Dungeon Realm: Classes

by unspeakable on Jun.08, 2010, under Dungeon Realm

Acrobat

Races: Human, Elf, Gnome, Gremlin, and Raptorkin

Type: Rogue/Fighter, Utility ATT: M DEF: H HP: d6 MP: d4 EP: d12

(W) L (A) L (M) None

Skills: Med: Sleuth, Sport, some Survival some Social

Special: Super Acrobatics, Juggling, Combat Evasion, Multiweapon Fighting

Basic Info: The Acrobat is a combination fighter/rogue/monk.  They perform best with a limitted amount of equipment, being capable of either insane physical feats or JohnWu action movie bullshit in melee.  Their signature move is Juggling ranged weapons launched at them back at their attackers.  Whereas typical Thief rogues spread out their Skills and focus on larceny and double-dealing, the Acrobat rogues are all about martial arts and pushing their racial limitations to the edge for crazy physical stunts.  They exclusively use EP, and MP only exists to not run out.  The best thing about Acrobats is that they run and scurry over most terrain, and can fill in for both rogues in a physical puzzle or fighters in a group fight (even without weapons, thanks to martial arts).  The worst thing about Acrobats is that they’re hardly cerebral, often find themselves useless in social settings, and have a very restricted list of which magic weapons they give a damn about.  Either way, if you’re in the Dungeon or need someone quick on their toes, Acrobat is your lady.  Being in peak physical condition, they also have the best EP to go around.

Character Building: AG is an absolute must, followed by your choice of FT, ST, or DX.  The CN score only matters if you want to take things into the ranged-combat field.  Your EP will be high, so don’t be afraid to take EP Talents or use plenty of physical abilities.  This will be your infiltration class if you have no other rogues, and while they’re not so good with traps (they won’t find or disarm them, but they’ll dodge them), they’re extremely athletic and can be as unseen as a fly.  Best combat is Spears or Thrown.

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