Acrobat
You 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.
Acrobat Dedication Feat 2
Prerequisites 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.
Source: Pathfinder Player Core 2
Contortionist Feat 4
You can squeeze out of tight situations surprisingly quickly, 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.
Source: Pathfinder Player Core 2
Dodge Away Feat 6
Trigger 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 on this Step instead of 5 feet.
Source: Pathfinder Player Core 2
Graceful Leaper Feat 7
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.
Source: Pathfinder Player Core 2
Show Off Feat 8
Frequency once per minute
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.
Source: Pathfinder Lost Omens Firebrands
Tumbling Strike Feat 8
Requirements 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.
Source: Pathfinder Player Core 2
Mockingbird's Disarm Feat 10
Frequency once per minute
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.
Source: Pathfinder Lost Omens Firebrands
Tumbling Opportunist Feat 10
Frequency once per minute
Requirements 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 (Trip) instead of Athletics for this check.
Source: Pathfinder Player Core 2
Operatic Adventurer Feat 12
Your training has focused you for the opera, and it certainly shows. You become master in Performance, and at 15th level your skill in Performance increases to Legendary. You also become expert in Theater Lore or become master in Theater Lore if you were already expert. When you're on a stage, in an arena, or otherwise at the focus of a crowd there to see you perform, your eagerness to begin grants a +3 circumstance bonus to initiative rolls if you roll Acrobatics, Intimidation, or Performance for initiative.
Source: Pathfinder #204: Stage Fright
Virtuosic Dancer Feat 12
You're so fond of using your Acrobatic feats on the stage that you've begun adding your own flair to these dances on the big stage. When you Perform, if you do a performance that is either related to dance, acting or opera, you gain a +1 circumstance bonus to the roll. If you're legendary in Acrobatics, this increases to a +2 circumstance bonus. You gain the Dancing Dodge reaction.
Source: Pathfinder #204: Stage Fright
Quick Spring Feat 13
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.
Source: Pathfinder Lost Omens Firebrands
Costume Change Feat 14
Enough of your life has been spent performing that you've mastered the art of the quick change—especially when it comes to armor or invested items. You can remove any armor as a 3-action Interact activity. You can don light armor in 2 rounds, or in 1 minute for medium or heavy armor. You gain the Impromptu Investment activity.
Source: Pathfinder #204: Stage Fright
Fit For The Role Feat 14
Not only are you a flamboyant performer, but you've mastered an occult secret that allows you to outfit yourself and your companions with magical visages. You gain the ability to cast Illusory Disguise as a 7th-rank innate occult spell once per day.
Source: Pathfinder #204: Stage Fright
Tempo Shift Feat 16
Trigger You Delay.
Frequency once per hour
You are always ready to embrace to a change in tempo and adapt your actions to take advantage of unforeseen developments. When you return to the initiative order after you Delay, you do so in an unpredictable way. All enemies are Off Guard to you until the start of your next turn, and you become Quickened for the current round but can only use the extra action to Stride or Strike.
Source: Pathfinder #204: Stage Fright
Fight Choreography Feat 18
You've spent enough time training in stage fighting and teaching a wide range of stunts that you can prepare your companions with directions on how to avoid peril in battle. You can Aid an ally's Acrobatics or Athletics check with a Theater Lore check. You gain the Swift Choreography reaction.
Source: Pathfinder #204: Stage Fright
More Real Than Real Feat 20
Your performances aren't just well-known, they're famous across the land and beyond. Your ability to make people believe the stories you perform has taken on supernatural power. You gain the ability to cast Fabricated Truth once per day as an occult innate spell.
Source: Pathfinder #204: Stage Fright
Acrobat Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Acrobat Dedication | 2 | Common | |
| Contortionist | 4 | Common | |
| Dodge Away | 6 | Common | |
| Graceful Leaper | 7 | Common | |
| Show-Off | 8 | Uncommon | |
| Tumbling Strike | 8 | Common | |
| Mockingbird's Disarm | 10 | Uncommon | |
| Tumbling Opportunist | 10 | Common | |
| Virtuosic Dancer | 12 | Uncommon | |
| Quick Spring | 13 | Uncommon |