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Daredevil
The daredevil loves adventure so much that he hurls himself into it headfirst. A daredevil is always the first to venture into the lair of some unknown monster or pick up an ancient and unidentified magical artifact or speak up when confronted by a strange and powerful being. He is resilient and resourceful, and full well plans or surviving whatever crazy stunt he tries next. He loves to brag about exploits, and his personality is quite affecting. He is adventurous, tenacious, and fearless.
Adventures: Daredevils love to venture off into fantastic lands and try to do impossible things, so adventuring is perfect for them. They earn rewards for their services, and they like these rewards to be new magic items to enhance their abilities. Daredevils sport the scars of their adventures as badges of honor and love to share stories of their daring acts with anyone who will listen.
Characteristics: The daredevil has a great internal fortitude and quick reflexes as well. His belief in his ability to survive enhances his durability even further. He has an array of physical skills, and is very mobile in combat as well as being durable.
Alignment: Daredevils tend to be chaotic and rebellious, but are not particularly likely to be good or evil.
Religion: Many daredevils either publicly attribute their successes in life to a certain deity and trumpet the virtues of their god of choice during their travels or very privately pray for a god of luck or toughness to help them survive their difficult adventures.
Background: Often daredevils attended a military or monastic institution but did not fit in well to due their cavalier attitude towards danger and the palpable self-confidence that often makes them hard to work with. Others are members of the aristocracy whose natural physical gifts would go to waste in a court. Thus, they leave their homes and venture out, seeking glory and adventure. A daredevil seeks fame more than fortune, and his background reflects that. Daredevils often give up the less violent and dangerous paths that their magnetic personalities would normally allow them to pursue.
Races: Humans are as good daredevils as any, and there are many who believe in following the path to make the most of their short lifespans. Elves tend not to be physically tough enough and do not love danger the way humans do, and thus are not often daredevils. Dwarves have the toughness, but tend to be less confident and self-assured than most befits a daredevil. Gnomes usually prefer magic to danger-seeking, but those that do become daredevils make excellent ones. Halflings are often daredevils, especially those that place less emphasis on finesse and stealth and subtlety and want to become famous for their exploits. Half-orcs are more likely to be daredevils than half-elves, but only if they have the forceful personality needed.
The savage races produce a fair number of daredevils, especially gnolls.
Other Classes: Daredevils and rogues complement each other well. The daredevil respects the rogue’s cunning and perceptiveness; the rogue respects the daredevil’s toughness and bravery. The two make a good pair of scouts. Fighters and barbarians also appreciate the tenacity of the daredevil, and they try to help him learn from their superior combat prowess. Sorcerers and wizards don’t understand the daredevil’s willingness to endure pain and brave danger, but they respect it and appreciate that it’s him taking the hard knocks and not them. Clerics can sometimes relate to the daredevil, if the daredevil follows the right deity or cause. Druids and rangers see the daredevil as almost an animal because of his toughness, but that isn’t a bad thing.
Role: The daredevil, although he lacks the trap expertise and searching skill of a rogue, has the mobility and toughness to make an excellent scout. In combat, he tends to soak up a lot of hits and draw attention, but with his Skirmish ability he can make an offensive impact as well.
Game Rule Information
Abilities: Constitution keeps the lightly armored but mobile daredevil alive. Charisma powers some of his special abilities relating to force of personality. Dexterity is also a key to his survival, and Strength lets him make an impact in melee. Intelligence is useful for increasing his allotment of mostly physical-oriented skills.
Alignment: Any nonlawful.
Hit Die: d10.
Starting Gold: 6d4x10 gp
Class Skills
The daredevil treats the following skills as class skills:
Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base Attack: 3/4
Saves: Good fort, good ref; bad will
Table: The Daredevil
Level Special
1st Confidence (1/day), courageous, fast movement +5 ft.
2nd Force of personality, self-belief
3rd Evasion, improved reaction
4th Relish the challenge, skirmish (+1d6)
5th Bonus feat, confidence (2/day), fearless
6th Mettle
7th Fast movement +10 ft., resolve
8th Self-certainty
9th DR 1/-
10th Confidence (3/day), skirmish (+2d6)
11th Bonus feat, improved evasion
12th Defensive roll
13th DR 2/-, fast movement +15 ft.
14th Rush
15th Confidence (4/day)
16th Skirmish (+3d6)
17th Bonus feat, DR 3/-
18th Athletic mastery
19th Cheat death, fast movement +20 ft.
20th Confidence (5/day), true certainty
Class Features
All of the following are class features of the daredevil.
Weapon and Armor Proficiency: A daredevil is proficient with all simple weapons, as well as any one martial weapon of his choice. He is proficient with light and medium armor, but not with shields.
Confidence (Ex): A daredevil may charge into trouble with every belief that he will succeed, gaining a morale bonus equal to his Charisma bonus (if any) to attack rolls for one round.
