Concept that won't leave my head

Rechan

Adventurer
Had an idea while lying in bed. It won't go away unless I tell it. Sadly, I'm not the best at balance. In the last game I was in, one of the PCs was nearly killed twice; once when he was brought to -10 and stabilized, and another when he was at 0, trying to run away and drink a potion. He said it was an edge-of-his-seat sort of nailbiter, and End Game that was fun.

So I want to simulate a class who's all about putting your ass in line with fire, so you can do your thing, and look cool doing it.

It would either be a Base class or a PrC. The shtick is "Die Hard" or "Shoot'm Up", running off the Action Hero mold. The class is structured around putting yourself directly in danger, doing almost stupid things, and pulling off impressive effects. Not necessarily a front-line fighter, but someone who leaps out of hiding or is on the front line to use their abilities regardless.

The first limitation for the class is that they can't wear armor. Or maybe light armor. You never see Bruce Willis or the like donning Kevlar - they have to put their ass on the line. In exchange, they would likely pick up something like Damage Reduction, and possibly the monk's "Unarmed AC" for having a high charisma.

The second that just occurs to me is that they can't use standard weapons. Or they can, but only so many times a day. In exchange, they will receive "Improvised Weapon" or "This is a Knife"; improvised weapons, or weapons that do a d4 of damage (knife, punching dagger, kukri, dart, etc) have a damage progression that is similar to the monk's unarmed damage progression. The reason being, action heroes either pick something up off the ground and beat someone in the skull at the last minute, or they have a small weapon like a pistol that they somehow kill everyone with.

The class would be a sundry list of effects.

One that comes to me is "Yippy Ki Yay Mindflayer" - If you incur an AoO from an enemy, you can immediately counter-attack. If Their attack hits you, your counter-attack does double damage.

Another that comes to mind is trying to simulate an action hero's battlefield tricks. Often they'll do something ballsy they just think of while using the environment - using a Car to kill a helicopter, or several smart cover/run/shoot that there to cause that to happen type trick. So it would either be 1/day or 1/encounter things like area effect damage (You cause something to fall over on someone), or bonuses like making the area difficult terrain while you have some sort of net benefit while fighting in it. But I don't know how to make these balanced against spells or other effects that can far outshine them.

An idea that just strikes me is that the lower your hit points, the more something increases. Like maybe damage or to-hit?
 

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For some reason, Modern20 comes to mind, and so does Dr. Awkward's Bruiser class. :)

But really, 'putting your ass in line with fire'. . .? That's cool, whatever does it for ya. :p

There was also that PHBII substitute for Rage (I think.) If it was that, and there, the ability runs off being on low HP.
 

Hmm. A basic framework here.

Daredevil

Alignment: Any
Hit Dice: d8
Skill Points/Level: 4 + Intelligence modifier (x4 at 1st character level)
Class Skills: As per the Rogue.

Weapon and Armor Proficiencies: The daredevil is proficient in unarmed strikes, all gauntlets, and their choice of either all light armors, or all shields except tower shields. Daredevils are also considered proficient in improvised weapons.

Improvised Weapons (Ex): Daredevils are skilled at fighting with whatever objects they find on hand. With unarmed strikes, gauntlets, or improvised weapons, the daredevil may deal base damage of 1d4 points at 1st-level onward, or 1d6 points at 4th-level, or 1d8 at 7th-level, or 1d10 at 10th-level, or 1d12 at 13th-level, or 2d8 at 16th-level, or 3d6 at 19th-level onward. The damage type is whichever the DM deems appropriate to the object in use; a chair might deal bludgeoning damage, a broken bottle might deal piercing and slashing damage, and so on and so forth. The damage is lethal unless the object is very soft, such as a pillow, in which case the damage is nonlethal. The daredevil may use normal weapons as improvised weapons in this manner, when desired, but is not considered proficient in them when doing so (thus taking a -4 penalty on attack rolls).

