Schism
2009-07-30, 01:44 PM
The Daredevil
Many are the people who boast of being able to laugh in the face of danger, but few truly possess little enough regard for their own wellbeing to taunt whole armies or sneer in the face of a dragon. Not so with the Daredevil. A thrill-seeker of the highest order, the Daredevil will go to great lengths to find new and exciting things to do. Some find the greatest pleasure in direct combat, while others enjoy out maneuvering or out thinking their opponents, and still others revel in being protected by nothing more than their incredible luck, pushing the limits at every turn and always hoping that the gods will smile on them one more time.
Abilities: A Daredevil may choose to walk one of several paths, and the abilities most important to each vary widely. A hearty constitution score helps any Daredevil however, as more hitpoints allow them to disregard their own safety for longer periods of time.
Races: Any.
Alignment: A Daredevil may be of any alignment, though by their very nature they are most often Chaotic.
Starting Age: Moderate
Hit Dice: d6
Table: the Daredevil
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Gambits Known | Max Gambit Level
1st | +0 | +0 | +2 | +0 | 1 | 1st
2nd | +1 | +0 | +3 | +0 | 2 | 1st
3rd | +2 | +1 | +3 | +1 | 4 | 2nd
4th | +3 | +1 | +4 | +1 | 5 | 2nd
5th | +3 | +1 | +4 | +1 | 6 | 3rd
6th | +4 | +2 | +5 | +2 | 8 | 3rd
7th | +5 | +2 | +5 | +2 | 9 | 4th
8th | +6/+1 | +2 | +6 | +2 | 10 | 4th
9th | +6/+1 | +3 | +6 | +3 | 12 | 5th
10th | +7/+2 | +3 | +7 | +3 | 13 | 5th
11th | +8/+3 | +3 | +7 | +3 | 14 | 6th
12th | +9/+4 | +4 | +8 | +4 | 16 | 6th
13th | +9/+4 | +4 | +8 | +4 | 17 | 7th
14th | +10/+5 | +4 | +9 | +4 | 18 | 7th
15th | +11/+6/+1 | +5 | +9 | +5 | 20 | 8th
16th | +12/+7/+2 | +5 | +10 | +5 | 21 | 8th
17th | +12/+7/+2 | +5 | +10 | +5 | 22 | 9th
18th | +13/+8/+3 | +6 | +11 | +6 | 24 | 9th
19th | +14/+9/+4 | +6 | +11 | +6 | 25 | 9th
20th | +15/+10/+5 | +6 | +12 | +6 | 26 | 9th[/table]
Table: Gambits Per Encounter
{table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 1 | - | - | - | - | - | - | - | -
2nd | 1 | - | - | - | - | - | - | - | -
3rd | 2 | 1 | - | - | - | - | - | - | -
4th | 2 | 1 | - | - | - | - | - | - | -
5th | 3 | 2 | 1 | - | - | - | - | - | -
6th | 3 | 2 | 1 | - | - | - | - | - | -
7th | 4 | 3 | 2 | 1 | - | - | - | - | -
8th | 4 | 3 | 2 | 1 | - | - | - | - | -
9th | 5 | 4 | 3 | 2 | 1 | - | - | - | -
10th | 5 | 4 | 3 | 2 | 1 | - | - | - | -
11th | 6 | 5 | 4 | 3 | 2 | 1 | - | - | -
12th | 6 | 5 | 4 | 3 | 2 | 1 | - | - | -
13th | 7 | 6 | 5 | 4 | 3 | 2 | 1 | - | -
14th | 7 | 6 | 5 | 4 | 3 | 2 | 1 | - | -
15th | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | -
16th | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | -
17th | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1
18th | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1
19th | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2
20th | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2[/table]
Table: Ability Scores and Bonus Gambits Per Encounter
{table=head]Score | Modifier | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
10-11 | 0 | - | - | - | - | - | - | - | - | -
12-13 | +1 | 1 | - | - | - | - | - | - | - | -
14-15 | +2 | 1 | - | - | - | - | - | - | - | -
16-17 | +3 | 2 | 1 | - | - | - | - | - | - | -
18-19 | +4 | 2 | 1 | - | - | - | - | - | - | -
20-21 | +5 | 3 | 2 | 1 | - | - | - | - | - | -
22-23 | +6 | 3 | 2 | 1 | - | - | - | - | - | -
24-25 | +7 | 4 | 3 | 2 | 1 | - | - | - | - | -
Etc.[/table]
Class Skills (4+Int modifier per level; ×4 at 1st level)
Balance (Dex), Bluff, (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), Tumble (Dex)
and also one of the following lists, depending on the choice at first level
- Body: Climb (Str), Jump (Str)
- Luck: Listen (Wis), Spot (Wis)
- Mind: Knowledge (all, trained separately) (Int), Forgery (Int)
- Agility: Sleight of Hand (Dex), Use Rope (Dex)
Class Features
All of the following are class features of the Daredevil.
