After covering the Slayer, here's a summary of the notes I've compiled from playtesting the Daredevil. As with the other posts I do for these, I'll split my post into sections, spoiler them, and add a TL;DR just so it's all a bit easier to navigate.
Methods:
Here are the methods I've used for my playtest:
* I ran my playtests across a series of encounters from levels 1 to 20, with more of a focus on lower-level play.
* Unlike the Slayer, who had some out-of-combat mechanics, I focused mainly on encounters with the Daredevil, and instead focused on different battle maps. Importantly, I deliberately included sparse battle maps and encounters against single-target enemies, as well as encounters with lots of enemies and terrain features, to test how the Daredevil would play in situations that didn't favor their playstyle. At higher levels, this included encounters underwater and in the air.
* I ran my Daredevil with a variety of party compositions, which often ended up including healers for reasons I'll detail below.
* I experimented with three builds: the first was a straightforward Strength-Dex-Con-Wis build for maximum effectiveness in encounters, the second was a Strength-Con-Wis-Cha build to try out some of the class's Charisma feats, and the third was a Dex-Con-Wis-Cha build to see if the class could work with low Strength. I detail my findings further down.
* I tried experimenting with one-handed weapons and a shield, keeping one hand free for the class's maneuvers, as well as a full unarmed build.
TL;DR I ran the Daredevil through a series of playtest encounters at all levels, using a variety of builds and party compositions. I made a point of trying out as wide a variety of encounter types and battle maps as possible, to see how the class would fare outside their mechanical "comfort zone".
The Daredevil's Restrictions:
The absolute first point of feedback I feel I have to give is just how many restrictions the class is saddled with. Here's what you need in order to work as a Daredevil:
* In order to start using most your class features and feats, you need to have adrenaline, which means you need to use a risky action and spend an action for it. If you don't, your class doesn't work.
* In order to actually use one of your stunt feats at level 1, that is to say a feat with "stunt" in its name, your target can't be more than one size larger than you. The Titan Wrestler feat, which you don't get from the class, can increase this to two sizes for Daring Stunt, but not for the other feats. If this isn't the case, then your only alternatives for risky actions at level 1 are Bold Bluffs and Breakaway Attack, otherwise you can't turn on your class's core mechanic.
* In order to deal stunt damage to creatures, you need a prop, which can be either a terrain feature or a creature that is larger than you. This is important, because it means that if you, say, Shove a Small enemy into a Medium creature and you yourself are Medium, your Shove will not do stunt damage. If you don't have these props, which can happen in sparse environments, against lone enemies, or simply against multiple enemies that aren't larger than you, you won't have an opportunity to deal stunt damage.
* Even if you do happen to have multiple enemies running around that are larger than you, they need to be close enough to each other to be realistically moved into one another via Athletics maneuvers, and if they're more than exactly one size larger than you, many of your feats made to do so won't work.
* In order to benefit from audacious combatant, the feat that reduces your MAP, you specifically need to make an attack as part of a press feat while having adrenaline. This means simply making an Athletics maneuver or using a Dirty Trick won't work, and if you didn't pick a press feat at level 1, you'll start off not being able to use this feature at all.
* In order to use nearly any Daredevil feat that has you move, you need to be able to Stride. This means that if you're relying on a Fly or Swim speed, as will happen in midair and underwater encounters, those feats stop working.
So just to summarize the above: in order for your class to work, you need to be fighting on the ground, in an encounter rich with terrain features or enemies close to each other that are exactly one size larger than you, you need to have picked a press feat that makes an attack, and you need to spend an action each turn just to gain adrenaline. If one or more of these conditions aren't met, or if you're dealing with enemies that are otherwise difficult to maneuver (such as incorporeal creatures without ghost touch handwraps or a weapon with a maneuver trait), the Daredevil starts to fall apart. All of this, by the way, doesn't guarantee that you'll deal stunt damage to enemies, as you'll need to spend additional actions after this (on top of the action tax for adrenaline) to position yourself and your enemies accordingly, which is itself highly situational.
TL;DR The Daredevil is saddled with an exceptionally large number of arbitrary restrictions that cause the class to stop functioning in large part or in its entirety in all but the most ideal of circumstances. Underneath all of this is, in my opinion, a genuinely enjoyable restriction of having to identify opportunities to move enemies into obstacles and each other, but this is wrapped up in so much mechanical red tape that the class really does not flow well, and feels barely if at all functional at the things its features say it's meant to do.
