Daredevil (Apath)

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Unofficial rules compendium

A daredevil is a rogue who relishes thrills and tricks, focusing on staying one inch ahead of the opposition and making sure the winner takes it all.

A daredevil rogue focuses less on sneak damage and more on finding, creating, and exploiting every weakness in each opponent.

Class Features

This archetype has all normal class abilities, except as noted.

Class Skills

Add Heal (Wis) to the daredevil's list of class skills.

Daredevil Tricks

At level 1 and every 2 class levels thereafter, the daredevil learns a daredevil trick. Daredevil tricks are combat moves that give the daredevil some advantage or ability, usually based on a skill. At level 5 and above, when the daredevil gains a new daredevil trick, he can instead choose to upgrade an daredevil trick he already knows. At level 11, the daredevil can upgrade each daredevil trick up to two times. Each upgrade gives additional advantages or abilities.

Amateur Bomber

You gain the alchemist's bomb class feature as an alchemist of your daredevil level. You cannot Sneak Attack with bombs.

With one upgrade you learn one alchemist discovery relating to bombs. You can only pick discoveries that apply to bombs, that you fulfill the prerequisites for, and which are available to an alchemist of level 6 or lower.

With two upgrades you learn a second alchemist discovery relating to bombs. You can only pick discoveries that apply to bombs that you fulfill the prerequisites for, and which are available to an alchemist of level 10 or lower.

Combat Shackling

You have practiced the art of shackling a creature in combat. You must have a set of manacles suitable for the target and hold them in one hand. These can be any kind of manacles - including masterwork and magical ones. This ability shackles one of the targets limbs, entangling him as described here. It is not the same as being tied up per the grapple rules.

You can attempt to shackle a creature you are flanking or who is denied its Dexterity bonus to armor class against you. Make a melee touch attack, if the attack hits you have entangled the target. You gain +2 CMB and CMD against anyone you shackled yourself to.

With one upgrade, you can manacle any target with a normal CMB check that does not trigger an attack of opportunity. The CMB and CMD bonus against someone you are shackled to increases to +4.

With two upgrades you count as one size category larger for a manacle tug-of-war (see below), and the CMB and CMD bonus against someone you are shackled to increases to +8.

The manacles attach the target to something, and the effect varies depending on what it is.

  • Shackling to a creature, such as yourself, creates a tug-of-war between the two creatures. Because the target is involuntarily shackled and is in an uncomfortable position, the daredevil has an advantage, but that can be negated by size.
    • Both creatures have their speed halved.
    • The creature with the larger size category (the daredevil wins a tie) can move freely, while the other creature is pulled along into any empty space adjacent to the puller. The daredevil decides in which square a pulled creature ends up. If there is no empty space, the move is impossible.
  • Shackling to an object requires that there be something suitably strong to shackle to. A nail driven into a wall has the same break DC as the wall, but setting it up takes a minute. Alchemical glue with accelerant is a quicker solution.

If the manacles have a lock or are false manacles, you can unlock the manacles as a standard action. A shackled creature inflicts only half damage with physical attacks on the manacles due to poor leverage.

Daredevil's Luck

Fools believe you are lucky, that nobody could do these things with pure skill. Only you know the truth of the matter.

Stumble: As an immediate action you can force an enemy within 30 ft. to make a Reflex saving throw (DC 10 + ½ your Bluff skill bonus) or stumble and fall prone.

Misstep: With one upgrade, your target missteps and hurts itself, taking 1d4 Strength or Dexterity damage (your choice) and falls prone. A target that was attacking, running or charging takes double damage.

Keystone Cops: With two upgrades, all enemies adjacent to your target must also save or fall prone, but when you do this none of them take damage.

Deception Tactics

You can make a Bluff check (DC 10 + each opponent's Perception or Sense Motive modifier, whichever is higher) to deceive them.

Disappearing Act: As a swift action you can use this to create a diversion to hide. You count as having concealment against affected creatures during your current turn.

Playing Possum: With one upgrade, you can drop prone and play possum in response to taking damage. Targets you succeed against are convinced you just died. If you succeed against the attacker, you take no damage from the triggering attack. You count as having concealment against affected creatures as long as you remain prone and don't move about. If you try to use this against the same creature again within 24 hours, you suffer a cumulative -10 penalty.

Warding strike: With two upgrades, you can counterattack someone who is attacking you as an immediate action. If your attack succeeds, the target takes normal damage and the attack he was just about to make fails. You must wield or Quickdraw a suitable weapon to do this.