Panache (Ex): The daredevil adds his or her Charisma bonus to Armor Class as a dodge bonus, as long as he or she retains his or her Dexterity bonus to AC, does not wear armor, and is not carrying more than a light load. In addition, the daredevil gets a luck bonus to AC that functions in the same manner, but works even in light armor or when carrying a medium or heavy load. This luck bonus is +1 at 1st-level onward, but improves by +1 for every four additional levels of daredevil. For example, the bonus is +2 at 5th-level, +3 at 9th-level, and so on. Lastly, this luck bonus is added to any checks or attack rolls made when the daredevil is performing a particularly ludicrous, seemingly impossible, or exceptionally daring act.

Tenacity (Ex): Daredevils don't give up when things are looking grim, they just get meaner, tougher, and faster. When the daredevil's current hit points are at or below three-quarters of their maximum, the daredevil gets a +1 competence bonus on attack rolls, damage rolls (only with physical attacks), checks, and Fortitude saving throws. The bonus is doubled when the daredevil is at or below one-half of his or her maximum hit points, or tripled when the daredevil is at or below one-quarter of his or her maximum hit points. The competence bonus increases by +1 for every seven additional levels gained in the daredevil class, beyond 1st-level. So the bonus is +2 at 8th-level onward, or +3 at 15th-level onward.

Action Dice (Ex): A daredevil can occasionally force himself to act with greater strength, speed, or skill than normal, through sheer strength of will. At 2nd-level onward, the daredevil can add an unnamed bonus of +1d4 to any roll once per day, after seeing the initial result of the roll. At 11th-level onward, the daredevil may add +1d6 to any roll instead, and can do so twice per day (but not applied to the same roll). Finally, at 18th-level onward, the daredevil may add +1d8 to any roll instead, and can do so three times per day (but still not applied to the same roll). This ability can only affect the daredevil's own rolls.

Resist Fear: Daredevils of 2nd-level or higher gain a +2 bonus on saving throws against fear, and add +2 to the DC of Intimidate checks made against them.

Stunts (Ex): The daredevil learns to do some crazy, surprising things when he needs to. He or she learns one Stunt at 3rd-level, another at 6th-level, a third at 12th-level, a fourth at 15th-level, and one more at 20th-level. They must choose a different Stunt each time, from the list below.

(list to be added by you or whomever else feels like it; probably includes choices like barbarian-style damage reduction, evasion, uncanny dodge, and such, but also new stuff)

Die Hard: Daredevils gain the Die Hard feat for free at 4th-level, regardless of prerequisites.

Daring Athlete: A daredevil of 5th-level or higher gets +2 on all Strength-based, Dexterity-based, and Constitution-based skill checks. This bonus is doubled when the daredevil is at or below one-quarter of his or her maximum hit point total.

Fearless (Ex): Daredevils of 9th-level or higher are immune to fear effects and Intimidate checks.

Presence: A daredevil of 10th-level or higher exudes confidence, bravado, or determination, and receives a +2 bonus on Diplomacy, Gather Information, and Intimidate skill checks.

Survivalist (Ex): The daredevil is a rugged survivor, and doesn't go down easily. At 15th-level onward, he or she gets a +4 bonus on saving throws against death effects, coup de grace attempts, and the effects of massive damage. He or she also gains a +2 bonus on Survival skill checks, and receives Damage Reduction of 2/-, which functions as per the Damage Reduction of a barbarian.

Shoot First: Daredevils get a +3 bonus on Initiative checks at 17th-level onward.

Lucky Break (Ex): A daredevil of 20th-level can occasionally overcome bad luck or a tough situation just by toughing it out and never giving up. Once per day, they may re-roll any roll they have just made, as per the granted power of the Luck Domain for clerics, except that this is an extraordinary ability.

