Fighter-Acrobat base class


Homebrew and House Rules


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I guess I'm on a roll with full-BAB classes. This one would clearly fall into the category of "hybrid class" a la the ACG.

Here's the link...


Like a fighter/rogue?


Yup.


Pretty neat. It maybe seems to be strictly better than a fighter is though? Most of those tricks are better than feats (more or less; hit and run maybe seems like a worse version of spring attack, though) and she has two good saves and more skill points. I am also going to call light armor with high levels of nimble, strictly better than the equivalent heavy or medium armor even with all the fighter's armor abilities.

That said: fighter is sort of too weak in my opinion so this all might be working as intended.

Question: the intent of acrobatic charge is to allow for charges through difficult terrain and the like right?


You read the intent correctly. As far as being "better" than the fighter, consider that this class does not have a slew of feats to improve damage output. Some of the tricks are quite juicy, but very few help damage output.


They are only ultimately 4 points damage down per hit (so not that different in damage at all for zweihander builds) and they have way more mobility in getting to fights. I think two good saves, ultimately better armor class and 4 skill points per level too far overcompensate for any disparity in the trade between feats and the acrobatic tricks.

Again though: I like the power level of the class because I think fighters are too weak anyways.


Exactly. I think if it's a Base Class, I have no problem with it being strictly better than a fighter.

I'd like to see more given at 1st level - Acrobatics (the ability) isn't giving you much if anything for a bunch of levels.

I really like the concept, and can't help thinking that benefits to CMB, CMD and combat maneuvers, while in the midst of an acrobatic move/group of moves would really make this shine...

I see this moving in and around the swashbuckler/slayer and your bravo class, so really focusing on the acrobatics (whether movement or offense/defense) would be good.


When clicking on the link, is anyone else getting a file directory instead of the the file?


Yep. I like you hedge wizard too. It is a tad underpowered, though.


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Yes, quite underpowered. Its... an experiment.


CORRECTED LINK FOR FIGHTER ACROBAT

I worried the first level stuff was a bit light, but Nimble at 1st level is the equivalent of a feat (Dodge), and there is extra stuff (skills, saves). Please, people, consider that there are starving fighters all over the world.


Well, I like it. And it shares a lot of design conceits with something I am working on (a d6 1/2 BAB casting class with 1/2 casting too). I think I am going to steal your idea of having cantrips from level 1, actually.

I agree that your level 1 is fine with nimble, skills, and BAB alone.


I quite like it, The Acrobat Tricks are like Rogue talents, but good. I do think that if you want to give the class something else at 1st level, Fast movement would fit thematically, and while nice to have, far from game-breaking. You can leave Advanced Fast Movement as-is as well. The Advanced Trick pool seems a little thin, though.


The pool of advanced tricks is thin because I ran out of ideas. I just couldn't justify an advanced form of every basic trick.


I would at least throw improved evasion in the advanced trick pool. You could also maybe give combat feats.


There is a list already included in the document of Rogue Talents and Advanced Talents that are available to take in place of Acrobat Tricks and Advanced Tricks. Improved Evasion and Combat Trick are in there, along with some other thematically appropriate choices.


Oh. I missed that. Wait. You can take combat feats as acrobat tricks (not advanced tricks) with this class too? That makes this even more directly comparable to the original fighter class then.


Combat Trick is a rogue talent that allows one to take a combat feat. I don't think you can take it more than once though.


Well, cool. You ever consider throwing the people a bone and letting someone take trapfinder as a trick? It is not exactly themed right, but the universe often bemoans how few classes can find magical traps when it is often such a major component of an adventuring party.


Well now this is funny, because I keep seeing these threads that talk about how easy Trapfinding is to get! I made a conscious choice to stay out traps, locks, etc. That is what the Fighter-Acrobat's ancestor the Thief-Acrobat did.


Well, it is "easy" to get trapfinding but you almost always have to take an archetype and that usually shuts off other options people want as well.

Really, I think the game might need some sort of somewhat costly charged magic item that would find and disable traps for you so that no one is forced to play one specific archetype for a class or a rouge. This would be much in the way that a bunch of wands of cure light wounds might replace a healer. I have no idea how to make the math work for that off the top of my head though.

Every base class (w/o archetype) that has cheap access to trapfinding mitigates that problem too.


Good, I like it a lot. Could nerf some Acrobatic Tricks by adding level prerequisites to them, like Medium Armor Agility could only be taken at by a 4+ level Fighter-Acrobat.
Also steal some tricks from ninjas and rogues, maybe allow to take certain feats as tricks, for bigger variability.


There are rogue talents in there already, listed at the end of the class feature. The prereqs is a smart idea. I will work on that.

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