The Daredevil's Survivability:
I feel this merits a special section of its own, because the class's survivability isn't just awful, it's awful in a way that I found detrimental to the entire party and not just the class:
* The class's poor survivability for a martial class makes them a nuisance to their team. On paper, the class's poor Hit Points perhaps seemed justified given that they're meant to be a risky class, but in practice this simply ended up translating to the Daredevil needing to get babysat by their team, especially their healer. When left unassisted, the Daredevil easily ends up getting caught in a death spiral where they keep dropping to 0 Hit Points again and again from their messy playstyle, requiring increasingly urgent aid each time, and because this is a cooperative game first and foremost, the presence of a Daredevil in the party effectively ended up meaning that at least one other party member had to be on healing duty (or protection duty as a Champion, or both) just to postpone that death spiral. The daredevil's endurance feature helped very little with this, because Battle Medicine is a once-per-day effect unless you're a Medic and out-of-combat healing becomes trivially easy to apply fairly quickly.
* For similar reasons to the above, I struggled with builds that didn't boost both Strength and Dexterity at the same time. Sacrificing Strength meant my Athletics maneuvers were far worse (and thus so was my Daring Stunt), which greatly limited my options to the few Daredevil feats that let you maneuver enemies with Acrobatics, whereas sacrificing Dexterity meant my AC and Reflex saves really suffered, which made a big difference on such a fragile class, and I couldn't Tumble Through enemies as well when I really needed to get into a certain space. Although it might be still viable to pick up Charisma skills for feats like Don't Mess With Me, currently the cost to boost Charisma on this class feels far too high, and so the Daredevil feels constrained to a mostly physical stat-heavy build that gives the class nothing to really work with in social gameplay.
* Galvanized Mobility was quite a nifty little survivability benefit. Although Reactive Strikes aren't that common at lower levels, they hurt when they do trigger, and the Daredevil acts in a way that can trigger those a lot. Rather than make the Daredevil immune to those, I'm glad the class was instead giving a defensive benefit against them to keep their element of risk.
* Enduring Adrenaline made the class feel a lot more survivable when it came online, which was much appreciated. It doesn't make up for the Daredevil's fragility until then, nor does it paper over that weakness entirely, but it's something.
TL;DR The Daredevil's poor durability on paper may read as appropriate for a class meant to be high-risk, high-reward, but in practice it simply made the Daredevil an active burden on their team to keep alive, as their risk inevitably got partially offloaded to the rest of the party in this cooperative game. It also heavily constrained the class's attribute-boosting options in my opinion, where sacrificing Strength or Dexterity to boost Charisma was so harmful to the class's effectiveness as to feel like a false choice. While I enjoy the idea of the class being high-risk and want that to stay, I feel the current implementation of that risk is neither functional nor enjoyable, especially not to the Daredevil's allies.
Props and Stunt Damage:
Turns out, the Daredevil has a lot going on under the hood, and in addition to the overall restrictions of the class, I think props and stunt damage merit their own discussion:
* For starters, I genuinely liked the basic gameplay of being on the lookout for props to use for stunt damage. Ignoring everything else, moving into position to then try to move one or more enemies into terrain or each other was a fun bit of gameplay that I'm glad is getting built upon, and I do feel this can justify a whole class if done right.
* I talk about the limitations of props above, but I will also mention here that I do not find their implementation at all intuitive. Why does my own size matter for the purposes of stunt damage when I Shove an enemy into another enemy? For that matter, which does my being larger make me less likely to deal stunt damage in that scenario?
* The limitations of stunt damage have been detailed at length above, but part of the problem here is that on top of being fairly situational, stunt damage is also mediocre. Effectively, if you Shove or Reposition someone and make them go into an obstacle instead of actually moving them around, you deal a weak weapon's worth of damage that scales less well than Strike damage too, and doesn't double on a crit either. It's effectively often just a worse Strike with extra steps, which in my play experience often left me wondering why I ought to bother going through the often significant effort of triggering this when I could just Strike with a much less restricted class.