Code:
The Daredevil
Class	Base Attack	Fort.	Ref.	Will
Level	Bonus		Save	Save	Save	Special
1	+1		+0	+2	+0	Improvised Weapons 1d4,
						Panache +1, Tenacity +1
2	+2		+0	+3	+0	Action Dice 1d4, Resist Fear
3	+3		+1	+3	+1	Stunt
4	+4		+1	+4	+1	Die Hard,
						Improvised Weapons 1d6
5	+5		+1	+4	+1	Daring Athlete, Panache +2
6	+6/+1		+2	+5	+2	Stunt
7	+7/+2		+2	+5	+2	Improvised Weapons 1d8
8	+8/+3		+2	+6	+2	Tenacity +2
9	+9/+4		+3	+6	+3	Fearless, Panache +3
10	+10/+5		+3	+7	+3	Improvised Weapons 1d10,
						Presence
11	+11/+6/+1	+3	+7	+3	Action Dice 2d6
12	+12/+7/+2	+4	+8	+4	Stunt
13	+13/+8/+3	+4	+8	+4	Improvised Weapons 1d12,
						Panache +4
14	+14/+9/+4	+4	+9	+4	Tenacity +3
15	+15/+10/+5	+5	+9	+5	Stunt, Survivalist
16	+16/+11/+6/+1	+5	+10	+5	Improvised Weapons 2d8
17	+17/+12/+7/+2	+5	+10	+5	Panache +5, Shoot First
18	+18/+13/+8/+3	+6	+11	+6	Action Dice 3d8
19	+19/+14/+9/+4	+6	+11	+6	Improvised Weapons 3d6
20	+20/+15/+10/+5	+6	+12	+6	Lucky Break, Stunt
 


I like that Daredevil class.

If I used it, I might add Basic Weapons to the list if beginning proficiency feats. That and I'd tone Panache down a bit (two different-typed AC bonuses? Luck bonus is ok...but could get out of hand, I believe). Other than that....cool idea.
 

Very cool Daredevil class. I'd suggest only Medium BAB because the Tenacity bonus is so strong whenever he's under half hit points or less.

Just for fun here's another, more supernatural powers class. Not sure it's completely balanced (seems weak at lower levels, stronger at higher), it should be moderately close with its d6 hit points/medium BAB though.

Lucky Bastard
Alignment: Any chaotic

HD: D6
BAB: Medium (Cleric’s)
Saves: All Good
Skills: 4+Int mod
Skill List: As Rogue's (though see Fortune's Favorite)

Weapon/Armor Proficiency: All Simple Weapons, Light Armor Proficiency.

Alter Fate (Su): Once per day at 1st level and every 2 levels afterwards, the Lucky Bastard may reroll any one die (per the Luck domain’s granted power).

Fortune’s Favorite (Su): Beginning at 1st level, whenever wearing light or no armor a Lucky Bastard gains a Deflection bonus to AC equal to Charisma modifier, up to the amount of +1 per class level. He adds this same amount as a competence bonus on ability checks and to all skill checks he has untrained (doesn't possess ranks in).

Jackpot: Beginning at 2nd level a Lucky Bastard may take a use of his Alter Fate ability to make a Smite attack (adding his Charisma bonus to attack and his class level to damage) with any improvised weapon or a weapon he is non-proficient in. Additionally in the round he uses this ability he does not take the standard -4 attack roll penalty for a lack of proficiency.

Just Plain Lucky (Su): Beginning at 4th level, a Lucky Bastard gains a +1 luck bonus to AC, Saves, Attack and Damage rolls and skill and ability checks. When using an Aid Another action, he adds this bonus on top of the +2 he gives to his ally normally. This bonus increases by 1 at 8th level and every four levels after that.

Chaos Shield (Su): Beginning at 6th level a Lucky Bastard as an immediate action may expend a use of Alter Fate whenever a foe misses on an attack targeted directly him. The Lucky Bastard chooses whether his foe then either has to make a Dexterity check (DC 15) or drop his weapon, make a Balance check (DC 10) or fall prone or accidentally attacks another person who’s adjacent to him (if the latter is chosen, if the chosen person is an ally they are considered flat-footed by the opponent, who makes a new attack roll).

Brinksman (Su): At 10th level, whenever a Lucky Bastard is at half hit points (round down) or less, his bonuses from Just Plain Lucky double, though only in regards to himself (the bonus to Aid Another actions remain the same).

Serendipity (Su): At 14th level whenever rolling a natural ‘20’, a Lucky Bastard temporarily gains an extra use of Alter Fate. He must make use of the Alter Fate ability within the following ten minutes or it is lost.