Weapon and Armor Proficiency: A Daredevil is proficient with all simple weapons and with light armor. In addition, depending on a choice at first level, a Daredevil may be proficient with one of the following lists:
-Body: Bastard Sword, Longsword, Shields (except tower shields), Spear
-Luck: Whip, Bolas, Net
-Agility: Javelin, Shuriken, Rapier
Gambits: A Daredevil perfects the art of risk-taking over his lifetime, turning his knowledge gained from near-misses and near-deaths into new and more powerful techniques. A Daredevil does not need to study to learn new gambits; he simply invents them during the course of his travels. Once a Daredevil learns a new gambit, it stays with him forever. He can use each gambit an unlimited number of times in a day, though the physical or mental stress of the gambits limits the number of times they can be used per encounter. (See Table: Gambits per Encounter, above)
Using a gambit requires an ability score of 10 + the level of the gambit. The ability score required for a given gambit depends on the path it lies in. (See Path, below.)
A Daredevil may learn any gambit of his choice from the path he chose at level one (provided he is of sufficient level to learn that gambit). However, he may only learn gambits two levels lower than his maximum gambit level known if the gambit is from a path other than that of his choosing. He may only learn a gambit of a level higher than first if he knows at least one gambit from that path of the level below it. (E.g., to learn a second level gambit from the path of the body, he must know at least one first level gambit from that path. To learn a third level gambit, he must know at least one second level gambit, and so on.)
Using a gambit of any given level 'locks' the Daredevil into using that gambit level for the duration of the encounter. Only gambits of the same level may be used; any attempt to use a gambit of a higher or lower level results in the action being wasted.
Except where otherwise noted, gambits are extraordinary abilities that require a standard action to activate.
Gambits may not be used outside of encounters except where otherwise noted.
Bonus feats: At fifth level and every five levels thereafter, the Daredevil gains a bonus feat of his choice from the following list, provided he meets the requirements for them.
The feats the Daredevil may choose from are: Acrobatic, Blind-Fight, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Endurance, Improved Feint, Improved Initiative, and Improved Trip.
Path: Despite the assumptions made by some that Daredevils are beings that live entirely on whims, Daredevils actually have a guiding set of principles. What these are varies from Daredevil to Daredevil, but they always fit into one of the following categories. At first level, a Daredevil chooses which path he will follow, and thereafter he gains bonuses related to his choice. This decision can never be changed, as it would represent a fundamental shift in the Daredevil's beliefs.
Path of Agility: A Daredevil that follows this path believes that speed, not strength, is the key to staying alive and besting your opponents at the same time. The ability score required to use these gambits is Dexterity.
A Daredevil that follows the path of agility gains a 5' bonus to his base land speed. This effect increases to 10' at tenth level, and by an additional 5' for every five levels thereafter. The Daredevil also gains Evasion at tenth level, and Improved Evasion at fifteenth level. In addition, the Daredevil gains a +1 bonus to his initiative rolls starting at fifth level, and an additional +1 every five levels thereafter.
