The thief-acrobat excels at getting into and out of places no one else can. If every street-level entrance to the Jewelers' Guildhouse is locked and well guarded, the thief-acrobat simply jumps atop the building from the roof of a nearby inn, throws a grappling hook to the highest minaret, runs up the attached rope to a shuttered window, and quickly picks the lock. Should her escape go awry once she has the goods, her gymnastic combat style keeps her our of harm's way.
Increase Ability (Strength/Dexterity)
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- While wielding a Quarterstaff:
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| 1 | 2 | 10 |
- Acrobat Staff Training (Tier 2)
- Rogue 3
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| Rank 1:
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| Rank 2:
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- +10% Strikethrough Chance
| Rank 3:
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- +20% Strikethrough Chance
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| 3 | 1 | 10 |
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| Rank 1:
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- +1% Dodge
- +1 Dexterity
- While wearing Light Armor:
- +1 Maximum Dexterity Bonus
| Rank 2:
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- +2% Dodge
- +2 Dexterity
- While wearing Light Armor:
- +2 Maximum Dexterity Bonus
| Rank 3:
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- +3% Dodge
- +3 Dexterity
- While wearing Light Armor:
- +3 Maximum Dexterity Bonus
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| 3 | 1 | 10 |
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Melee Quarterstaff Trip Attack: All nearby enemies: | Rank 1:
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- +1[W]
- Tripped
- Balance DC: 10 + Rogue Level + Dexterity Modifier save negates Trip
| Rank 2:
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- +2[W]
- Tripped
- Balance DC: 10 + Rogue Level + Dexterity Modifier save negates Trip
| Rank 3:
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- +5[W]
- Tripped
- Balance DC: 10 + Rogue Level + Dexterity Modifier save negates Trip
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| 3 | 1 | 10 |
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Increase Ability (Strength/Dexterity)
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- While wielding a Quarterstaff:
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| 1 | 2 | 20 |
- Acrobat Staff Training (Tier 3)
- Rogue 4
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Defensive Roll now triggers: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 20 |
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When attacking a helpless opponent: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 20 |
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Melee Quarterstaff Attack: Deal damage as you whirl through enemies in a line | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 20 |
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