Delaying Tricks

You are a master at using caltrops, marbles and smokepellets to create danger zones. You can spread such devices in one 5 ft. square as a swift action or in up to six spaces of your choice adjacent to you at some point this turn as a move action, using only one set of caltrops or marbles or a single smoke pellet. Caltrops you spread use your base attack bonus to attack. The Reflex save to avoid marbles you spread is (10 + ½ your Disable Device skill bonus). You can also use this ability to spread alchemical substances that normally cover a single 5 ft. square. Their effect is not amplified, but you only use up one set of of ingredients to cover a larger area.

With one upgrade, you can use a flask of lamp oil to create hazardous ground in the same way you use marbles and caltrops. This oiled ground requires a DC 10 Acrobatics check to avoid falling, and creatures standing in the area become flat-footed unless they have uncanny dodge. If you use an oil of grease this way, the Acrobatics DC is (10 + ½ your Disable Device skill bonus). If you use alchemist's fire this way, creatures in the area take 1d3 fire damage per round for 1 round/level, twice that if they are prone. You can mix alchemist fire and oil of grease to gain both effects.

With two upgrades, you can cover up to six squares as a swift action or move action. Once per round you can cover one square as a free action.

Dirty Fighting

When you hit a creature within 30 ft. that you are flanking or who is denied its Dexterity bonus to armor class against you, you can activate this power as a swift action. The target must succeed on a Fortitude save (DC 10 + ½ your class level + your Dexterity modifier) or suffer one of the following conditions (your choice): blinded, confused, dazed, deafened, or sickened. These conditions last until the creature receives a Heal check (DC 15) or a specific cure for the condition it suffers. A particular creature needs only save from this ability once per round.

With one upgrade, you can force any creature hit by one of your attack to save, as above.

With two upgrades, you can take a standard action to force all enemies in your reach to make the save as above.

Extract Grenade

You can salvage parts from recently killed monsters, allowing you to create a grenade-like weapon based on their power.

The first step is to successfully extract the parts. The creature must be no more than a few minutes dead. The extraction is a full-round action and requires a Heal roll, the difficulty is equal to the save difficulty against the power you are trying to extract. If you succeed, you manage to create one grenade-like weapon, plus another one for every 5 points by which you passed the skill check. Creature powers that do not allow saving throws cannot be extracted. Only one extraction attempt is allowed per creature, if the creatures has several eligible powers you can select which one each grenade-like weapon you extract mimics. An extracted power goes inert after 12 hours, but you can use a dose of embalming fluid (cost 50 gp) to preserve a grenade for up to one week.

When used, the grenade-like weapon has full effect against a target it scores a direct hit on (no save allowed), and a splash effect on adjacent squares that has the same effect, but the saving throw is automatically passed.

You can only extract exceptional and supernatural powers, not spell-like ones. The effect that you can salvage varies with the number of upgrades you have on this trick. The basic trick allows extraction of powers based on acid, cold, electricity, fire, or poison.

With one upgrade, you can extract the above effects plus charm, disease, negative energy, positive energy, and sonic effects

With two upgrades, you can also extract death, fear, force, mind-affecting, and shadow effects.

Foe Shield

You are good at taking advantage of enemies adjacent to you, using them to hide behind. For each opponent after the first adjacent to you, you gain a +2 circumstance bonus to armor class and Reflex saves.

With one upgrade, as an immediate action when you are attacked and have an opponent adjacent to you, you can force the attacker to make a Reflex save (DC 10 + ½ your Bluff skill bonus) or instead attack one of the opponents adjacent to you, your choice of who. You cannot make a creature attack itself this way. This does not work against area attacks.

With two upgrades, the save bonus applies to all saving throws.

Fancy Footwork

Make an Actobatics check against the CMB of an opponent to outmaneuver them.

Sudden Lunge: As an immediate action, you can increase your reach by 5 ft. with respect to a specific opponent. This effect lasts one round. You reach is not changed in respect to any other opponent.

Sidestep: With one upgrade, you can take an immediate action to sidestep a charge targeted at you. The charging creature continues to move in a straight line past your space as long as you wish, up to the limit of its speed and terrain, triggering attacks of opportunity from all creatures in reach, including you. If you make a Trip attack as this attack of opportunity, this trip does not trigger an attack of opportunity and gains a +4 bonus on CMB.

Roll With Blow: With two upgrades, you can take an immediate action to render any attack that just hit you into a miss.

