Daredevil

The Daredevil class epitomizes courage and audacity in the face of danger, making them masters of fearlessness. They fear no foe, gaining remarkable mental fortitude to resist intimidating threats and overwhelming fears that would incapacitate others.

With incredible agility and quick reflexes, Daredevils have the uncanny ability to effortlessly recover from prone positions, instantly springing back into action without leaving themselves vulnerable.

In combat, Daredevils exhibit exceptional combat prowess, excelling in various specialized techniques and maneuvers. Their focus on physical ability scores allows them to achieve extraordinary feats, pushing their limits to outperform their adversaries.

When the situation demands it, a Daredevil can harness an "adrenaline rush," briefly increasing their strength, dexterity, or constitution, becoming a formidable force to reckon with. Yet, such exertion comes at a cost, as fatigue sets in after the adrenaline subsides.

At the apex of their training, Daredevils reach new levels of endurance. They can even withstand significant damage, delaying its effects, and demonstrating a remarkable damage threshold that few can match.

These daring individuals inspire awe and respect among their allies, displaying unwavering determination and resilience. Their fearlessness is not mere recklessness; it is a calculated bravery that sets them apart as true champions of valor and heroic spirit. With a Daredevil at their side, a group gains a steadfast defender, a master of combat agility, and a living embodiment of fearlessness in the face of adversity.


Advanced Class

DAREDEVIL

Requirements

To qualify to become a Daredevil, a character must fulfill the following criteria.

Base Attack Bonus: +2.

Skills: Concentration 6 ranks, Drive 6 ranks.

Feat: Endurance.

Class Information

The following information pertains to the Daredevil advanced class.

Hit Die: 1d10

Action Points: 6 + one-half character level, rounded down, every time he or she attains a new level in this class.

Class Skills

The Daredevil’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture) (Int), Perform (act) (Cha), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex).

Skill Points at Each Level: 5 + Int modifier.

Class Features

The following features pertain to the Daredevil advanced class.

Fearless

A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.

Kip-Up

A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.

Bonus Feats

At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must be selected from the following list, and the Daredevil must meet all the prerequisites of the feat to select it.

Acrobatic, Armor Proficiency (light), Armor Proficiency (me­di­um), Athletic, Brawl, Cautious, Dodge, Force Stop, Im­proved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Mobility, Nimble, Spring Attack, Streetfighting, Surface Vehicle Operation, Toughness, Vehicle Dodge, Vehicle Expert.

Action Boost

This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a single action in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action.

Adrenaline Rush

At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds.

At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.

Delay Damage

Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level.

Damage Threshold

A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.

 

Daredevil - Advanced Class