Adrenaline
Audacious Combatant
Daring Stunt (◆)
Daring Reversal (◆)
Daredevil's Endurance
Flying Hurdle Stunt (◆)
Goring Charge (◆◆)
Head Smash (◆)
Pressing Pummel (◆◆)
Propelling Strides
Scrambling Retreat (↺)
Stretching Reach (◆)
Stunt Damage
Stunt Flexibility
Adrenaline
As you slip past the deadly blades of your opponents and perform stunts that put life and limb on the line, the thrill of danger washes through your veins. This heightened state is called adrenaline. You gain adrenaline by performing actions that have the risky trait. The GM might determine that a particularly dangerous action, such as leaping a deep chasm or sprinting across hazardous terrain, gains the risky trait. Such stunts typically involve at least one action and either automatically deal damage to you or risk dealing damage as the result of a failed skill check or saving throw. You gain adrenaline at the start of the risky action (before you move or attempt any rolls). The adrenaline lasts until the beginning of your next turn, so you must constantly perform risky actions to keep your adrenaline flowing. Normally, you gain and keep adrenaline only in combat encounters, and when an encounter ends, you lose adrenaline. To help you gain adrenaline, you gain the Daring Stunt action. Other daredevil actions, such as certain class feats, require you to have adrenaline.
Audacious Combatant
Your adrenaline fuels you to attack again and again. Whenever you have adrenaline and make an attack as part of an action with the press trait, your multiple attack penalty is –4 (–3 with an agile attack) on your second attack of the turn instead of –5, and –8 (–6 with an agile attack) on your third or subsequent attack of the turn instead of –10.
Daring Stunt (◆)
[risky]
Frequency: once per round
You hurl yourself into the fray and try to maneuver a foe. You Stride or Leap. You can use Daring Stunt while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. You must move at least 10 feet and end your movement adjacent to at least one enemy. At the end of your movement, you can attempt to Grapple, Reposition, Shove, or Trip one enemy within your reach. You must meet all the requirements of that action.
Daring Reversal (◆)
[flourish, press]
Requirements: You have adrenaline and are flanked by at least two enemies.
You follow up an attack with a punishing shove to give yourself some space. Make a melee Strike against one of the flanking enemies that is within your reach and then attempt an Athletics check to Shove that enemy. You don’t need a hand free to attempt this Shove. This check has the same multiple attack penalty as the initial attack and doesn’t count toward your multiple attack penalty. The other enemy flanking you is then off-guard to you until the end of your next turn.
Daredevil's Endurance
You’re used to taking punishment and recovering from the aftermath. You gain the Diehard general feat, when you receive healing from Treat Wounds or Battle Medicine, you gain a circumstance bonus to the healing equal to your level.
Flying Hurdle Stunt (◆)
[attack, press, risky]
Requirements: The target can’t be more than one size larger than you.
You forcefully grab an opponent and flip yourself over its head. Attempt an Athletics check against the Reflex DC of a creature within your reach.
Critical Success: You enter the target’s space, and the target is moved up to 10 feet into the space you just left. Your movement doesn’t trigger reactions, though if there isn’t
enough room for the target to fit in the area you just vacated, the action fails. You gain a +1 circumstance bonus to melee Strikes against the target until the beginning of
your next turn.
Success: As critical success, but you don’t gain the bonus to Strikes.
Failure: You don’t get enough of a grip on your target to flip over them, but you can immediately Step, though you must remain adjacent to the target.
Critical: Failure Your stunt backfires. You become clumsy 1 until the beginning of your next turn, and you trigger any reactions as if you had performed a manipulate action.
Goring Charge (◆◆)
Driven by the momentum of your thundering steps and powerful mass, your horns can pierce your foes. Stride twice, then make a horns Strike. If you moved at least 20 feet from your starting position, your horns Strike also deals 1d6 persistent bleed damage.
Head Smash (◆)
[attack, press]
Requirements: You have adrenaline, you have a creature grabbed or restrained, and you and the required creature are both adjacent to the same prop.
Fueled by adrenaline, you drive an enemy’s head into a sturdy object. Attempt an Athletics check against the Fortitude DC of the grabbed creature.
Critical Success: You deal stunt damage to your target, who must attempt a Fortitude save against your class DC or become stunned 2; this is an incapacitation effect. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Success: As critical success, but the target is only stunned 1. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Failure: You deal half your stunt damage to the target. Your target is then no longer grabbed or restrained by you.
Critical Failure: Your target is no longer grabbed or restrained by you. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
Pressing Pummel (◆◆)
[flourish, press]
Requirements: You have adrenaline.
You put all your might behind a follow-up attack. Make a melee Strike. If this Strike hits, you deal an extra 1d10 damage of the same type of damage as your Strike. If you’re at least 10th level, increase this to 2d10, and if you’re at least 18th level, increase it to 3d10.
Propelling Strides
You can push yourself off a wall or large creature to gain some speed. If you are adjacent to a prop (see sidebar) at the beginning of a move action, you gain a +10-foot circumstance bonus to your Speeds for that move action.
Scrambling Retreat (↺)
Trigger: You’re targeted by a melee attack.
Requirements: You have adrenaline and you aren’t encumbered.
You slip away from an oncoming attack, though your foe might choose to follow. You gain a +2 circumstance bonus to AC against the attack. After the attack, you can Stride up to half your Speed. If you do, the attacker can Stride to follow you as a free action, keeping you in their reach throughout their movement until you stop moving or they have moved
their full Speed.
Stretching Reach (◆)
You can leverage your size and muscle to extend your reach and attack more distant foes. While in this stance, when you wield a melee weapon that requires two hands and doesn't have reach, the weapon gains a reach of 10 feet.
Stunt Damage
When you smash your enemy into the scenery, it does real damage. Whenever you have adrenaline and force a target to move, and the movement is interrupted by a prop (see sidebar), the target takes an amount of bludgeoning damage equal 1d6 plus your Strength modifier. This damage increases by 1d6 at 5th, 9th, 13th, and 17th level.
Stunt Flexability
Sometimes different situations require different maneuvers. When you make your daily preparations, you can replace the 1st-level feat you gained through daredevil’s stunt with another daredevil feat of 6th level or lower that you meet the prerequisites for, don’t already have, and has the risky trait. You can use that feat until your next daily preparations.