* In my playtests, I tried pairing stunt damage with other Shove-boosting effects, specifically the Centaur's Practiced Brawn (which turns Shove successes into critical successes) and the Guardian's Punishing Shove (which adds your Strength modifier to all Shoves, doubles that amount on a crit, and adds extra damage at higher levels). Although this made Shoves meatier when they did trigger stunt damage, the situational nature of stunt damage, lack of doubled stunt damage on a crit, and general scarcity of Daredevil actions that let you Shove enemies (there's Daring Stunt, Daring Reversal, Topple the Dominoes, and that's it) meant this still didn't feel as consistent as just Striking enemies.
* Propelling Strides, while a minor feature altogether, really made a difference in making the Daredevil feel more dynamic and on the lookout for props to help them move around. I feel this feature could even have been made stronger. Shoutout as well to Daring Stunt letting you use move actions other than Stride; if this had been applied to the class's feats as well I would've been very happy.
TL;DR Props in my opinion are not very intuitively-implemented, and their current definition makes for a lot of situations where it feels like the Daredevil should be dealing stunt damage, but can't. Stunt damage itself is weak in addition to being unreliable, to the point where it generally felt worse than just Striking. While it didn't combo as well as I expected with Shove-boosting feats from other classes, I feel that could easily change and become a problem if the Daredevil ended up dealing more stunt damage (which I'd like). Despite all this, I still found the core gameplay of trying to move enemies into props enjoyable, and I think this could become even more fun if the class's arbitrary limitations were lifted or at least relaxed, and if stunt damage itself were more rewarding.
Core Class:
With the above out of the way, onto the core class:
* While not a criticism of the class's mechanics, I can't help but feel that the developers walked into unfavorable comparisons to the Swashbuckler by giving the Daredevil's mechanics very show-off names like "props" and "stunts", which isn't helped by adrenaline's superficial similarities to panache. In practice, the classes play very differently, but I feel alternative terms like "obstacles" and "maneuvers" instead of the above would fit the class just as well while avoiding those comparisons.
* Adrenaline, despite being such a core defining mechanic for the class, felt worse than useless. Part of it is because the Daredevil's feats felt too weak to justify an additional hoop to jump through, and I'll talk about this more below, but part of it is because having to spend actions gaining adrenaline in extremely prescriptive ways often actively gets in the way of leveraging the Daredevil's remaining actions towards maneuvering enemies. It consistently got in the way of planning turns around trying to move enemies into props or exploit everyone's positioning in the current turn, the latter of which I found far more interesting and organic than whatever this feature is trying to do. It doesn't help that many risky actions don't feel especially risky either, so this mechanic to me works on neither a mechanical nor thematic level.
* Audacious Combatant, while mechanically useful in making attacks easier to chain, also implicitly requires press actions that are entirely possible for a Daredevil to not get at level 1. As with so much of the class (and the Slayer), it feels like there are too many arbitrary restrictions imposed upon this feature.
* Although the class's features are already really bloated at level 1, I find it strange that they don't get Titan Wrestler for free, as I found the feat a must-have in making Daring Stunt in particular work on more enemies.
* For some weird reason, the Daredevil is full of features lifted directly from other classes. Deny advantage is a Rogue feature, whereas stunt flexibility and improved stunt flexibility copy the Fighter's combat flexibility features at the same levels. These aren't bad features in and of themselves, and deny advantage was particularly useful in lessening the impact of getting swarmed by lower-level enemies (which the Daredevil will want to do if they can work as props), but it feels like the class could benefit more from somewhat different and less derivative features.
TL;DR Similarly to the Slayer, the Daredevil I think suffers both from feature bloat and unnecessarily derivative feature design. I despise adrenaline as a mechanic and found it actively got in the way of more interesting gameplay on the class, such that I largely experienced it as but one additional unnecessary limiter rather than a genuine power-up. For all the features the class get, I don't think they make the Daredevil all that good at the one thing they do even when they actually get to do it, such that I'd still find that niche currently filled more effectively by a Furious Bully Barbarian or a similar build.
Feats:
Covering the highlights of the class's feats:
* Mentioning this in priority: Caroming Charge I think needs an adjustment. It's not just that its damage can become genuinely excessive if there are a lot of enemies within two Strides of the Daredevil, the complete lack of rolling involved is the real issue for me and makes this feat really noninteractive. I feel this feat would be much better off working like Barreling Charge or the like where the Daredevil rolls Athletics or the like to deal stunt damage to enemies they move through.
