Thief-Acrobat 14/Bard 5/Scarlet Corsair 3 XP 235467
STR 13 13/3
8d6 Sneak Attack
FORT: +7 REF: +13 WILL: +6
WEAPONS and EQUIPMENT
Rapier and Main Gauche +3 (crit 16-20 x2) cursed to my hand forever
Black Dragon Armor +6 AC (no dex penalty, resist acid)
Bag of Boars
Silent Elf Shoes +20 Move Silently
Cloak of Arachnida
Curvy Nasty-Looking Daggers (qty 12) dam 1d4
Leather Armor +2 AC
Light Crossbow dam 1d8 (crit 19-20 x2)
Panflute of Annoyance
3 changes of clothes in different styles
digi-blue camo life vest +5 to swim
Magical Hat of Disguise
|Slight of Hand||20|
Cure Light Wounds
Summon Monster I
Summon Monster II
Acrobatic Flair (Ex): A Thief Acrobat may move her full movement while using the Tumble or Balance skill without suffering a penalty or increasing the DC of her check.
Pole Jump (Ex): If holding a pole, spear, staff, long staff, or other pole-like object in both hands, a Thief Acrobat can add twice her reach to her final distance moved during a Jump check, and in this instance her jump distances are not limited by her height.
Sneak Attack (Ex): At 2nd level, a Thief Acrobat gains the sneak attack ability as a Rogue. Her sneak attacks inflict an extra d6 of damage at 2nd level. This damage increases by 1d6 at levels 5, 7, 9, 11, 13, 15, 17, and 19.
Evasion (Ex): If a 2nd level Thief Acrobat succeeds in a Reflex Save to halve damage, she suffers no damage instead.
Sure Climb (Ex): At 3rd level, a Thief Acrobat gains a climb speed equal to half her land speed.
Kip Up (Ex): At 3rd level, a Thief Acrobat may stand up from prone as a free action that does not provoke an attack of opportunity.
Detect Magic (Sp): At 4th level, a Thief Acrobat may use detect magic at-will as a spell-like ability. A Thief Acrobat may use her Appraise Skill in place of her Spellcraft in order to glean additional information from her detect magic.
Grapple Line: At 4th level, a Thief Acrobat becomes a master of using grapples and grappling lines. By firing a missile weapon designed as a grappling weapon at an unoccupied square and doing at least 1 point of damage to an object filling that square (wall, ceiling, statue, etc) or a securely affixed object (ceiling post, small statue affixed to floor, etc), a Thief Acrobat can run a rope from his current potion to that location as a full round action. He may then use this rope to make Balance or Climb checks as normal.
Weapons designed as grappling weapons have a simple pulley and loop attached at the end and are balanced for this modification, and have at least a 50’ length of strong thread running through it and connected to a rope so that it can be pulled through swiftly. They cost an additional +1 GP each (ammunition costs as much as normal weapons), and suffer a 5 ft reduction in range increment. Many grappling weapons are made out of adamantine in order to better penetrate hard materials like stone.
Rapid Stealth (Ex): At level 5, the Thief Acrobat does not suffer the -10 penalty to Move Silently or Hide for moving at her full normal speed. She still suffers the normal -20 penalties to hide and move silently for running or fighting if she performs those actions.
Mercurial Charge (Ex): At level 6, a Thief Acrobat need not move in a straight line to charge, nor must she charge the closest available space. She still may not move back on herself during a charge, and her charge move still ends as soon as she threatens her target.
Unsettling Choreography (Ex): A Thief Acrobat of 7th level is adept at making other creatures fall down, and may use her Dexterity Modifier in place of her Strength modifier when making a trip or bull rush attempt.
Improved Evasion (Ex): When a Thief Acrobat of 8th level fails a Reflex Save to halve damage, she takes half damage anyway.
Athletic Cascade (Ex): At 9th level, if a Thief Acrobat moves before making an attack, for the purposes of flanking she may count any square she has moved through as threatening an opponent, in addition to the space she is actually attacking from. In this manner, she may even flank with herself.
Skill Mastery (Ex): At 10th level, a Thief Acrobat is able to take 10 on any Appraise, Balance, Disable Device, Jump, Hide, Move Silently, and Tumble checks even in stressful or dangerous situations.
Aggressive Stealth (Ex): A Thief Acrobat of 11th level does not suffer the -20 penalty to Hide or Move Silently checks for running or fighting.
Dedicated Evasion (Ex): At 12th level, a Thief Acrobat gains the ability to evade with almost supernatural skill. As a standard action, she can add her Thief Acrobat level as a Dodge bonus to her Reflex Saves and AC for one round.
Power Slide (Ex): If a 13th level Thief Acrobat takes damage from an attack, she may allow herself to be flung backwards, thereby lessening the impact. She may make a Balance check with a DC equal to the damage inflicted and if she succeeds, she suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. She is moved away from the source of damage by 5’ for every 5 points of damage (or part there of) negated in this way. If there is not enough space for her to move, she suffers a d6 of damage for each square not moved. If she passes through an occupied square, the Thief Acrobat would have to make a tumble check to avoid attacks of opportunity.
Shadow Tumble (Su): At 14th level, a Thief Acrobat has learned to tumble through the Plane of Shadow. She may make a tumble check with a DC equal to 10 plus five for every square she wishes to pass through another plane of existence. Intervening terrain, even walls of force have no effect on movement through the plane of shadow. The Thief Acrobat’s total distance moved does not increase, no matter how much of it may be taken through the plane of shadow.
Corsair’s Feint (Ex): As a scarlet corsair, you are a
master of dirty fighting and trickery. You can make a
feint as a free action rather than as a move action (see the
Improved Feint feat, page 95 of the Player’s Handbook). But
once you’ve surprised your enemies with such a feint, it
takes time before you’re able to fool them again. At 3rd
level, you must wait 2d4 rounds before using corsair’s
feint again. Waiting requires no specific actions on your
part; you can fight normally during this time. Beginning
at 7th level your reflexes improve and the time between
corsair’s feints drops to only 1d4 rounds.
Mobility (+4 AC),
Weapon Panache (Rapier) use CHA instead of STR on attack,
Improved Critical (Rapier) double crit range,
Improved Feint (feint as move action),
Chink in the Armor (AC/2 after a standard action),
The McPardee Clan has a long been a family of fools. The family trade is the circus, and Shifty grew up in an environment of showmanship, trickery and bardic magic. He spent his younger years as a tumbler and a juggler, and he learned to pick the pockets of crowds at the age of 6.