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Concept that won't leave my head
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<blockquote data-quote="Arkhandus" data-source="post: 3970446" data-attributes="member: 13966"><p>Hmm. A basic framework here.</p><p></p><p>Daredevil</p><p></p><p>Alignment: Any</p><p>Hit Dice: d8</p><p>Skill Points/Level: 4 + Intelligence modifier (x4 at 1st character level)</p><p>Class Skills: As per the Rogue.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong><em>(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)</em></strong></p><p></p><p>Die Hard: Daredevils gain the Die Hard feat for free at 4th-level, regardless of prerequisites.</p><p></p><p>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.</p><p></p><p>Fearless (Ex): Daredevils of 9th-level or higher are immune to fear effects and Intimidate checks.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Shoot First: Daredevils get a +3 bonus on Initiative checks at 17th-level onward.</p><p></p><p>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.</p><p></p><p>[CODE]The Daredevil</p><p>Class Base Attack Fort. Ref. Will</p><p>Level Bonus Save Save Save Special</p><p>1 +1 +0 +2 +0 Improvised Weapons 1d4,</p><p> Panache +1, Tenacity +1</p><p>2 +2 +0 +3 +0 Action Dice 1d4, Resist Fear</p><p>3 +3 +1 +3 +1 Stunt</p><p>4 +4 +1 +4 +1 Die Hard,</p><p> Improvised Weapons 1d6</p><p>5 +5 +1 +4 +1 Daring Athlete, Panache +2</p><p>6 +6/+1 +2 +5 +2 Stunt</p><p>7 +7/+2 +2 +5 +2 Improvised Weapons 1d8</p><p>8 +8/+3 +2 +6 +2 Tenacity +2</p><p>9 +9/+4 +3 +6 +3 Fearless, Panache +3</p><p>10 +10/+5 +3 +7 +3 Improvised Weapons 1d10,</p><p> Presence</p><p>11 +11/+6/+1 +3 +7 +3 Action Dice 2d6</p><p>12 +12/+7/+2 +4 +8 +4 Stunt</p><p>13 +13/+8/+3 +4 +8 +4 Improvised Weapons 1d12,</p><p> Panache +4</p><p>14 +14/+9/+4 +4 +9 +4 Tenacity +3</p><p>15 +15/+10/+5 +5 +9 +5 Stunt, Survivalist</p><p>16 +16/+11/+6/+1 +5 +10 +5 Improvised Weapons 2d8</p><p>17 +17/+12/+7/+2 +5 +10 +5 Panache +5, Shoot First</p><p>18 +18/+13/+8/+3 +6 +11 +6 Action Dice 3d8</p><p>19 +19/+14/+9/+4 +6 +11 +6 Improvised Weapons 3d6</p><p>20 +20/+15/+10/+5 +6 +12 +6 Lucky Break, Stunt[/CODE]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3970446, member: 13966"] 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. [B][I](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)[/I][/B] 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[/CODE] [/QUOTE]
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