* Speaking of Barreling Charge, the complete lack of alternatives to Strides in the class's feats means all of those feats end up becoming non-functional when fighting in water or midair, as mentioned above. This omission feels entirely unnecessary and in my opinion simply makes the Daredevil a less functional class.
* Similarly, the hard-set size restrictions on many of the class's feats, which can't be adjusted with Titan Wrestler, means those feats become a lot less functional at higher levels, where Huge and Gargantuan enemies are more common, unless the Daredevil constantly gets access to enlarge.
* The risky trait feels quite perfunctory. I don't see why only certain actions need to be used as openers, but in many cases risky feats aren't that risky, as they have no particular downsides or consequences for failure. Breakaway Attack doesn't really involve any mechanical risk, for instance, nor do Wall Slam or Escape Shuffle.
* Similarly, I don't feel Pressing Pummel or Trip Up really feel appropriate as press actions given their two-action cost, and it feels like the trait was simply slapped on to synergize with audacious combatant. In general, many of the Daredevil's press feats feel straight-up worse than regular, universally-available non-press actions, like Rebounding Fall Stunt being a far worse Trip action, or High-Flying Tumble Stunt being a worse Tumble Through.
* Although the Daredevil's feats may not be mechanically very strong, I nonetheless found many flavorful and mechanically interesting. Wall Sweep letting you use forced movement to your advantage was a personal favorite.
* Additionally, I did find the negative failure and critical failure effects on many feats interesting. Although I don't think the reward part of the class is really there, the risk in using certain feats felt appropriate for the class's theme.
TL;DR I think there is some good flavor to many of the Daredevil's feats, but ultimately most of them did not feel very effective to me at all, and in fact many felt outright worse than actions anyone else could access more easily, and use with fewer restrictions. I was expecting a class that could leverage press actions to make attacks and maneuvers with an exceptional degree of action compression, but what I got instead was a class that had to work harder to do less than other classes. Combined with the need to turn on adrenaline, it often felt like I was spending my whole turn trying to do just one or two things, and that ended up making the Daredevil feel sluggish, the absolute last thing I was expecting out of them.
The concluding TL;DR to all this is that despite really wanting to give the Daredevil the benefit of the doubt, I really did not have a positive experience with this class at all. There's some fun gameplay to be had deep down there somewhere, but it is buried under layers upon layers of unnecessary mechanical limitations that shut the class down, and when the Daredevil finally gets to do their thing, it's often a lot of sound and fury just to be less effective than a martial class that can do what they do better, and more on top. The Daredevil feels like an experiment in high-risk, high-reward design, yet I feel both components have failed: the class's risk as currently implemented is enjoyable neither to their player nor their team in my opinion, and the class very much does not feel rewarding.
I'm struggling at this stage to think of what an ideal Daredevil could look like, but I nonetheless do have some feedback on how I'd want the class to improve:
Recommendations:
Here's a few recommendations on my part based on my playtesting experience with the Daredevil:
* For starters, let me state that I believe the Daredevil should primarily be limited by their enemies' proximity to terrain features and each other, and little to nothing else. I believe the Daredevil ought to be the best enemy maneuverer in the game, and while they could stand to cover more than just that fairly narrow niche, they shouldn't in my opinion need to jump through that many other hoops to do their thing effectively.
* I think the Daredevil could straight-up get rid of adrenaline and be better off. This is but one of many hoops the class does not need to jump through in my opinion; the Daredevil I think could stand to use actions more freely and gain the current benefits of adrenaline by default without becoming anywhere near too strong, at no detriment to their existing gameplay.
* Audacious combatant I don't think needs to be limited to press feats, and I think the Daredevil should be able to synergize more naturally with attack actions like Dirty Trick.
* Props I think could easily just be defined as any creature with a level or a durable terrain feature of appropriate size. Really, I don't think the Daredevil needs to be limited by their own size; simply needing to get enemies close to terrain features, each other, and possibly even party members is enough. Also, "obstacles" I think is a better term here than "prop".
* I think daredevil's endurance would be better-of being replaced with either better defensive proficiencies or a feature that genuinely helps the Daredevil stay on their feet better. Giving them a reaction to drop to 1 HP instead of 0 and increase their wounded condition, similar to Orc Ferocity but without a frequency restriction, could significantly help them survive while still keeping them on the edge of death.