Path of the Body: A Daredevil that follows this path believes that physical strength is the solution to any problem, especially when applied in copious amounts. The ability score required to use these gambits is Strength.
A Daredevil that follows the path of the body gains +1 strength at fifth level and every five levels thereafter. In addition, he gains 1 bonus hitpoint every time he gains a level in Daredevil.
Path of Luck: A Daredevil that follows this path believes that the gods themselves smile upon him, guiding his weapon and shielding him from harm. The ability score required to use these gambits is Charisma.
A Daredevil that follows the path of luck gains the ability to reroll any die roll once per encounter. He must take the result of the new roll, even if it is worse than the original roll.
Path of the Mind: A Daredevil that follows this path believes that equal parts careful planning and quick thinking combine to create the most favorable outcomes. The ability score required to use these gambits is Intelligence.
A Daredevil that follows the path of the mind gains the ability to use his intelligence modifier in place of dexterity for the purpose of determining his bonus to reflex saving throws. In addition, he gains a 50% immunity to mind-affecting effects starting at fifth level. This effect increases to total immunity at level 10. At level 15 any spells with the (Mind-Affecting) descriptor 'reflect' off the Daredevil's mind toward the caster. Treat any reflected spells as though they had been cast by the Daredevil, with a caster level equal to that of the original caster of the spell.
Greased Lightning: Even the stoutest of Daredevils are remarkably quick when the need arises, seemingly able to move faster and more precisely than should be possible.
A Daredevil gains the feats Agile and Run for free at first level, provided he meets the requirements for them.
Acknowledged Risks: A Daredevil understands and embraces the risks inherent in his lifestyle. He may never wear heavy or medium armor, nor may he use a tower shield. However, the dangers he faces on a regular basis only serve to harden his resolve to continue. At fifth level and every five levels thereafter, the Daredevil gains a +1 natural bonus to AC.
Many are the people who boast of being able to laugh in the face of danger, but few truly possess little enough regard for their own wellbeing to taunt whole armies or sneer in the face of a dragon. Not so with the Daredevil. A thrill-seeker of the highest order, the Daredevil will go to great lengths to find new and exciting things to do. Some find the greatest pleasure in direct combat, while others enjoy out maneuvering or out thinking their opponents, and still others revel in being protected by nothing more than their incredible luck, pushing the limits at every turn and always hoping that the gods will smile on them one more time.
Abilities: A Daredevil may choose to walk one of several paths, and the abilities most important to each vary widely. A hearty constitution score helps any Daredevil however, as more hitpoints allow them to disregard their own safety for longer periods of time.
Races: Any.
Alignment: A Daredevil may be of any alignment, though by their very nature they are most often Chaotic.
