Uncanny Acrobat
After a career of dodging, tumbling, rolling, and otherwise evading danger, you have come to master the movements of your body. You have balance and poise, an easiness in your own flesh that lets you move with speed and grace through the most dangerous and treacherous places. Such skill enables you to do things others find impossible. Flips, rolls, jumps, and leaps: you spring about the battlefield, always staying out of your enemies’ reach until you find the opening you need to strike. You can scurry up walls, maintain your balance on the narrowest surfaces, and contort your form to squeeze through the tightest spaces. You have become the perfect acrobat.
Level 7 Uncanny Acrobat
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6, Speed: +1
Acrobatic Maneuvers: While you are not injured and you lack the confused, controlled, stunned, and unconscious afflictions, you impose 1 bane on rolls to attack you and you have the Slippery trait.
Bounding Assault: If you move at least 3 yards before you make an attack, you roll with 1 boon and your attack deals an extra 1d6 damage. At level 10, the attack deals an extra 2d6 damage instead.
Superior Initiative: When you use a reaction to take the initiative, you regain the use of the reaction.
Level 8 Uncanny Acrobat
Health: +12, Speed: +1
Escape Artist: You can expend 2 yards of movement to end the held affliction, shed rope or chain bindings, or slip free from manacles and similar ordinary restraints. Also, you can spend 1 yard of movement to ignore the consequences of squeezing until the start of your next turn.
Leaper and Springer: You can expend 2 yards of movement to jump 10 yards horizontally, 5 yards up, or 30 yards down, landing safely on a surface that can bear your weight within range. Double these distances at level 10.
Level 10 Uncanny Acrobat
Health: +12, Speed: +1
Like a Butterfly: You gain the following benefits:
- You can use a reaction when you fall to make an Agility roll. On a success, you suffer no harm from landing, and, on a failure, you lose half as much Health.
- You ignore the negative consequences of running.
- If your Speed is greater than 0, you can stand up from prone without having to expend movement.
- You can move through spaces occupied by other creatures. When you do, you can force the creature to make an Agility roll. On a failure, the creature takes 1d6 damage. A creature can be affected in this way just once per round.
- You gain the Strider trait if you don’t have it already. Also, you can run up, down, and across vertical surfaces, though you must end your move on a surface on which you can normally stand.