* I feel the class could receive Titan Wrestler for free, and in fact could have the size restrictions on maneuvers lifted entirely as part of their features. If a Tiny Daredevil wants to dropkick a kaiju into a building, let them.
* I feel the Daredevil ought to have more ways of dealing stunt damage. In particular, I feel they should have a baked-in and (mechanically) risky way of applying stunt damage to a single target even if there are no props around, with prop-related means being more appealing if available. If props are redefined to consistently include any party member, then stunt damage could become much more reliable to trigger without needing a dedicated action for it.
* I think stunt damage could stand to be improved significantly, and I also feel its damage ought to be made magical if the Daredevil is wielding a magic weapon or wearing handwraps of mighty blows.
* I feel the Daredevil could use some more original features than deny advantage and combat flexibility. Improvements to the class's mobility and perhaps Scrambling Retreat built-in for free would not go amiss, especially as the latter would help discourage the class from using a shield, which I don't consider very thematically appropriate.
* The class's Stride feats could easily benefit from Starfinder 2e's traversal trait or its equivalent mechanical benefit. I personally believe all the Strides in the feats could just be Tumble Throughs instead, which would make the class much more maneuverable.
* I mention above that the Daredevil could stand to ignore size limitations on maneuvers entirely, but even if that doesn't happen, its size-limited feats ought to at least interact with Titan Wrestler.
* The Daredevil's feats I think need a general balance pass, and in particular their press feats need to actually feature the power and especially action compression press feats tend to have.
The simple TL;DR here being to just please remove as much stuff as possible that just arbitrarily shuts the Daredevil down or gets in the way of them being able to do their thing. Even with no other limitations than the need for props, the class would already be more situational than most, and that's fine. In addition, I think the "reward" part of their high-risk, high-reward playstyle ought to be increased significantly, and part of that I think ought to come from much stronger feats, especially better press feats.
Adding to the above as I somehow forgot: the Daredevil suffers from the same problem as the pre-master Swashbuckler in that they're constantly taxed for skill increases. I found it essential to increase Athletics at every opportunity I got, and increase Acrobatics shortly after so that I could Tumble Through more effectively. This further reinforced the feeling that the class had nothing to really contribute effectively in social situations, as they didn't have the skills for them. One of the features the class could get, in my opinion, is a free skill increase for either Athletics or Acrobatics at 3rd, 7th, and 15th level, so that they get to increase other skills more easily.
I despise adrenaline as a mechanic and found it actively got in the way of more interesting gameplay on the class, such that I largely experienced it as but one additional unnecessary limiter rather than a genuine power-up.
I had not thought about this. I had accepted adrenaline as a carrot to get the daredevil to perform stupid risks that look daring rather than brave.
If adrenaline were worth the reward, then daredevil would be borrowing the swashbuckler's motif: start flashy rather than practical to enable a finisher worth wasting an action. If adrenaline had less reward, then the Risky actions themselves have to be their own reward, which is more the fighter's motif about adopting a personal fighting style.
If adrenaline were worth the reward, then daredevil would be borrowing the swashbuckler's motif: start flashy rather than practical to enable a finisher worth wasting an action. If adrenaline had less reward, then the Risky actions themselves have to be their own reward, which is more the fighter's motif about adopting a personal fighting style.
I agree with this, which to me is even more reason to ditch adrenaline. I don't want adrenaline to be at the forefront of the Daredevil's mechanics, because to me what makes the Daredevil truly unique and fun to play is props and the different ways the class can use those. The core of the fun I had with the Daredevil was seeing which props I had available, how I and enemies were positioned relative to those, planning my turn around making use of enemies and props, and improvising if/when things went wrong. That to me felt extremely dynamic and ever-fresh in terms of the gameplay it presented (when it was presenting itself at all in the encounter, that is), yet every time I felt I had to pay the adrenaline tax of taking a risky action first, one of many hoops I had to jump through when playing the class. The Daredevil in my opinion does not need to be the Swashbuckler 2.0 to be an interesting class, and in fact I find that mechanic to make the class less interesting and functional overall.
In my initial read through I immediately recognized that Adrenaline is there to guide you into the intended playstyle of using predominantly maneuvers by turning on the class' features. I don't think this is inherently bad. In fact, its kind of neat that the class guides you into taking actions you might not ordinarily take as your first action in order to get Adrenaline. However the payoff is just so... mediocre. You have this complicated sequence you are executing each round, but executing that sequence via press actions you unlock (at low levels at least) feels like playing around in the kiddy pool throwing out minor debuffs while other people are KOing foes. The most usable and useful feature at your disposal is the action compression from daring stunt, freeing you up to take two-action followups or darting out of melee as your last action.
