Better Acrobatics-Based Feats for Pathfinder 1st edition (Part Two) (Patreon)
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Here are more 'Better Acrobatics-Based Feats' for Pathfinder 1e. It builds off the article 'Better Acrobatics-Based Feats for Pathfinder 1st edition (Part One).'
As always, paying Patrons can find an up-to-date compilation of the 'Better Skill Feat' articles, and all the feats therefrom, here.
Here are my design notes for the feats in this article.
Canny Acrobatics: Acrobatic Spellcaster is an okay feat... for a 0-9th-level-spells spellcaster that is already heavily invested in and good at Acrobatics, and casts spells in melee combat a lot. And that is a tiny minority of spellcasters. By combining this with other move=through-threatened-space options, the entire set of tactical options becomes actually useful for the much broader set of Acrobatic-themed characters who happen to have some spellcasting options. Similarly, Underfoot is actually not bad for anyone who wants to do the iconic maneuver of dodging through combat... so, why is it locked behind a size restriction? This compilation and redesign opens it up, lets you grab it earlier, still gives Small characters a special edge of they invest more, and lets any character edge up the benefit if they take a s[pecific set of supporting options.
Cartwheeling Combat: One of the riskiest options a character can attempt is to make an Acrobatics check to pass through a foe's space without provoking an attack of opportunity. Not only is it difficult (DC = 5 + foe's CMD moving at half speed, +10 if you want to move at full speed), and often harder but if you fail you provoke an Attack of Opportunity and lose the rest of your move while adjacent to the creature you were trying to move past.
Cut Your Losses: This is SO close to being worth it on its own, but less for the ability to pick up something as you flee than for the +2 Strength worth of carrying capacity. But the people who need that the most, low-Strength characters, can't qualify for it. So, I boosted its anti-attack-of-opportunity benefits, and allowed low-Strength characters to take Athletic to grab this if they really want it. Yes, that's expensive if you are a low=-Strength character, but an 8 Strength halfling sorcerer can use the help with Climb and Swim checks anyway, and may be happy to burn 2 feats for that AND a boost to carrying capacity.
(A ninja shows off his Acrobatics tricks. Art by иколай Акатов)
Canny Acrobatics (Combat)You have learned to use nimble flips, rolls, and spins to augment your options in combat.Prerequisites: Acrobatics feat or Dex 13Benefit: You receive a +4 bonus on Acrobatics checks to move past opponents (or move through an enemy’s space) without provoking attacks of opportunity. When you succeed at an Acrobatics check to move through a threatened square or an enemy's space without provoking attacks of opportunity, you may gain one or more additional bonuses or options if you meet the additional prerequisites listed in parenthesis below.
(Combat Casting) For the remained of your turn, creatures denied attacks of opportunity by your Acrobatics check also cannot make attacks of opportunity against you when you cast a spell.
(Dodge, Mobility, size Small or smaller) You gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent’s threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).
(Dodge, Mobility, Acrobatics 5 ranks) You gain a +2 circumstance bonus on your next melee attack roll against the target you moved through the space of, and that opponent is denied its Dexterity bonus to AC against the next attack you make against it before the start of your next turn.
(Dodge, Mobility, Acrobatics 7 ranks; grit or pastiche pool)(Grit, panache) If you make a successful attack against the foe you moved through the space or threatened area of, you can expend 1 grit or panache to deny that foe its Dexterity bonus to its armor class against all attacks until the end of your next turn.
Special: This feat replaces the feats Acrobatic Spellcaster, Canny Tumble, Confounding Tumble Deed, and Underfoot, and counts in place of any of those feats for purposes of meeting prerequisites.
Cartwheeling Combat (Combat)You are skilled at maneuvers up and over a foe, or tucking and rolling between their legs.Prerequisites: Acrobatic, Acrobatics 5 ranksBenefit: You gain a +2 bonus to Acrobatics checks made to move through an opponent's space. If the opponent is larger than you, this bonus increases to +4. If you do this at the base DC (5 + foe's CMD) and thus must move at half speed, add 10 to your speed before halving it for this calculation.
If you successfully use Acrobatics to tumble through an opponent’s space without provoking an attack of opportunity, you may gain one or more additional bonuses or options if you meet the additional prerequisites listed in parenthesis. (The fourth options can only be performed if you charge an opponent, as described in the options.)
(Dodge) Gain a +2 circumstance bonus on attack rolls and +4 on trip CMB checks against the opponent, until the start of your next turn.
(Improved Trip, Acrobatics 7 ranks) As a swift action you can attempt a trip combat maneuver check against the opponent. Even if you fail this check by 10 or more, you do not fall prone.
(Dodge, Improved Feint, Mobility, size Small or smaller) As a swift action you can make a Bluff check against that opponent to feint in combat.
(Dex 15, Acrobatics 10 ranks or acrobatic charge class feature) When you charge an opponent, rather than attack when you reach them you can attempt to move through their space as normal with Acrobatics. If you fail, you provoke an attack of opportunity for the opponent and fall prone before moving through the foe's space. If successful you move to the far side of the opponent into a space that would have flanked with the square where your charge would normally end. You then make the melee attack for your charge, and the foe is considered flanked against that attack. Either way, you take a -2 penalty to your AC until the beginning of your next turn (in addition to the normal -2 for charging, for a total of a -4 penalty).
Special: This feat replaces the feats Disorienting Maneuver, Mobile Acrobat, Passing Trick, Sliding Dash, and Tumbling Upset, and counts in place of any of those feats for purposes of meeting prerequisites.
Cut Your LossesWhen you have to cut and run, you are able to summon a surge of adrenaline when you grab what is most dear to you and run.Prerequisites: Str 13 or Athletic; Acrobatics 1 rank.Benefit: Whenever you withdraw as a full-round action and have at least one free hand, you can pick up one unattended object or unconscious ally of your size or smaller at any point during your movement without provoking attacks of opportunity as part of the withdraw action. Although only your first space of movement does not provoke attacks of opportunity, your gain a +2 bonus to AC against attacks of opportunity provoked from any additional movement performed on your turn still. This stacks with the AC bonus from Mobility, if you have it.
In addition, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.