Power Sabotage

You can cause an opponent's power to fail. When you hit a creature within 30 ft. that you are flanking or who is denied its Dexterity bonus to armor class against you, you can activate this power as a swift action. The next time the creature casts a spell or uses a spell-like or supernatural ability to attack, it must make a Fortitude save (DC 10 + ½ your Heal skill bonus) or the spell or power fails. Power sabotage lasts until triggered or for 10 minutes, whichever is less.

With one upgrade, the power fails spectacularly, damaging the creature itself but no-one else. Any resistance or immunity the creature has is nullified against this attack.

With two upgrades, the power misfires. You can re-target the power, keeping its normal effect, range, and target/area limitations but redirecting it as you like within range. If the power only affect enemies, you get to decide who is a friend and who is an enemy.

Scare Tactics

You can make a Intimidate check as a swift action to demoralize all creatures within 30 ft. that are denied their Dexterity bonus to armor class or flanked by you. Doing this breaks stealth. Unlike normal demoralize, this can stack if used on creatures that are already fearful.

With one upgrade, you can take a swift action to make a Intimidate check to demoralize any creature you damage with an attack.

You two upgrades can make a Intimidate check to demoralize all creatures within 30 ft. as a move action.

Set Trap

You can use the ranger trap ability, and you know how to set all the exceptional traps, but no supernatural ones. There is no limit on the traps you can set daily, but you must supply components for each. You can spend the equivalent of a number of uses of the ranger's traps ability on each trap equal to your Intelligence bonus (minimum 1).

You can also deploy traps over a wider area than a ranger can by sacrificing concealment. Such traps are obvious but can cover all adjacent squares before and after your 5 ft. step.

Finally, you can trigger a trap you have set as an immediate action within 30 ft. of the trap.

With one upgrade, your traps cause double hit-point damage and no longer suffer a saving throw penalty for being extraordinary.

With two upgrades, your traps deal quadruple hit point damage and you know how to set all supernatural traps and can set a number of supernatural traps each day equal to your class level.

Situational Opportunist

You take advantage of a situation as it unfolds.

Sand in their eyes: When you begin your turn prone, you can throw sand in the eyes all creatures that threaten you as a free action. Each creature that has you in reach must make a Reflex save (DC 10 + ½ your Bluff skill bonus) or be blinded during your current turn.

Seize the Initiative: With one upgrade, you can encourage your side to seize the initiative in a combat. On your turn in the first round of a combat (this can be a surprise round), and as long as no enemy has yet acted, you and any allies within 30 ft. who are not surprised and that have not yet acted can take a move action as a free action. Allies can choose to delay and act after you to benefit from this ability.

Hang On!: With two upgrades you can shout encouragingly at an ally within 30 ft. that is affected by a continuing effect that allowed a saving throw to avoid or reduce the effect. This is a free action. That ally is allowed a new saving throw with a +4 bonus and you must use this within one minute of the initial failed saving throw. You can only grant one additional saving throw against a particular effect this way.

Spatial Awareness

You have a subtle awareness of space around you and how to use it to best advantage. This covers the area within a distance equal to your Perception bonus in feet (round down to nearest 5 ft., minimum 5 ft. range).

Eagle Eye: You are aware of the location of any hidden or invisible creatures in range. You do not see them, but you are aware that they are there and know their location. You still suffer miss chance as normal but need not guess their location.

Field of Glory: With one upgrade You ignore the effects of cover (except total cover), concealment, and difficult terrain in the area of awareness. This allows you to ignore the miss chance of those you located with eagle eye, above.

Spatial confusion: With two upgrades you can confuse any creature trying to teleport into or out of your area of awareness as an immediate action. Such creatures must make a Will save (DC 10 + ½ your Bluff skill bonus) or you can shunt their point of arrival up to 10 ft and they become flat-footed for one round. If this makes them end up in difficult terrain, they also fall prone. If you shunt someone into a space already occupied by a solid body it is shifted to the nearest open space to where they tried to tp to, take 1d6 damage per 5 ft. they were moved this way, and fall prone.

Surgical Strike

You can use your knowledge of anatomy and bodily weakness to penalize enemies you get the drop on. When you hit a creature within 30 ft. that you are flanking or who is denied its Dexterity bonus to armor class against you, you can activate this power as a swift action. Make a Heal check against the armor class of the target. On a success, choose one of these effects:

  • Bleed: Inflict bleed damage each round equal to the damage of the attack that triggered this effect.
  • With one upgrade you can choose to Pierce resistance: Lower damage reduction or one type of energy resistance by 10 + your Heal skill modifier. This cannot reduce the resistance to less than zero. Alternatively, you can inflict a -2 circumstance penalty to one saving throw of your choice (Fortitude, Reflex, or Will).
  • With two upgrades you can choose to inflict Failing Vitals: The target cannot regenerate, use fast healing, receive temporary hit points, or be cured of hit point damage.

