Daredevil
Table of Contents
- Adrenaline Rush [approach]
- Ambitions (Ex)
- Effortless Rush
- Lethal Adrenaline
- Push Through
- Rapid Rush (requires daredevil 6)
- Skillful Surge (requires daredevil 6)
- Tempered Adrenaline (requires daredevil 6)
- Thrilling Rush
- Focusing Celerity
- Whim Changes
- Audacity—Cocky Stamina
- Calamity—Destructive Rush
- Dread—Frightening Vivacity
- Elegance—Contagious Energy
- Genius—Stimulating Rush
- Grandeur—Energetic Charm
- Improvisation—Cathartic Smash
- Impulse—Relentless Titan
- Patience—Calculated Adrenaline
- Showmanship—Excited Grappler
- Alternate Stunt
- Psyche Out
- My Veins Pump Gold
There is an inherent elegance to the bravo; a confidence that cannot be understated. The daredevil however takes this confidence and mashes it unceremoniously with chaos and blind adrenaline alone. These daredevils are far less methodical than a typical bravo, and instead can sweep themselves up in the heat of the moment for their own edge in combat.
Adrenaline Rush [approach]
The daredevil always lives in the moment, and what better moment to live in than the one that may be their last?
At 1st level, the daredevil can adopt the adrenaline rush approach as a swift action. While in an adrenaline rush, the daredevil adds +1d4 to all Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim skill checks, all Strength- and Dexterity-based ability checks, and any associated skill checks from his whim spheres—this is known as his adrenaline die.
An adrenaline rush has three stages: pumped, thrilled, and psyched (although the daredevil must be at least 7th level before he can become psyched). The daredevil gains a +5-foot morale bonus to all speeds and a +1 morale bonus to weapon attack and damage rolls for each stage of adrenaline rush he has attained. The benefits of—and ways of escalating—these stages are as follows:
- Pumped: To become pumped, the daredevil must succeed at a skill check made against a hostile creature (such as an Acrobatics check to avoid an attack of opportunity, or an Intimidate check to demoralize), or avoid an attack using his cunning celerity class feature.
If the result of the daredevil’s adrenaline die rolls the maximum result (a 4 on 1d4), he rolls an additional 1d4 to add to the check, up to a maximum number of additional 1d4s equal to his operative modifier. This only applies to skill checks. - Thrilled: To become thrilled, the daredevil must succeed at a Reflex saving throw originating from a hostile creature, or avoid two attacks using his cunning celerity class feature in the same round.
While thrilled, the daredevil adds his adrenaline die to Reflex saves and temporarily recovers +10% of his dodge pool for each round he remains thrilled, which dissipates when he is no longer thrilled. - Psyched: To become psyched, the daredevil must avoid three attacks using his cunning celerity class feature in the same round, or by being reduced to 10% or lower of his maximum hit points.
While psyched, the daredevil’s adrenaline die becomes a d6, gains evasion (as per the rogue class feature), and temporarily recovers an additional +10% of his dodge pool (which persists as long as he remains thrilled or psyched) each round he remains psyched.
To remain psyched, the daredevil must end each of their turns having successfully avoided an attack using his cunning celerity class feature, or remaining below 25% of their maximum hit point total—otherwise they become thrilled.
These stages must be attained in order—the daredevil cannot become thrilled if he is not already pumped. To escalate an adrenaline rush, the daredevil needs to be in combat or a similarly dangerous situation, generally requiring opponents with a CR of at least half his character level (rounded down, minimum 1/2). If the daredevil goes 1 minute without such a threatening situation, he loses any stages of adrenaline he has attained and becomes fatigued for 1 minute. The daredevil cannot escalate an adrenaline rush while fatigued or exhausted.
This replaces confounding strike and adamant astonishment.
Ambitions (Ex)
At 3rd level, the daredevil gains an ambition from the following list, plus an additional ambition at 6th level and every 4 levels thereafter. Unless otherwise specified, an ambition can only be chosen once.
Effortless Rush
Whenever the daredevil adopts the adrenaline rush approach, it does not count towards his normal limit to the amount of approaches he can adopt at one time.
Lethal Adrenaline
The daredevil adds his adrenaline die to critical confirmation rolls.
Push Through
The daredevil can enter an adrenaline rush while fatigued or exhausted, but doing so makes them exhausted (if already fatigued) or unconscious for 1 minute (if already exhausted) after the adrenaline rush.
Rapid Rush (requires daredevil 6)
Whenever the daredevil begins an adrenaline rush, he can expend his martial focus as part of doing so to start off being pumped.