At every 5th daredevil level, he can use this ability an additional time per day.
Courageous (Ex): A daredevil gains a +2 bonus to will saving throws against fear.
Fast Movement (Ex): A daredevil moves quickly when not wearing heavy armor and carrying no more than a light load. He adds a +5 ft. enhancement bonus to his land speed. This bonus increases by +5 ft. for every 6 daredevil levels gained after the first.
Force of Personality (Ex): A daredevil of 2nd level or higher believes in his abilities so much that he adds is Charisma bonus (if any) to all will saves.
Self-Belief (Ex): At 2nd level, a daredevil using Confidence also adds the bonus to all skill and ability checks. The ability’s duration is now a number of rounds equal to the daredevil’s Constitution bonus (minimum one round), but when the duration ends, the daredevil is fatigued.
Evasion (Ex): If a 3rd level or higher daredevil makes a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the daredevil is wearing light armor or no armor. A helpless daredevil does not gain the benefit of evasion.
Improved Reaction (Ex): A 3rd level daredevil gains a +2 bonus to initiative checks.
Relish the Challenge (Ex): A daredevil of 4th level or higher loves to test his ability against difficult odds. If he attempts a Strength, Dexterity, or Constitution-based check, he gains a +1 morale bonus if the DC is 20 or higher. For each 5 points of the DC beyond 20, the bonus increases by +1. If a failed check would result in the daredevil taking damage, the bonus increases by a further +1. However, the total bonus granted may not exceed ½ the daredevil’s class level.
This ability functions only if the check has a set DC, not if it is an opposed roll.
Skirmish (Ex): A 4th level daredevil adds +1d6 bonus damage to his attack whenever he moves 10 ft. or more in a round. For ranged attacks, the target must be within 30 ft. for the damage bonus to apply. This damage increases by +1d6 for every 6 daredevil levels gained thereafter. The damage bonus does not apply to creatures immune to critical hits.
Bonus Feat: A daredevil gains bonus feats relating to speed and toughness at levels 5, 11, and 17. He must meet all the prerequisites for these feats normally. The feats are chosen from this list: Blind-Fight, Dash (CW), Diehard, Dodge, Endurance, Greater Resiliency (CW), Improved Initiative, Improved Toughness (CW), Iron Will, Great Fortitude, Lightning Reflexes, Mobility, Run, Spring Attack, and Toughness.
Fearless (Ex): At 5th level, a daredevil is immune to fear effects.
Mettle (Ex): A 6th level daredevil is made of stern stuff. When rolling a fortitude or will save for some partial effect, he completely negates the effect on a successful save (if the save fails, he suffers the normal results).
Resolve (Ex): A 7th level daredevil adds his Charisma bonus (if any) to all saving throws (this replaces his Confidence ability, so he adds the bonus only once to will saves).
Self-Certainty (Ex): At 8th level, a daredevil using his Confidence ability also adds the morale bonus to weapon damage rolls. The duration of the ability is now a number of rounds equal to twice the daredevil’s Constitution bonus (minimum two rounds).
Damage Reduction (Ex): A 9th level daredevil can shrug off damage, gaining damage reduction 1/-. This damage reduction increases by +1 at every 4 daredevil levels thereafter. It operates like any other damage reduction, and thus does not apply to energy damage.
Improved Evasion (Ex): An 11th level daredevil still takes no damage on a successful Reflex saving throw against attacks, but now takes only half damage on a failed save. A helpless daredevil does not gain the benefit of improved evasion.
Defensive Roll (Ex): A daredevil of 12th level can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. To use this ability, he rolls a Reflex save (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the daredevil’s evasion ability does not apply to the defensive roll.
Rush (Ex): A 14th level daredevil hurries into dangerous situations. When using his Confidence ability, he adds +10 ft. to his speed (this stacks with his fast movement ability), and multiplies his speed while running by 2 (following the normal multiplying rules; thus, if he has the Run feat he now runs at his land speed multiplied by 6). The duration of the ability is now 5 rounds per point of the daredevil’s Constitution bonus (minimum 5 rounds).
Athletic Mastery: When using the Balance, Jump, or Tumble skill, an 18th level daredevil may take 10, even if distractions would normally prevent him from doing so.
Cheat Death (Ex): At 19th level, the daredevil’s defensive roll can be used to combat any source of damage, not just weapon damage.