My playtesting so far has been at lower levels, where the daredevil gaining adrenaline and then using their press actions is functional but worse than just Stride + Strike + Strike, even though they have no damage boost or feature to make their strikes better baseline. I suspect at higher level tripping or grappling a foe starts being a better use of your first action, so the daredevil will feel better, and some of the higher level press actions look quite good.
Its odd to me that daredevils are not really more effective at combat maneuvers than anyone else, even though they get a bunch of weird variant maneuvers to use. So if I want to just be a killer grappler, the simple playstyle and strong fall-back power level of a barbarian (for times when grappling isn't a good idea) is likely to just be a better choice. It feels like rather than trying to force you into a maneuver heavy playstyle via adrenaline and turning on your class features, the class could do things much more simply by making maneuvers just *better* with daredevil.
In my initial read through I immediately recognized that Adrenaline is there to guide you into the intended playstyle of using predominantly maneuvers by turning on the class' features. I don't think this is inherently bad.
While guiding mechanics aren't inherently bad, I do feel there's a fine line between guiding and forcing; adrenaline I think is the latter. I also think there are far more interesting guiding mechanics in the class's features already, chiefly propelling strides and stunt damage as ways to get the Daredevil's player to pay attention to props on the battle map. Were the focus on benefits you'd get from interacting with props using maneuvers, rather than adrenaline, that I think would do a much better job of guiding the Daredevil towards maneuvering enemies and making use of their environment, instead of making them jump through hoops just to turn on their class mechanics.
In my initial read through I immediately recognized that Adrenaline is there to guide you into the intended playstyle of using predominantly maneuvers by turning on the class' features. I don't think this is inherently bad. In fact, its kind of neat that the class guides you into taking actions you might not ordinarily take as your first action in order to get Adrenaline.
WRT that I feel like the only encouragement the Daredevil needs to use maneuvers currently is to be the worst martial class at Striking and to have most of their 'good' stuff be maneuvers. Swashbucklers need to be poked in that direction because they get Precise Strike to make 'just keep stabbing' entirely good and also it keys into their powerful Finishers that need an off button. Adrenaline just means you have to use maneuver A before maneuver B, which would matter more if there was any logic or consistency in what makes for a risky action. And I mean, that's what the press trait is for already!
In my initial read through I immediately recognized that Adrenaline is there to guide you into the intended playstyle of using predominantly maneuvers by turning on the class' features. I don't think this is inherently bad.
While guiding mechanics aren't inherently bad, I do feel there's a fine line between guiding and forcing; adrenaline I think is the latter. I also think there are far more interesting guiding mechanics in the class's features already, chiefly propelling strides and stunt damage as ways to get the Daredevil's player to pay attention to props on the battle map. Were the focus on benefits you'd get from interacting with props using maneuvers, rather than adrenaline, that I think would do a much better job of guiding the Daredevil towards maneuvering enemies and making use of their environment, instead of making them jump through hoops just to turn on their class mechanics.
I also have a similar feeling to Teridax's regarding adrenaline. In general, it seems almost like an alternative form of panache in a class that thematically shouldn't depend on it.
For example, if your focus in the turn is to apply a maneuver to someone, adrenaline comes as a kind of congratulatory candy for attempting a maneuver. It's almost as if the class mechanics are saying, “Congratulations on trying to use a maneuver; here's a candy!” While when your intention is to use an ability that uses adrenaline, it becomes an “OK, you want to hit everyone or benefit from a reduced MAP, right? But this is just a candy for those who made a maneuver first; if you want to do that, you first need to try to perform a maneuver on someone, even if it has no thematic relation to the ability you would like to execute.”
In other words, in practice, adrenaline is a panache in a class that shouldn't be based on panaches, because it's not a swashbuckler, it's just a daredevil, someone who should instead be addicted to fighting unpredictably and even irresponsibly, where adrenaline would make sense if it were a simple circumstance bonus to speed and accuracy in attacks (all of them, including all maneuvers to differentiate it from the fighter) that lasted until the end of their next attack to represent their elevated adrenaline from being a daredevil.