The Lady’s Champion (Su): At 18th level a Lucky Bastard may use three uses of his Alter Fate ability to treat his next d20 roll as if he had rolled a natural 20.

Transcend Destiny (Ex): At 20th level, a Lucky Bastard is no longer considered a humanoid but an outsider with the native subtype. He may automatically reroll all Natural 1's without having to an expend a use of Alter Fate.

Abilities by level:
1st-Alter Fate 1/day, Fortune's Favorite
2nd-Jackpot
3rd-Alter Fate 2/day
4th-Just Plain Lucky +1
5th-Alter Fate 3/day
6th-Chaos Shield
7th-Alter Fate 4/day
8th-Just Plain Lucky +2
9th-Alter Fate 5/day
10th-Brinksman
11th-Alter Fate 6/day
12th-Just Plain Lucky +3
13th-Alter Fate 7/day
14th-Serendipity
15th-Alter Fate 8/day
16th-Just Plain Lucky +4
17th-Alter Fate 9/day
18th-The Lady's Champion
19th-Alter Fate 10/day
20th-Just Plain Lucky +5, Transcend Destiny


Balance Comparison:
[sblock]4th level Human Fighter (Elite Array):
HD: 4d10+8 (34 hp)
Move: 20 ft., Init +1
AC: 22 (+8 Armor, +1 Dex, +3 Shield)
Saves: Fort +6, Ref +4, Will +5
Attacks: Long Sword +8 (1d8+5, 19-20/x2)
Skills: X
Feats: Iron Will, Lightning Reflexes, Power Attack, Shield Specialization, Weapon Focus, Weapon Specialization
Str: 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8.
Equipment: MW Longsword, MW Full Plate, Large Shield

4th level Human Lucky Bastard:
HD: 4d6+4 (20 hp)
Move: 30 ft., Init +6
AC 20 (+4 Armor, +2 Dex, +3 Deflection, +1 Luck)
Saves: Fort +6, Ref+7, Will+4
Attacks: Heavy Mace +6 (1d8+2, 20/x2)
Attacks (Jackpot): Long Sword +7 (1d8+6)
SA: Jackpot (+3 Attack/+4 Damage)
SQ: Alter Fate 2/day, Fortune's Friend, Just Plain Lucky +1
Skills: Dodge, Improved Initiative, Mobility
Feats:
Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 16.
Equipment: MW Heavy Mace, MW Longsword, Chain Shirt.


8th level Fighter:
HD: 8d10+16 (64 hp)
Move: 20 ft., Init +1
AC: 24 (+9 Armor, +1 Dex, +4 Shield)
Saves: Fort +8, Ref +6, Will +7
Attacks: Long Sword +15/+10 (1d8+8, 17-20/x2)
Skills: X
Feats: Improved Critical, Iron Will, Lightning Reflexes, Power Attack, Shield Specialization, Weapon Focus, Weapon Specialization
Str: 17 (19), Dex 12, Con 14, Int 10, Wis 13, Cha 8.
Equipment: +2 Longsword, +1 Full Plate, +1 Large Shield, Gauntlets of Ogre Power +2

8th level Lucky Bastard:
HD: 8d6+8 (38 hp)
Move: 30 ft., Init +7
AC 25 (+6 Armor, +3 Dex, +4 Deflection, +2 Luck)
Saves: Fort +9, Ref+10, Will+7
Attacks: Heavy Mace +12 (1d8+3, 20/x2)
Attacks (Jackpot): Long Sword +16 (1d8+11, 19-20/x2)
SA: Chaos Shield, Jackpot (+4 Attack/+8 Damage)
SQ: Alter Fate 4/day, Chaos Shield, Just Plain Lucky +2
Skills: X
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse
Str 12, Dex 14 (16), Con 13, Int 10, Wis 8, Cha 17 (19).
Equipment: MW Heavy Mace, MW Longsword, +2 Chain Shirt, Amulet of Charisma +2, Gloves of Dexterity +2.