True Certainty (Ex): A 20th level daredevil can hurl himself into danger with utter certainty that he will prevail, shrugging off all harm. He adds his Charisma bonus (if any) to his damage reduction value. He also adds a +5 morale bonus to all saving throws. The duration of the ability is now one minute per point of the daredevil’s Constitution bonus (minimum one minute). When the duration expires, the daredevil immediately falls prone and is exhausted
The daredevil loves adventure so much that he hurls himself into it headfirst. A daredevil is always the first to venture into the lair of some unknown monster or pick up an ancient and unidentified magical artifact or speak up when confronted by a strange and powerful being. He is resilient and resourceful, and full well plans or surviving whatever crazy stunt he tries next. He loves to brag about exploits, and his personality is quite affecting. He is adventurous, tenacious, and fearless.
Adventures: Daredevils love to venture off into fantastic lands and try to do impossible things, so adventuring is perfect for them. They earn rewards for their services, and they like these rewards to be new magic items to enhance their abilities. Daredevils sport the scars of their adventures as badges of honor and love to share stories of their daring acts with anyone who will listen.
Characteristics: The daredevil has a great internal fortitude and quick reflexes as well. His belief in his ability to survive enhances his durability even further. He has an array of physical skills, and is very mobile in combat as well as being durable.
Alignment: Daredevils tend to be chaotic and rebellious, but are not particularly likely to be good or evil.
Religion: Many daredevils either publicly attribute their successes in life to a certain deity and trumpet the virtues of their god of choice during their travels or very privately pray for a god of luck or toughness to help them survive their difficult adventures.
Background: Often daredevils attended a military or monastic institution but did not fit in well to due their cavalier attitude towards danger and the palpable self-confidence that often makes them hard to work with. Others are members of the aristocracy whose natural physical gifts would go to waste in a court. Thus, they leave their homes and venture out, seeking glory and adventure. A daredevil seeks fame more than fortune, and his background reflects that. Daredevils often give up the less violent and dangerous paths that their magnetic personalities would normally allow them to pursue.
Races: Humans are as good daredevils as any, and there are many who believe in following the path to make the most of their short lifespans. Elves tend not to be physically tough enough and do not love danger the way humans do, and thus are not often daredevils. Dwarves have the toughness, but tend to be less confident and self-assured than most befits a daredevil. Gnomes usually prefer magic to danger-seeking, but those that do become daredevils make excellent ones. Halflings are often daredevils, especially those that place less emphasis on finesse and stealth and subtlety and want to become famous for their exploits. Half-orcs are more likely to be daredevils than half-elves, but only if they have the forceful personality needed.
The savage races produce a fair number of daredevils, especially gnolls.
Other Classes: Daredevils and rogues complement each other well. The daredevil respects the rogue’s cunning and perceptiveness; the rogue respects the daredevil’s toughness and bravery. The two make a good pair of scouts. Fighters and barbarians also appreciate the tenacity of the daredevil, and they try to help him learn from their superior combat prowess. Sorcerers and wizards don’t understand the daredevil’s willingness to endure pain and brave danger, but they respect it and appreciate that it’s him taking the hard knocks and not them. Clerics can sometimes relate to the daredevil, if the daredevil follows the right deity or cause. Druids and rangers see the daredevil as almost an animal because of his toughness, but that isn’t a bad thing.
Role: The daredevil, although he lacks the trap expertise and searching skill of a rogue, has the mobility and toughness to make an excellent scout. In combat, he tends to soak up a lot of hits and draw attention, but with his Skirmish ability he can make an offensive impact as well.
Game Rule Information
Abilities: Constitution keeps the lightly armored but mobile daredevil alive. Charisma powers some of his special abilities relating to force of personality. Dexterity is also a key to his survival, and Strength lets him make an impact in melee. Intelligence is useful for increasing his allotment of mostly physical-oriented skills.
Alignment: Any nonlawful.
Hit Die: d10.
Starting Gold: 6d4x10 gp
Class Skills
The daredevil treats the following skills as class skills:
Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base Attack: 3/4
Saves: Good fort, good ref; bad will
Table: The Daredevil
Level Special
1st Confidence (1/day), courageous, fast movement +5 ft.
2nd Force of personality, self-belief
3rd Evasion, improved reaction
4th Relish the challenge, skirmish (+1d6)
5th Bonus feat, confidence (2/day), fearless
6th Mettle
7th Fast movement +10 ft., resolve
8th Self-certainty
9th DR 1/-
10th Confidence (3/day), skirmish (+2d6)
11th Bonus feat, improved evasion
12th Defensive roll
13th DR 2/-, fast movement +15 ft.
14th Rush
15th Confidence (4/day)
16th Skirmish (+3d6)
17th Bonus feat, DR 3/-
18th Athletic mastery
19th Cheat death, fast movement +20 ft.
20th Confidence (5/day), true certainty
Class Features
All of the following are class features of the daredevil.
Weapon and Armor Proficiency: A daredevil is proficient with all simple weapons, as well as any one martial weapon of his choice. He is proficient with light and medium armor, but not with shields.
Confidence (Ex): A daredevil may charge into trouble with every belief that he will succeed, gaining a morale bonus equal to his Charisma bonus (if any) to attack rolls for one round.
