Escapist

Acrobatic Surge (Ex): number of times per day equal to her Dexterity bonus plus half her class level (minimum 1/day), the escapist can add a bonus as a free action to any one Acrobatics, Climb, Escape Artist, Fly, Sleight of Hand or Swim check she makes.This bonus is + 1d6, but cannot exceed the escapist’s level (a 1st level escapist thus receives only a + 1 bonus, while a 2nd level escapist receives a + 1 bonus if a “1” is rolled on the 1d6, and a “+ 2” bonus if a 2-5 is rolled). An escapist chooses whether or not to use an acrobatic surge after the result of the die roll has been revealed, but before success or failure is determined.

If an escapist is also a daredevil, the bonuses from acrobatic surge and dauntless surge stack.

Done It A Thousand Times (Ex): The escapist is used to performing dangerous and difficult stunts for the entertainment of others, and can draw on that experience whenever she’s calm enough.At 2nd level whenever the escapist “takes 10” on a skill, she receives a +2 circumstance bonus to the total skill check.This bonus increases to +4 at 8th level, and to +6 at 16th level.

Adrenaline Rush (Ex): After constantly putting her body through stressful moments that cause her adrenaline to flow freely, at 5th level the escapist has learned to call upon a powerful rush on command. The escapist can temporarily increase one of her physical ability scores (Strength, Dexterity, or Constitution).The escapist increases the selected ability score by 1d4+1 points and the bonus lasts for a number of rounds equal to her class level. At the end of the duration, the escapist is fatigued for 1d6 x 10 minutes.At 9th level, an escapist can temporarily increase two physical ability scores. At the end of the duration, she is fatigued for 2d6 x 10 minutes.An escapist cannot use her adrenaline rush if she is fatigued or exhausted.

Delayed Doom (Ex): No matter how carefully an escapist plans her stints, from time to time things go badly wrong and the escapist is hurt, sickened, or confused.The escapist knows that focusing past the consequences of a serious injury can give her the time to take whatever steps are necessary for her survival, and has learned to delay the onset of nearly any injury or effect. Once per day as a free action, an escapist of 13th level can delay the damage dealt by a single attack or the effect of a single spell, condition, trap, ability or other effect for a number of rounds equal to half her class level.The decision to delay an effect must be made immediately, and the delayed effect’s duration does not start until after the number of rounds it has been delayed.

A delayed injury or effect can be healed or dispelled normally while it is delayed. If one of Rose’s friends managed to hit her with a dispel magic before the end of her 7-round delay, the lesser confusion might be dispelled before it ever takes effect.

An escapist may use delayed doom a second time per day beginning at 17th level.

Escapist

Fallout: Echoes IonutRO