adriankas
2006-07-31, 09:49 AM
With the popularity of urban freerunning acrobatics (aka "Parkour") on the rise with films like District B13 or Yamakasi, I wanted to try and integrate some of the moves of Parkour and Freerunning into D&D. I wanted to create a new prestige class, until I realized that it was too similar to the already existing Thief-Acrobat. So I decided to expand upon that.
Take the class skills, BAB and Saves progression from:
http://www.wizards.com/default.asp?x=dnd/iw/20041210b&page=3
and then add these additional five levels onto that, with these new special abilities:
Level 6: agile fighting +3/+4, falling roll, crossdive, slow fall 40 ft.
Level 7: vertical wall run, cat vault, defensive roll 3/day
Level 8: agile fighting +4/+5, slow fall 50 ft., horizontal wall run
Level 9: defensive roll 4/day, wall kick
Level 10: agile fighting +5/+6, slow fall 60 ft., windmill
Falling Roll (Ex): As long as there is room in the Thief-acrobat’s landing spot to tumble, they may negate some of the damage from falling, even when there is no wall in reach. The Thief-acrobat must concentrate on his landing as much as possible in the precious amount of time afforded him during his fall, and so may not use this ability in conjunction with slow fall. If there is 10 feet of room in their landing area for the Thief-Acrobat to roll into, they may negate a number of feet in their fall equivalent to half of the height they can slow fall.
Crossdive (Ex): The Thief-acrobat can dive through any opening larger than one fifth of their height in diameter while moving through at his running speed.
Vertical Wall Run (Ex): The Thief-acrobat can run up any vertical surface, provided it has enough friction, and ascend up to three times the height of his vertical jump.
Cat Vault (Ex): The Thief-acrobat can negotiate over any obstacle that is up to half his height while at his running speed.
Horizontal Wall Run (Ex): The Thief-acrobat can run along any vertical surface, provided it has enough friction, and clear up to three times the distance of his horizontal jump.
Wall Kick (Ex): The Thief-acrobat can kick off from a wall while performing a wall jump. The Thief-acrobat can make a jump of his normal distance and height at a direction perpendicular to the wall which he is running on.
Windmill (Ex): As a full attack action, the thief-acrobat may make an unarmed trip attack against all enemies adjacent to him.
comments welcome
Take the class skills, BAB and Saves progression from:
http://www.wizards.com/default.asp?x=dnd/iw/20041210b&page=3
and then add these additional five levels onto that, with these new special abilities:
Level 6: agile fighting +3/+4, falling roll, crossdive, slow fall 40 ft.
Level 7: vertical wall run, cat vault, defensive roll 3/day
Level 8: agile fighting +4/+5, slow fall 50 ft., horizontal wall run
Level 9: defensive roll 4/day, wall kick
Level 10: agile fighting +5/+6, slow fall 60 ft., windmill
Falling Roll (Ex): As long as there is room in the Thief-acrobat’s landing spot to tumble, they may negate some of the damage from falling, even when there is no wall in reach. The Thief-acrobat must concentrate on his landing as much as possible in the precious amount of time afforded him during his fall, and so may not use this ability in conjunction with slow fall. If there is 10 feet of room in their landing area for the Thief-Acrobat to roll into, they may negate a number of feet in their fall equivalent to half of the height they can slow fall.
Crossdive (Ex): The Thief-acrobat can dive through any opening larger than one fifth of their height in diameter while moving through at his running speed.
Vertical Wall Run (Ex): The Thief-acrobat can run up any vertical surface, provided it has enough friction, and ascend up to three times the height of his vertical jump.
Cat Vault (Ex): The Thief-acrobat can negotiate over any obstacle that is up to half his height while at his running speed.
Horizontal Wall Run (Ex): The Thief-acrobat can run along any vertical surface, provided it has enough friction, and clear up to three times the distance of his horizontal jump.
Wall Kick (Ex): The Thief-acrobat can kick off from a wall while performing a wall jump. The Thief-acrobat can make a jump of his normal distance and height at a direction perpendicular to the wall which he is running on.
Windmill (Ex): As a full attack action, the thief-acrobat may make an unarmed trip attack against all enemies adjacent to him.
comments welcome