Rise of the Rebellion
You learn one or more Acrobatic Maneuvers (see below).
Prerequisites: Trained in the Acrobatics skill.
Benefit: You add to your Acrobatic Maneuver suite a number of Acrobatic Maneuvers equal to 1 + your Constitution modifier (minimum 1). You can add the same maneuver more than once.
Special: You can take this feat more than once. Each time you do, add a number of Acrobatic Maneuvers equal to 1 + your Constitution modifier (minimum 1).
If your Constitution modifier permanently increases, you immediately gain a number of Acrobatic Maneuvers equal to the number of Acrobatic Training feats you have taken.
Acrobatic Training grants your character a number of acrobatic maneuvers equal to his Constitution Modifier + 1. While your character may be an incredible acrobat, his endurance determines how many maneuvers he can perform in an encounter. Once an acrobatic maneuver is used, it remains unavailable for the duration of the encounter until the character has about a minute to rest and relax his muscles. Your character can spend a force point as a reaction to return a single acrobatic maneuver to his active suite.
Using your acrobatic ability to build up momentum just before the critical strike, your character unleashes a devastating melee or thrown attack. Time: swift action. Target: One target within range.
Make an Acrobatics check. This maneuver enhances the next melee or thrown attack your character makes within the same round. The check result determines the effect, if any:
DC 15: You gain a +1 force bonus on your attack roll and deal an additional 1d6 points of damage if the attack hits. This damage is not multiplied if the attack is a critical hit.
DC 20: As DC 15, but you deal an additional 2d6 points of damage.
DC 25: As DC 15, but you deal an additional 3d6 points of damage.
Special: Your character can spend a force point to deal an additional 2d6 points of damage.
Through an impressive display of agility, your character moves so swiftly that he seems to scamper up and along walls with incredible ease. Time: move action. Target: You
Make an Acrobatics check. The result of the check determines the benefit, if any:
DC 15: Your character moves up to half his base speed along any solid surface that is strong enough to support his weight. He can run along walls where there is no floor or even up a wall using nothing but the friction of his feet along the surface. If your character does not end his movement on a horizontal surface, he immediately falls.
DC 20: As DC 15, but your character can move at his full base speed
DC 25: As DC 15, but your character can move 2 additional squares.
DC 30: As DC 15, but your character can move 4 additional squares.
Special If your character sacrifices his standard action to run at the surface he attempts to use this maneuver on, he may make a jump check and cover the resulting distance in the direction of his choosing.
By moving into a dazzling display of Acrobatics, your character can mesmerize the audience with an impressive display of acrobatics. Time: Full round action. Target: All creatures within 12 squares and line of sight that can perceive you.
Make an Acrobatics check. Compare the result to all targets individually. If your check overcomes their Will Defense, the target cannot take any actions on their next turn. This is a mind-affecting effect.
Faced with a hail of blaster file, your character dodges nimbly between the bolts and avoids a painful fate. This maneuver can be used in response to an attack. Time: Reaction. Target: You
Make an Acrobatics check. The difficulty of the check is equal to the attack roll of the attack. If successful, you completely avoid the attack through an impressive display of acrobatics. This maneuver can be used against area of affect attacks, such as a blaster set on autofire. If the check succeeds and the attack failed to overcome your Reflex Defense, you take no damage. If the check succeeds and the attack equals or exceeds your Reflex Defense, you take half damage.
Your character’s acrobatic prowess allows him to fool his enemies into believing an attack is coming from another angle and allows you to catch them off guard. Time: swift action. Target: One target within 6 squares and line of sight that can perceive you.
Make an Acrobatics check. If your Acrobatics check overcomes your target’s Reflex Defense, the target is considered flat footed against your next attack provided it is made within the same round.
Grabbing hold of a single opponent or object, you can hurl them with concussive force. Your character must be strong enough to lift the target of this maneuver. Time: standard action. Target: one person or object within reach.
Make an Acrobatics check. If the result is equal to or greater than your opponents Reflex Defense, you send your opponent flying. If you throw the target into another object or target, you must also overcome their Reflex Defense. Failing to hit another target, due to either lack of distance or failure to overcome their Reflex Defense, still results in the original target taking damage. The result of your check determines how much damage and how far you can hurl your opponent:
DC 15: The target is hurled 2 squares and takes 2d6 points of damage.
DC 20: The target is hurled 4 squares and takes 4d6 points of damage.
DC 25: The target is hurled 6 squares and takes 6d6 points of damage.
DC 30: The target is hurled 8 squares and takes 8d6 points of damage.
Spinning in a whirl of acrobatic maneuvers, your character can generate enough momentum to deliver a devastating blow that disorients your foe if it connects. Time: Swift action. Targets: One adjacent creature.
Make an Acrobatics Check. Your character can declare the use of this maneuver before making a single melee attack. If your character makes the melee attack in the same round and successfully hits his target, compare the result of your Acrobatics check against the target’s Damage Threshold. If the check result equals or exceeds the target’s Damage Threshold, the target moves -1 step along the condition track (see Conditions Saga – Core p.148). For every 5 points by which you exceed the target’s Damage Threshold, the target moves an additional -1 step down the condition track.
Special: When you use this maneuver, you may spend a force point to move your target an additional -1 step down the condition track.
While anyone can defuse a bomb or other hazardous trap with enough time and training, your character can bounce through such obstacles and trigger them while avoiding harm with nothing but speed and grace. Time: swift action. Targets: None.
Make an Acrobatics check. Compare the result of your Acrobatics check with the Mechanics DC to disable the hazard you’re passing through. If your Acrobatics check equals or exceeds the difficulty, the hazard is triggered and you suffer no damage. In order to use this maneuver, your character must be able to pass into and out of the area of effect of the hazard in one round.
Spinning and leaping through the air, your character makes himself impossible to hit and seems to leap through blaster bolts and past clumsy swings. Time: Swift action. Target: You.
Make an Acrobatics check. Until the beginning of your next turn, your Acrobatics check replaces your Reflex Defense.
Your character’s intense acrobatic training allows him to perform feats of physical prowess that rival even the most advanced force users. Time: Free action. Target: You.
Make an Acrobatics check. The result determines the effect, if any:
DC 10: Your character gains a +5 force bonus on Jump checks. All leaps taken when activating this maneuver are considered to have a running start.
DC 15: As DC 10 except: +10 force bonus on Jump checks.
DC 20: As DC 10 except: +15 force bonus on Jump checks.
Your character can use his considerable acrobatic prowess to dodge out of the way of oncoming attacks. Time: swift action. Targets: You.
Make an Acrobatics Check. Your character must move at least one square in the same round this maneuver is used. The result of the check determines the bonus, if any:
DC 20: You gain a +1 force bonus to your Reflex defense until the beginning of your next turn.
DC 25: As DC 20, but the bonus increases to +2
DC 30: As DC 20, but the bonus increases to +5