There is a Legacy version
here.
AcrobatSource Player Core 2 pg. 183You have trained your body to perform incredible, seemingly superhuman feats of grace and agility. You move in ways that leave your opponents fumbling for a response, turning every fight into a nimble piece of performance art.
Often underestimated, such mastery over the body is useful both on a stage and a battlefield. In fact, acrobatics is an often-practiced art among thieves, assassins, and explorers.
Archetype Dedication Source Player Core 2 pg. 183Archetype AcrobatPrerequisites trained in
Acrobatics
You become an expert in
Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to
Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.
Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype.
Archetype Source Player Core 2 pg. 183Archetype AcrobatPrerequisites Acrobat Dedication
You can squeeze out of tight situations by twisting and bending your body into unnatural positions, gaining an advantage against foes that try to pin you down. You gain the
Quick Squeeze skill feat, and if you're a master in
Acrobatics, you can Squeeze at full Speed. Whenever you successfully
Escape using Acrobatics, the creature you Escaped from is
off-guard against the next attack you make against it before the end of your next turn.
Archetype Source Player Core 2 pg. 183Archetype AcrobatPrerequisites Acrobat DedicationTrigger You are the target of a melee attack.
Requirements You're aware of the attack and aren't
off-guard.
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in
Acrobatics, you can move 10 feet for this Step instead of 5 feet.
Archetype Skill Source Player Core 2 pg. 183Archetype AcrobatPrerequisites Acrobat Dedication; master in
Acrobatics
Mass and muscle are meaningless when you propel yourself through the air; only grace and balance matter. You can roll an
Acrobatics check instead of an
Athletics check when making a
High Jump or
Long Jump.
Show-Off [free-action] Feat 8
Legacy Content
Uncommon Archetype Flourish Source Firebrands pg. 80 2.0Archetype AcrobatFrequency once per minute
Prerequisites Acrobat DedicationAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Trigger You succeed at an
Acrobatics or
Athletics check deemed suitably challenging and meaningful by the GM.
As is the tradition with many Firebrands, you call your shot and look to impress with an extra bit of panache or a greater stunt. Attempt the triggering check again, using the second result. On a success, you gain the normal results of the check, plus you feel invigorated by your stunt and gain temporary Hit Points equal to your level (double your level on a critical success). You lose any remaining temporary Hit Points after 1 minute. Typically, a challenging task is one with at least a
standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals.
Archetype Flourish Move Source Player Core 2 pg. 183Archetype AcrobatPrerequisites Acrobat DedicationRequirements You are adjacent to an enemy.
You deftly dive through a gap left by a foe to deliver an advantageous blow. Attempt an
Acrobatics check against the Reflex DC of an enemy adjacent to you.
Critical Success You move through the enemy’s space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn’t trigger reactions. You can’t move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee
Strike against the enemy whose space you moved through, and the enemy is
off-guard against that Strike.
Success As critical success, but the enemy isn’t off-guard against the Strike.
Failure You remain in your original space but can still Strike.
Critical Failure You neither move nor Strike.
Legacy Content
Uncommon Archetype Source Firebrands pg. 80 2.0Archetype AcrobatFrequency once per minute
Prerequisites Acrobat DedicationAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Trigger You succeed at a check to
Tumble Through or use
Tumbling Strike, and you moved through an enemy's space.
The Mockingbird is a master at running into foes and coming away with their weapons. Mimicking their skill, you strike at a foe's wrist while tumbling past them, weakening their grip. You attempt to
Disarm the enemy whose space you moved through. You can use
Acrobatics instead of
Athletics for this check.
Archetype Attack Source Player Core 2 pg. 183Archetype AcrobatFrequency once per minute
Prerequisites Acrobat DedicationRequirements Your most recent action was to
Tumble Through or
Tumbling Strike, and you successfully moved through an enemy’s space.
You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to
Trip the enemy whose space you moved through. You can use
Acrobatics instead of
Athletics for this check.
Legacy Content
Uncommon Archetype Skill Source Firebrands pg. 81 2.0Archetype AcrobatPrerequisites Acrobat Dedication; master in
AcrobaticsAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Ishii Bunji is a skilled tumbler, and learning his technique allows you to push yourself off a foe and propel yourself across the battlefield faster. If you succeed at an Acrobatics check to
Tumble Through an enemy's space, you can Stride again as a free action after you complete your current movement.