Skillful Surge (requires daredevil 6)
The daredevil’s adrenaline die becomes 1d6 for skill checks (or 1d8 if he’s psyched).
Tempered Adrenaline (requires daredevil 6)
Whenever the daredevil rolls the minimum result on his adrenaline die, it is instead treated as a 2. If he is psyched, he can choose to reroll the dice on a 1 (but must keep the new result).
Thrilling Rush
Whenever the daredevil begins or escalates an adrenaline rush, he gains a number of temporary hit points equal to 1/2 his bravo level (this stacks with itself). These temporary hit points are replenished whenever the daredevil escalates an adrenaline rush or avoids an attack due to cunning celerity.
This replaces exploit uncertainty.
Focusing Celerity
The bravo loses the outwit uses from this class feature. Instead, whenever the bravo avoids an attack using his cunning celerity ability, he can regain his martial focus as an immediate action.
This alters mercurial celerity.
Whim Changes
At 5th level, the daredevil gains a benefit depending on the whim he possesses:
Audacity—Cocky Stamina
The daredevil gains a +1 dodge bonus to AC for each stage of adrenaline he attains. Additionally, the daredevil can become thrilled by succeeding at a skill check against a hostile creature (such as an Acrobatics check to avoid an attack of opportunity, or an Intimidate check to demoralize).
Calamity—Destructive Rush
The daredevil can become thrilled by successfully breaking an object with a break DC equal to or higher than 15. Additionally, for each stage of adrenaline he has attained, he ignores 2 points of hardness of any object he attempts to sunder.
Dread—Frightening Vivacity
Whenever the daredevil escalates his adrenaline rush, he can attempt to demoralize a single creature as a free action. Additionally, whenever the daredevil avoids an attack using his cunning celerity ability, he can expend his martial focus to demoralize them as a free action (usable outside of his turn once per round).
Elegance—Contagious Energy
The daredevil adds his adrenaline die to Reflex saves while pumped. Additionally, an ally avoiding an attack with the daredevil’s cunning celerity ability counts as if he did for the purposes of his daredevil abilities (including escalating or maintaining an adrenaline rush).
Genius—Stimulating Rush
The daredevil can become thrilled by gaining at least 2 notions in 1 round. While thrilled, the daredevil can add his adrenaline die to Will saving throws. Additionally, the daredevil gains a +1 morale bonus to attack rolls made with an Alchemy sphere formulae for each stage of adrenaline rush he has attained.
Grandeur—Energetic Charm
The daredevil can become thrilled by perceiving a creature fail a saving throw against one of his artworks. Additionally, he can add his adrenaline die to Diplomacy and Bluff checks.
Improvisation—Cathartic Smash
The daredevil can become thrilled by damaging a creature with a trinket he created in the same round. Whenever the daredevil escalates his adrenaline rush, he can either create a trinket or pick up an unattended object within his natural reach as an immediate action.
Impulse—Relentless Titan
While meditating, the adrenaline rush approach does not count towards his normal limit to the amount of approaches he can adopt at one time. Additionally, the daredevil can become thrilled by succeeding a Fortitude saving throw originating from a hostile creature. While thrilled, the daredevil adds his adrenaline die to Fortitude saving throws.
Patience—Calculated Adrenaline
Whenever the daredevil begins or escalates an adrenaline rush, he can reroll a scrutiny die of his choice. If he is thrilled or psyched, the daredevil can attempt to force a creature to replace a d20 roll with a scrutiny die applied to them (as the saw it coming whim ability).
Showmanship—Excited Grappler
The daredevil can become thrilled by successfully initiating or maintaining a grapple on a hostile creature, or completing a finale from an act. Additionally, he gains a +1 morale bonus to CMB and CMD for each stage of adrenaline rush he has attained.
This replaces the whim ability gained at 5th level.
Alternate Stunt
The daredevil gains the following incredible stunt.
Psyche Out
The daredevil can make an incredible stunt either as a swift action while within an adrenaline rush or as part of beginning an adrenaline rush, immediately becoming psyched. For the stunt’s duration, the psyched stage does not need to be maintained.
This replaces the addling assault incredible stunt.
My Veins Pump Gold
At 20th level, for as long as the daredevil is psyched, he confirms any critical hits that he would threaten. Additionally, as long as the daredevil is thrilled or psyched, he no longer has a limit as to the amount of times he can save himself with his skirt death class feature within the same minute.
This replaces outwit mastery.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
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