12th level Fighter:
HD: 12d10+36 (106 hp)
Move: 20 ft., Init +5
AC: 26 (+10 Armor, +1 Dex, +5 Shield)
Saves: Fort +13, Ref +8, Will +9
Attacks: Long Sword +24/+19/+14 (1d8+14, 17-20/x2)
Skills: X
Feats: Cleave, Great Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Shield Specialization, Weapon Focus, Weapon Specialization.
Str: 18 (22), Dex 12, Con 14 (16), Int 10, Wis 13, Cha 8.
Equipment: +4 Longsword, +2 Full Plate, +2 Large Shield, Gauntlets of Ogre Power +4, Bracers of Health +2

12th level Lucky Bastard:
HD: 12d6+12 (56 hp)
Move: 30 ft., Init +8
AC 31 (+8 Armor, +4 Dex, +6 Deflection, +3 Luck), 34 below half
Saves: Fort +12, Ref+13, Will+10, +3 below half
Attacks: Heavy Mace +18/+13 (1d8+6, 20/x2)
Attacks (Below Half): Heavy Mace +21/+16 (1d8+9, 20/x2)
Attacks (Jackpot, Below Half): Long Sword +27 (1d8+21, 19-20/x2)
SA: Chaos Shield, Jackpot (+6 Attack/+12 Damage)
SQ: Alter Fate 6/day, Brinksman, Fortune's Friend, Just Plain Lucky +3
Skills: X
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse
Str 12, Dex 14 (18), Con 13, Int 10, Wis 8, Cha 18 (22).
Equipment: +2 Heavy Mace, +2 Longsword, +4 Chain Shirt, Amulet of Charisma +4, Gloves of Dexterity +4.


16th level Fighter:
HD: 16d10+64 (156 hp)
Move: 20 ft., Init +5
AC: 30 (+11 Armor, +1 Dex, +6 Shield, +2 Def)
Saves: Fort +15, Ref +9, Will +10
Attacks: Long Sword +30/+25/+20/+15 (1d8+16, 17-20/x2)
Skills: X
Feats: Cleave, Great Cleave, Great Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Shield Specialization, Weapon Focus, Weapon Specialization. 1 more
Str: 19 (25), Dex 12, Con 14 (18), Int 10, Wis 13, Cha 8.
Equipment: +5 Longsword, +3 Full Plate, +3 Large Shield, Gauntlets of Ogre Power +6, Bracers of Health +4, Ring of Protection +2

16th level Lucky Bastard:
HD: 16d6+16 (74 hp)
Move: 30 ft., Init +8
AC 34 (+9 Armor, +4 Dex, +7 Deflection, +4 Luck), 38 below half
Saves: Fort +15, Ref+16, Will+15, +4 below half
Attacks: Heavy Mace +23/+18/+13 (1d8+10, 20/x2)
Attacks (Below Half): Heavy Mace +27/+22/+18 (1d8+14, 20/x2)
Attacks (Jackpot, Below Half): Long Sword +34 (1d8+30, 19-20/x2)
SA: Chaos Shield, Jackpot (+7 Attack/+16 Damage)
SQ: Alter Fate 8/day, Brinksman, Fortune's Friend, Just Plain Lucky +4, Serendipity
Skills: X
Feats: Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Str 12 (16), Dex 14 (18), Con 13, Int 10, Wis 8, Cha 19 (25).
Equipment: +3 Heavy Mace, +3 Longsword, +5 Chain Shirt, Amulet of Charisma +6, Belt of Giant Strength +4, Gloves of Dexterity +4.[/sblock]
 
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Why not use Fortune's Friend in the Complete Scoundrel? They can reroll ANY :D roll (skill, intiative,
AB, damage, saving throw, ect.) a number of times per day.
 

I'm picturing the sort of character who won't start out with the best BAB or saves or whatever, but would get the equivalent of an Action Point every round that he's in danger (within melee range of at least one foe, or directly being targeted or in the area of effect of ranged attacks), sort of like a Barbarian with the Raging Luck feat from the Eberron Campaign Setting. As long as he stays on the front lines, he's got Action Points to burn through like candy, but they are temporary and he doesn't get to keep them. So he's pretty much guaranteed to be blowing one Action Point per round of combat, to fuel his amazing in-the-clinch hits or breathtaking last-second saves.
 



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