Daredevil

Ever seeking new thrills and excitement, you fling yourself headfirst into dangerous and difficult scenarios in an attempt to feel a true rush of adrenaline. Taking risks is of high priority for you and so you incorporate it into nearly every decision you make.

At 2nd level, you can select to take this archetype in place of your bonus feat. This archetype grants the following.

**Adrenaline Rush (Ex):**

At 2nd level, the Daredevil learns to survive and thrive on adrenaline. Once per day as a free action, the Daredevil can gain a +4 bonus to two of the following: Strength, Dexterity, or Constitution, for a number of rounds equal to their unmodified constitution modifier. The score this bonus goes to can be altered every time this is used. After the bonus ends, the Daredevil is fatigued for 1d4+1 rounds following.

At 4th level this can be used on another creature’s turn. When activating Adrenaline rush the Daredevil can move up to 5 feet in any direction as part of it’s activation.

At 6th level the ability score bonus becomes +6 instead. In addition the Daredevil gains a +1 dodge bonus to armor class.

At 12th level if the Daredevil is being asked to make a Strength, Dexterity, or constitution check, and it fails, but it’s adrenaline rush would allow them to succeed, it can activate the ability to instead succeed the check. This can be done even if the adrenaline rush is already active, doubling the bonus for that check, however it adds 3 rounds to the fatigue the creature suffers when it ends.

At 14th level the Daredevil gains the bonus to all three ability scores when using Adrenaline rush, however the fatigue is 2d4+2 rounds.

This adrenaline rush ability has 1 use per day, however uses of this ability can come back from certain effects such as the following.

·        When the Daredevil fails a saving throw

·        When the Daredevil succeeds a saving throw by less than 5

·        When the Daredevil survives a critical blow

·        When the Daredevil succeeds on a massive damage saving throw

·        When the Daredevil successfully lands an acrobatics roll to mitigate falling damage

·        When an attack misses the Daredevil by 5 or less.

·        When the Daredevil succeeds in a physical skill check by 5 or less.

**Fearless (Ex):**

At 2nd level, the Daredevil gains a +4 circumstance bonus on will saving throws vs. fear effects, and adds ½ of its level again to the DC required to intimidate it. When affected by a fear effect, the Daredevil gains a +10 bonus to its movement speed. If the daredevil succeeds against a fear effect, it gains a +2 circumstance bonus on all physical skill checks for an amount of time equal to however long the fear effect was supposed to last.

At 6th level when the Daredevil successfully resists a fear effect or intimidation effect, the Daredevil gains Damage reduction 1/Armor for the duration the fear effect should have lasted. This increases by 1/Armor at levels 9, 12, and 15.

At 10th level when the Daredevil suffers from fear effect, it gains fast healing 1 for the duration of the fear effect. At 14th and 18th level the fast healing increases by +1.

**Nip-Up (Ex):**

At 4th level, the Daredevil gains the Ukemi feat as a bonus feat. When using Ukemi the Daredevil can move 5 feet in any direction. In addition to the feat, it gains a +2 bonus to fortitude saving throws vs. Poison, disease, and dangerous ingested materials.

**Defy Fate (Ex):**

At 6th level, the Daredevil can defy fate in situations where they should normally be killed, hurt, or otherwise. A number of times per day equal to the Daredevil’s Constitution modifier, they can re-roll a d20 roll after seeing the result of a d20 roll and take the highest result. This does not have to be the Daredevil’s d20 roll, but must be a d20 roll that is affecting them directly. So for instance a Daredevil can use it to re-roll an attack roll made against them, but couldn’t let an ally re-roll a saving throw.

**Delay Damage (Ex):**

Once per day, a Daredevil of 8th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level. The Daredevil can expend it’s Adrenaline rush to double the duration of this ability. The Daredevil can use this a 2nd time in a day at 18th level.

**Damage Threshold (Ex):**

A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat. This increases by another +3 at 16th level, and at 20th level a Daredevil does not automatically fail a save for its damage threshold when it rolls a natural 1.

**Master of my own Fate (Ex):**

At 20th level the Daredevil can expend their Adrenaline and take 20 on any 1 d20 roll. This ability can be used once per day, even if they gain their adrenaline back.