| Level | Base Attack Bonus | Actions Per Turn | Saves | Special | ||
| Reflex | Fortitude | Will | ||||
| 1 | 1 | 2 | 1 | 0 | 1 | Rogue’s Tools, Mount |
| 2 | 1 | 2 | 2 | 0 | 1 | Aerial Sneak Attack |
| 3 | 2 | 2 | 3 | 1 | 1 | Acrobatic, Calculated Move |
| 4 | 2 | 2 | 4 | 1 | 1 | |
| 5 | 3 | 2 | 5 | 2 | 2 | Spring Attack, Charge |
| 6 | 3 | 3 | 6 | 2 | 2 | Stealth Ride |
| 7 | 4 | 3 | 7 | 2 | 2 | |
| 8 | 4 | 3 | 8 | 3 | 3 | Initiative Bonus |
| 9 | 5 | 3 | 9 | 3 | 3 | |
| 10 | 5 | 4 | 10 | 3 | 3 | Prestige Class: Aeronaut or Infiltrator |
| 11 | 6 | 4 | 11 | 4 | 4 | |
| 12 | 6 | 4 | 12 | 4 | 4 | |
| 13 | 7 | 4 | 13 | 4 | 4 | Sprinter |
| 14 | 7 | 4 | 14 | 5 | 5 | |
| 15 | 8 | 5 | 15 | 5 | 5 | |
| 16 | 8 | 5 | 16 | 5 | 5 | |
| 17 | 9 | 5 | 17 | 6 | 6 | |
| 18 | 9 | 5 | 18 | 6 | 6 | |
| 19 | 10 | 5 | 19 | 6 | 6 | Bonus Feat |
| 20 | 10 | 5 | 20 | 7 | 7 | |
Skills: 4 + int mod (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Burgling, Sleight of Hand, Stealth, Investigation, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Performance, and Persuasion
Weapon Proficiencies: Daggers
Important Stats: Dex, Int
Special
Rogue’s Tools: At level 1, Acrobats gain access to Rouge’s tools, a set of interchangeable items. They may only hold Int Mod sets of Tools at a time, however, they may be swapped out and kept at a safe location. The list is as follows:
- Rope and Hook: 100 Feet of Rope with a hook on it.
- Cherry Bombs: Large Firecrackers. Use them to destroy crumbling walls.
- Lock Pick: Gain advantage on burgling checks to open locks.
- Smoke Bombs: Creates smoke in a 10 foot radius. You cant see more than 5 feet in the
- Smoke. Users of the smoke bombs are unaffected by the smoke.
- Rogue’s Capsules: A capsule that free you from any non physical effects. Deals 5
- damage when used.
- Coin Purse: Scatter a purse of fake coins to draw a crowd.
- Scope: Allows for distant scouting. +5 to perception.
- Oil Vial: A throwable vial of oil that makes things slippery and more flammable.
- Sleep Dart: A small dart that makes the target fall asleep (fort check 20).
- Rogue’s Cloak: A cloak that makes you invisible at night past 50 Feet.+5 to disguise.
- Denizen’s Pass: A pass that can get you into most disreputable places.
- Bite Down: A capsule that allows you to become unconscious and undetectable by
- magic for 4 hours. Gain 20 Passive stealth.
- Lesser Bag of Holding: Small purse used to hold loot (1 cubic meter).
- Climbing Claws: Gain +5 on all climbing checks.
- Air Reed: Breathe underwater for up to 10 Minutes.
- Weighted Dice: 2 Weighted dice, loaded to roll 6’s more often.
Mount: Gain a mount. Choose amongst a Riding Dog or a Light Horse.
Warm Blooded Horse
HP: 10 HP
Speed: 50 ft. (10 squares)
Armor Class: 16, touch 14, flat-footed 12
Attack: Kick +2 melee (1d8+1) Space/Reach: 5 ft./5 ft.
Special Qualities: This Creature gains advantage on acrobatics and athletics checks
Saves: Fort +1, Ref +6, Will +0
Riding Dog
HP: 15 HP
Speed: 40 ft. (8 squares)
Armor Class: 14, touch 12, flat-footed 12
Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +2
Mounts roll skill checks with their riders skills. When you level up, mounts add the same amount of hp that you do when you roll your hit die.
Aerial Sneak Attack: Gain sneak attack damage on all enemies who are flat footed or are lower than you. Sneak Attack damage is 1D6+int modifier+level.
Acrobatic: Gain Advantage on Acrobatic Checks.
Calculated Move: Int Mod times per day, during your turn, as a free action, you may declare a calculated move. During your next turn, you may take an extra action.
Spring Attack: You may split your movement action before and after you take your other actions.
Charge: As a full round action, you may move up to double your speed on your mount in a straight line. When you stop, you may make a melee attack action. The attack gets bonus to hit and to damage equal to +1 for every 5 feet you charge.
Stealth Ride: You may stealth checks while mounted as if you were dismounted. Gain +3 to stealth.
Initiative Bonus: Add your int mod as a misc mod to your initiative.
Prestige Class: Constructor or Master Artificer
Choose one:
Constructor: You may have up to 3 constructs at a time.
Each Construct may have different upgrades.
Constructs gain +5 to hit and damage.
Gain +5 Tinkering
Master Artificer: Spells you cast may be cast remotely through your construct.
Gain the ability to cast spells per day based on your level (Int mod + level)
Gain +5 to Arcana
Bonus Feat: Gain a Bonus Feat.