full attack action with movement up to her speed.
For example, a human 20th level acrobat would have a land speed of 60 feet and a BAB of +15/+10/+5. She could move 10 feet, attack at +15, move 20 feet, attack at +10, move 15 feet, attack at +5, then move 15 feet.
Also, some of your talents have limits of 1 round per level, but not necessarily consecutive, when they could just be constant and not broken. Escape Artist, Light Feet, and Water Walker wouldn't be broken and easier to use and keep track of if they were at will and/or constant.
You also might want to take a page from the Rogue and just have Talents and Advanced Talents (that require you to be 10th level or higher). Having a bunch of talents that require levels 6, 8, 12, 16, etc., is a bit confusing.
But it looks really good! I really like the Meteor stuff. One of my favorite characters has Boots of Stomping, and I love area effect trips!

Felgoroth |

Combining a full-attack with movement might be doable but it wouldn't really do anything for jump attack although I guess you could possibly move, jump attack, move jump attack, etc. Constant freedom of movement seems a bit much to me, I mean ya a scout gets it but not until 16th or 18th level. Water Walker and Light Feet I suppose wouldn't hurt (seeing as how you have to start and end your movement on land for Water Walker and Light Feet is essentially trackless step).
As far as Talents and Advanced Talents go I took the 6, 8, 10, 12, and 16 stuff from Alchemist discoveries/rage powers. Some of the abilities are honestly a little more powerful than others and need to be between a talent you can take at 2nd but could get before 10th or after 10th even. If I make Escape Artist constant it would definitely be something you can't get until 16th level.
Speaking of the Meteor/Star stuff, I have no idea what inspired all the space-esque names, they just kind of came into my head and I thought they sounded somewhat fitting.
On another note, does the wording for Off the Walls make sense? I'm not very good at wording things and I want to make sure someone couldn't misinterpret it.
Another thing I've noticed while testing out the class is that it's pretty hard to get your Jump Attack off at lower levels (especially 1st) unless you climb on to something (or play a Half-Elf and use your skill focus for Acrobatics but it's still pretty hard at 1st level) which is why I added Leap of the Clouds. I haven't tested it out since I've added that but I might do some testing today.

SmiloDan RPG Superstar 2012 Top 32 |

If you go with the "multi-level" talents (which, upon re-considering, might be best), it might be neat to organize them as 2nd level talents, 4th level talents, 6th level talents, etc., with the option of choosing a lower level talent if desired.
I think giving them a level-based bonus on Acrobatics checks would be cool....after all, the name of the class is ACROBAT!!!! Hahaha!!!
Another thing to consider is that Freedom of Movement got a little nerfed in Pathfinder, if I recall correctly. But it would definitely be a 16th level or 18th level talent if it is "always on."
EDIT: I just looked over Leap of the Heavens. I wouldn't change the DC of jumping; I would just give the Acrobat a straight up bonus on Acrobatics checks. I think that would be easier math and a lot easier for adjudicating the rules.

Felgoroth |

Before you read on, I'm not addressing everything in points to sound snarky I'm just doing it's not one big paragraph with a bunch of different information.
If you go with the "multi-level" talents (which, upon re-considering, might be best), it might be neat to organize them as 2nd level talents, 4th level talents, 6th level talents, etc., with the option of choosing a lower level talent if desired.
I had kind of planned on the Acrobat being able to choose any talent they want at any level, if they meet the prerequisites (kind of like how a Rogue can select a normal talent or advanced talent at 10th level and up) right now they're in alphabetical order, though, putting them in alphabetical order by level would make things nice for players, but the Alchemist didn't do it so why should I have to :P
I think giving them a level-based bonus on Acrobatics checks would be cool....after all, the name of the class is ACROBAT!!!! Hahaha!!!
Ya, this was kind of my thought with Leap of the Clouds/Acrobatic lol
Another thing to consider is that Freedom of Movement got a little nerfed in Pathfinder, if I recall correctly. But it would definitely be a 16th level or 18th level talent if it is "always on."
My sentiments exactly.
EDIT: I just looked over Leap of the Heavens. I wouldn't change the DC of jumping; I would just give the Acrobat a straight up bonus on Acrobatics checks. I think that would be easier math and a lot easier for adjudicating the rules.
Even with an Acrobat gaining his/her level on jump checks, +4 each time their speed goes up by 10 and +5 from Leap of the Heavens if they move 10ft, they can't get a jump 10ft in the air (the height needed to jump over a medium creature) until 3rd level and that is on a roll of 18-20 with an 18 dexterity. Now I realize a DM that allowed this class would probably give ledges for the class to climb up and things of that nature but it's still pretty hard to jump over a medium sized creature until about 7th-10th level (unless of course the Acrobat is a Half-Elf because then (s)he'd probably put his/her skill focus in Acrobatics).

Felgoroth |

I'm confused as to what heavily armed mounted infantry - Dragoons - have to do with acrobatics and leaping.
It actually has to do with the class from Final Fantasy. That is why I named the class the Acrobat (because as you can see the class from Final Fantasy has nothing to do with heavily armed mounted infantry). In Final Fantasy they do kind of wear heavier armor I guess but they really just carry around pullarms (mostly) and then jump super high into the air and fall onto their opponent the next round dealing a bunch of damage. I tried to recreate this by making the class more of a movement specialist with the same "jump into the air to deal more damage" mentality.