The creature can attempt a Fortitude save (DC 10 + ½ your Heal skill bonus) as a standard action to remove the effect, or a Heal check with the same difficulty can remove the effect - also a standard action. Any effect that can cure Constitution drain will also negate the effects of surgical strike.

Tactical Perception

You have intuition and insight about your opponents and battlefield. As a full-round action, you can study a prospective battlefield and make an opposed Perception check against the highest CL opponent in the area. If the most dangerous thing in the area is a trap, use the Perception DC of the trap as the difficulty. If you fail the roll, or the area lacks any danger, you learn nothing. You can only try this once per site per day and cannot take 10 on this check.

If you succeed you learn the creature type, species, class (if any), and the information from the ecology section of the monster description of the enemy with the highest individual challenge rating. If the GM has no monster description to give, he makes up a similar terse description of about two sentences outlining the most common tactics and motivations of the creature. Knowing the name of the creature allows your group to make the appropriate knowledge rolls to see if you have more detailed information on the creature. If the highest challenge level enemy is a trick or trap, you earn it's name only. You do not know where in the area the danger lies.

With one upgrade, you learn the name and location of each trap in the area.

With two upgrades, you learn about each creature in the area. This gives the same information you normally gain only for the most powerful creature.

Trick Shot

You can make a trick shot as an attack. Make an CMB roll while using a piercing weapon against the CMB of your opponent. Your CMB (but not your CMD) gains a circumstance bonus on the attack roll equal to ½ you class level if the target is within 30 ft. and flanked or flat footed. On a success, the attack inflicts normal damage and also has a special effect.

Pinning shot: The target is entangled and immobilized. He needs a CMB or Escape Artist check against your CMD to break free as a standard action. The weapon is stuck in the target while the effect lasts; if you used a melee weapon, you have to stay adjacent to the target or drop the weapon.

Vital shot: With one upgrade you can make a shot that ignores any damage reduction or energy resistance the target may have and inflicts lethal damage on a regenerating creature.

Blinding shot: With two upgrades, you can cause a facial wound that blinds the target until it receives remove blindness or a Heal check (DC equal to your CMD).

Sneak Attack

A daredevil does less damage with sneak attack than an ordinary rogue. Each time a normal rogue gets 1d6 of sneak attack damage, the daredevil only gains a single point. This is otherwise the same as the regular Sneak Attack ability. Abilities that lets a daredevil trade away sneak attack damage for other effects threat each point of sneak attack damage as one die of regular sneak attack.

Daredevil Preparations

At level 3 a daredevil can spend a move action or a standard action in lieu of a swift action when using daredevil tricks.

Daredevil Improvisation

At level 7, a daredevil gains new insight in how to improvise and the sheer gall to use even a half-learned ability to advantage. Once per day the daredevil may use any daredevil trick or upgrade, including one he does not know but could learn the next time he learns a new daredevil trick. The daredevil can use the trick for one round, and the duration lingers as is normal for that trick. This has no effect on what tricks the daredevil can learn later in his career.

Daredevil Sacrifice

At level 13, a daredevil can use a daredevil trick that normally requires a swift or immediate action as a free action once per round, but this intense effort inflicts 2d6 points of subdual damage on the daredevil - damage which cannot be prevented in any way.

Master Daredevil

At level 20, a daredevil can use a daredevil trick that normally requires a swift or immediate action as a free action once per round. This replaces master strike.

Table: Daredevil

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Daredevil trick, sneak attack +1, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Daredevil preparation, daredevil trick, sneak attack +2, trap sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Daredevil trick, sneak attack +3
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Daredevil inspiration, daredevil trick, sneak attack +4
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Daredevil trick, sneak attack +5, trap sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Daredevil trick, sneak attack +6
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 Daredevil sacrifice, daredevil trick, sneak attack +7
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Daredevil trick, sneak attack +8, trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Daredevil trick, sneak attack +9
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 Daredevil trick, sneak attack +10
20th +15/+10/+5 +6 +12 +6 Master daredevil, rogue talent

Summary of Changed Class Abilities

  • Sneak Attack

See Also