PoS:Aerialist (3.5e Prestige Class)

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Entry Requirements
Feats: Ambidexterity, Skill Focus (Tumble).
Skills: Escape Artist: 8 ranks. Jump: 8 ranks. Perform: 8 ranks. Tumble: 8 ranks.

Table: Aerialist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Untouchable, sneak attack +1d6
2nd +2 +0 +3 +0 Perfect balance
3rd +3 +1 +3 +1 Sneak attack +2d6, uncanny dodge (Dex bonus to AC)
4th +4 +1 +4 +1 Evasion
5th +5 +1 +4 +1 Sneak attack +3d6
6th +6 +2 +5 +2 Uncanny dodge (can't be flanked)
7th +7 +2 +5 +2 Sneak attack +4d6
8th +8 +2 +6 +2 Blink of an eye
9th +9 +3 +6 +3 Sneak attack +5d6
10th +10 +3 +7 +3 Defensive roll

Class Skills (8 + Int modifier per level)
Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Read Lips (Int), Sense Motive (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Aerialists are proficient with all simple weapons. In addition, aerialists can choose proficiency with one exotic weapon of choice, to reflect their unorthodox vocation and the opportunities it brings. Aerialists are also proficient with the longbow (normal and composite), rapier, sap, scimitar, short sword, and shortbow (normaland composite). Aerialists are acrobats and tumblers first, fighters second. As a result, they are not proficient with any type of armor or shield. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment, or loot carried.

Untouchable (Ex): Aerialists gain a dodge bonus to their Armor Class equal to one half their aerialist class level (round down).

Sneak Attack: Any time the aerialist’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when the aerialist flanks the target, the character’s attack inflicts extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the aerialist score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as a sneak attack if the target is within 30 feet. The aerialist can’t strike with deadly accuracy from beyond that range.

With a sap or unarmed strike, the aerialist can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty, because he must make optimal use of his weapons in order to execute the sneak attack.

An aerialist can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.

If an aerialist gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Perfect Balance (Ex): An aerialist with Perfect Balance cannot be knocked prone.

Uncanny Dodge (Ex): Starting at 3rd level, the aerialist may react to danger before her senses would normally allow her to do so. At 3rd level and above, aerialists retain their Dexterity bonuses to AC (if any) if caught flat-footed or struck by an invisible attacker.

At 6th level, the aerialist can no longer be flanked. This also prevents the aerialist from being the victim of a sneak attack by a rogue. A rogue at least four levels higher than the character, however, can still flank her (and thus use his sneak attack against her).

Evasion (Ex): If exposed to any effect that would normally allow a character to attempt a Reflex saving throw for half damage, the aerialist takes no damage on a successful saving throw. If the aerialist already has the evasion ability from another class, the character gains improved evasion instead. This ability works just like evasion, except that while the aerialist still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, she now takes only half damage on a failed save.

Blink of an Eye (Ex): At 8th level, the aerialist gains the ability to take an extra partial action in a single round. This extra action does not stack with other abilities or spell effects that grant an extra partial action, such as haste. The aerialist can use this ability a number of times each day equal to his class level.

Defensive Roll (Ex): Once per day, when an aerialist would be reduced to 0 hit points or less by damage in combat (or from a weapon or other blow, not a spell or special ability), the aerialist can attempt to roll with the damage. On a successful Reflex saving throw (DC = damage dealt), she takes only half damage. The aerialist must be aware of the attack and able to react—if the aerialist’s Dexterity bonus to AC is denied, the maneuver cannot be used. The evasion ability does not apply to the defensive roll.

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