Starting Age: Moderate
Hit Dice: d6
Table: the Daredevil
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Gambits Known | Max Gambit Level
1st | +0 | +0 | +2 | +0 | 1 | 1st
2nd | +1 | +0 | +3 | +0 | 2 | 1st
3rd | +2 | +1 | +3 | +1 | 4 | 2nd
4th | +3 | +1 | +4 | +1 | 5 | 2nd
5th | +3 | +1 | +4 | +1 | 6 | 3rd
6th | +4 | +2 | +5 | +2 | 8 | 3rd
7th | +5 | +2 | +5 | +2 | 9 | 4th
8th | +6/+1 | +2 | +6 | +2 | 10 | 4th
9th | +6/+1 | +3 | +6 | +3 | 12 | 5th
10th | +7/+2 | +3 | +7 | +3 | 13 | 5th
11th | +8/+3 | +3 | +7 | +3 | 14 | 6th
12th | +9/+4 | +4 | +8 | +4 | 16 | 6th
13th | +9/+4 | +4 | +8 | +4 | 17 | 7th
14th | +10/+5 | +4 | +9 | +4 | 18 | 7th
15th | +11/+6/+1 | +5 | +9 | +5 | 20 | 8th
16th | +12/+7/+2 | +5 | +10 | +5 | 21 | 8th
17th | +12/+7/+2 | +5 | +10 | +5 | 22 | 9th
18th | +13/+8/+3 | +6 | +11 | +6 | 24 | 9th
19th | +14/+9/+4 | +6 | +11 | +6 | 25 | 9th
20th | +15/+10/+5 | +6 | +12 | +6 | 26 | 9th[/table]
Table: Gambits Per Encounter
{table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 1 | - | - | - | - | - | - | - | -
2nd | 1 | - | - | - | - | - | - | - | -
3rd | 2 | 1 | - | - | - | - | - | - | -
4th | 2 | 1 | - | - | - | - | - | - | -
5th | 3 | 2 | 1 | - | - | - | - | - | -
6th | 3 | 2 | 1 | - | - | - | - | - | -
7th | 4 | 3 | 2 | 1 | - | - | - | - | -
8th | 4 | 3 | 2 | 1 | - | - | - | - | -
9th | 5 | 4 | 3 | 2 | 1 | - | - | - | -
10th | 5 | 4 | 3 | 2 | 1 | - | - | - | -
11th | 6 | 5 | 4 | 3 | 2 | 1 | - | - | -
12th | 6 | 5 | 4 | 3 | 2 | 1 | - | - | -
13th | 7 | 6 | 5 | 4 | 3 | 2 | 1 | - | -
14th | 7 | 6 | 5 | 4 | 3 | 2 | 1 | - | -
15th | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | -
16th | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | -
17th | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1
18th | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1
19th | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2
20th | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2[/table]
Table: Ability Scores and Bonus Gambits Per Encounter
{table=head]Score | Modifier | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
10-11 | 0 | - | - | - | - | - | - | - | - | -
12-13 | +1 | 1 | - | - | - | - | - | - | - | -
14-15 | +2 | 1 | - | - | - | - | - | - | - | -
16-17 | +3 | 2 | 1 | - | - | - | - | - | - | -
18-19 | +4 | 2 | 1 | - | - | - | - | - | - | -
20-21 | +5 | 3 | 2 | 1 | - | - | - | - | - | -
22-23 | +6 | 3 | 2 | 1 | - | - | - | - | - | -
24-25 | +7 | 4 | 3 | 2 | 1 | - | - | - | - | -
Etc.[/table]
Class Skills (4+Int modifier per level; ×4 at 1st level)
Balance (Dex), Bluff, (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), Tumble (Dex)
and also one of the following lists, depending on the choice at first level
- Body: Climb (Str), Jump (Str)
- Luck: Listen (Wis), Spot (Wis)
- Mind: Knowledge (all, trained separately) (Int), Forgery (Int)
- Agility: Sleight of Hand (Dex), Use Rope (Dex)
Class Features
All of the following are class features of the Daredevil.
Weapon and Armor Proficiency: A Daredevil is proficient with all simple weapons and with light armor. In addition, depending on a choice at first level, a Daredevil may be proficient with one of the following lists:
-Body: Bastard Sword, Longsword, Shields (except tower shields), Spear
-Luck: Whip, Bolas, Net
-Agility: Javelin, Shuriken, Rapier
Gambits: A Daredevil perfects the art of risk-taking over his lifetime, turning his knowledge gained from near-misses and near-deaths into new and more powerful techniques. A Daredevil does not need to study to learn new gambits; he simply invents them during the course of his travels. Once a Daredevil learns a new gambit, it stays with him forever. He can use each gambit an unlimited number of times in a day, though the physical or mental stress of the gambits limits the number of times they can be used per encounter. (See Table: Gambits per Encounter, above)
Using a gambit requires an ability score of 10 + the level of the gambit. The ability score required for a given gambit depends on the path it lies in. (See Path, below.)