At every 5th daredevil level, he can use this ability an additional time per day.
Courageous (Ex): A daredevil gains a +2 bonus to will saving throws against fear.
Fast Movement (Ex): A daredevil moves quickly when not wearing heavy armor and carrying no more than a light load. He adds a +5 ft. enhancement bonus to his land speed. This bonus increases by +5 ft. for every 6 daredevil levels gained after the first.
Force of Personality (Ex): A daredevil of 2nd level or higher believes in his abilities so much that he adds is Charisma bonus (if any) to all will saves.
Self-Belief (Ex): At 2nd level, a daredevil using Confidence also adds the bonus to all skill and ability checks. The ability’s duration is now a number of rounds equal to the daredevil’s Constitution bonus (minimum one round), but when the duration ends, the daredevil is fatigued.
Evasion (Ex): If a 3rd level or higher daredevil makes a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the daredevil is wearing light armor or no armor. A helpless daredevil does not gain the benefit of evasion.
Improved Reaction (Ex): A 3rd level daredevil gains a +2 bonus to initiative checks.
Relish the Challenge (Ex): A daredevil of 4th level or higher loves to test his ability against difficult odds. If he attempts a Strength, Dexterity, or Constitution-based check, he gains a +1 morale bonus if the DC is 20 or higher. For each 5 points of the DC beyond 20, the bonus increases by +1. If a failed check would result in the daredevil taking damage, the bonus increases by a further +1. However, the total bonus granted may not exceed ½ the daredevil’s class level.
This ability functions only if the check has a set DC, not if it is an opposed roll.
Skirmish (Ex): A 4th level daredevil adds +1d6 bonus damage to his attack whenever he moves 10 ft. or more in a round. For ranged attacks, the target must be within 30 ft. for the damage bonus to apply. This damage increases by +1d6 for every 6 daredevil levels gained thereafter. The damage bonus does not apply to creatures immune to critical hits.
Bonus Feat: A daredevil gains bonus feats relating to speed and toughness at levels 5, 11, and 17. He must meet all the prerequisites for these feats normally. The feats are chosen from this list: Blind-Fight, Dash (CW), Diehard, Dodge, Endurance, Greater Resiliency (CW), Improved Initiative, Improved Toughness (CW), Iron Will, Great Fortitude, Lightning Reflexes, Mobility, Run, Spring Attack, and Toughness.
Fearless (Ex): At 5th level, a daredevil is immune to fear effects.
Mettle (Ex): A 6th level daredevil is made of stern stuff. When rolling a fortitude or will save for some partial effect, he completely negates the effect on a successful save (if the save fails, he suffers the normal results).
Resolve (Ex): A 7th level daredevil adds his Charisma bonus (if any) to all saving throws (this replaces his Confidence ability, so he adds the bonus only once to will saves).
Self-Certainty (Ex): At 8th level, a daredevil using his Confidence ability also adds the morale bonus to weapon damage rolls. The duration of the ability is now a number of rounds equal to twice the daredevil’s Constitution bonus (minimum two rounds).
Damage Reduction (Ex): A 9th level daredevil can shrug off damage, gaining damage reduction 1/-. This damage reduction increases by +1 at every 4 daredevil levels thereafter. It operates like any other damage reduction, and thus does not apply to energy damage.
Improved Evasion (Ex): An 11th level daredevil still takes no damage on a successful Reflex saving throw against attacks, but now takes only half damage on a failed save. A helpless daredevil does not gain the benefit of improved evasion.
Defensive Roll (Ex): A daredevil of 12th level can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. To use this ability, he rolls a Reflex save (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the daredevil’s evasion ability does not apply to the defensive roll.
Rush (Ex): A 14th level daredevil hurries into dangerous situations. When using his Confidence ability, he adds +10 ft. to his speed (this stacks with his fast movement ability), and multiplies his speed while running by 2 (following the normal multiplying rules; thus, if he has the Run feat he now runs at his land speed multiplied by 6). The duration of the ability is now 5 rounds per point of the daredevil’s Constitution bonus (minimum 5 rounds).
Athletic Mastery: When using the Balance, Jump, or Tumble skill, an 18th level daredevil may take 10, even if distractions would normally prevent him from doing so.
Cheat Death (Ex): At 19th level, the daredevil’s defensive roll can be used to combat any source of damage, not just weapon damage.
True Certainty (Ex): A 20th level daredevil can hurl himself into danger with utter certainty that he will prevail, shrugging off all harm. He adds his Charisma bonus (if any) to his damage reduction value. He also adds a +5 morale bonus to all saving throws. The duration of the ability is now one minute per point of the daredevil’s Constitution bonus (minimum one minute). When the duration expires, the daredevil immediately falls prone and is exhausted
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