A Daredevil may learn any gambit of his choice from the path he chose at level one (provided he is of sufficient level to learn that gambit). However, he may only learn gambits two levels lower than his maximum gambit level known if the gambit is from a path other than that of his choosing. He may only learn a gambit of a level higher than first if he knows at least one gambit from that path of the level below it. (E.g., to learn a second level gambit from the path of the body, he must know at least one first level gambit from that path. To learn a third level gambit, he must know at least one second level gambit, and so on.)
Using a gambit of any given level 'locks' the Daredevil into using that gambit level for the duration of the encounter. Only gambits of the same level may be used; any attempt to use a gambit of a higher or lower level results in the action being wasted.
Except where otherwise noted, gambits are extraordinary abilities that require a standard action to activate.
Gambits may not be used outside of encounters except where otherwise noted.
Bonus feats: At fifth level and every five levels thereafter, the Daredevil gains a bonus feat of his choice from the following list, provided he meets the requirements for them.
The feats the Daredevil may choose from are: Acrobatic, Blind-Fight, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Endurance, Improved Feint, Improved Initiative, and Improved Trip.
Path: Despite the assumptions made by some that Daredevils are beings that live entirely on whims, Daredevils actually have a guiding set of principles. What these are varies from Daredevil to Daredevil, but they always fit into one of the following categories. At first level, a Daredevil chooses which path he will follow, and thereafter he gains bonuses related to his choice. This decision can never be changed, as it would represent a fundamental shift in the Daredevil's beliefs.
Path of Agility: A Daredevil that follows this path believes that speed, not strength, is the key to staying alive and besting your opponents at the same time. The ability score required to use these gambits is Dexterity.
A Daredevil that follows the path of agility gains a 5' bonus to his base land speed. This effect increases to 10' at tenth level, and by an additional 5' for every five levels thereafter. The Daredevil also gains Evasion at tenth level, and Improved Evasion at fifteenth level. In addition, the Daredevil gains a +1 bonus to his initiative rolls starting at fifth level, and an additional +1 every five levels thereafter.
Path of the Body: A Daredevil that follows this path believes that physical strength is the solution to any problem, especially when applied in copious amounts. The ability score required to use these gambits is Strength.
A Daredevil that follows the path of the body gains +1 strength at fifth level and every five levels thereafter. In addition, he gains 1 bonus hitpoint every time he gains a level in Daredevil.
Path of Luck: A Daredevil that follows this path believes that the gods themselves smile upon him, guiding his weapon and shielding him from harm. The ability score required to use these gambits is Charisma.
A Daredevil that follows the path of luck gains the ability to reroll any die roll once per encounter. He must take the result of the new roll, even if it is worse than the original roll.
Path of the Mind: A Daredevil that follows this path believes that equal parts careful planning and quick thinking combine to create the most favorable outcomes. The ability score required to use these gambits is Intelligence.
A Daredevil that follows the path of the mind gains the ability to use his intelligence modifier in place of dexterity for the purpose of determining his bonus to reflex saving throws. In addition, he gains a 50% immunity to mind-affecting effects starting at fifth level. This effect increases to total immunity at level 10. At level 15 any spells with the (Mind-Affecting) descriptor 'reflect' off the Daredevil's mind toward the caster. Treat any reflected spells as though they had been cast by the Daredevil, with a caster level equal to that of the original caster of the spell.
Greased Lightning: Even the stoutest of Daredevils are remarkably quick when the need arises, seemingly able to move faster and more precisely than should be possible.
A Daredevil gains the feats Agile and Run for free at first level, provided he meets the requirements for them.
Acknowledged Risks: A Daredevil understands and embraces the risks inherent in his lifestyle. He may never wear heavy or medium armor, nor may he use a tower shield. However, the dangers he faces on a regular basis only serve to harden his resolve to continue. At fifth level and every five levels thereafter, the Daredevil gains a +1 natural bonus to AC.