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Thread: Base Class Contest XXXVII - Upsy-Daisy

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    Default Re: Base Class Contest XXXVII - Upsy-Daisy

    The Daredevil
    "Let me guess. You thought I was dead."
    - Ovalchase Daredevil; Magic: the Gathering

    Daredevils are not like their other nonmagical brethren, instead they are simply insanely lucky. By rights, they should not be alive, having less actual ability than an ordinary fighter, monk or rogue and yet a grim determination and/or exceptional derring-do which, combined with several hundred times the recommended dose of luck, sees them through.

    Adventures: Daredevils are born to adventure, having a natural near-immunity to danger and a healthy dose of sheer dumb luck.

    Characteristics: Daredevils have few real abilities, but instead they are always just lucky enough to have everything go the way that they want it to.

    Alignment: Any. That said, daredevils tend towards the chaotic in results, regardless of their intent.

    Religion: Gods of luck are the most common deities among daredevils.

    Background: Daredevils are simply extremely lucky people, who never have to learn to be competent because they have enough luck to see them through either way.

    Races: Any.

    Other Classes: Daredevils are usually disliked by those who have to work for their talents., though they find some common ground with sorcerers.

    Role: A daredevil provides a party with utility abilities, and has a knack with skills as well.

    Adaptation: A daredevil could easily be changed to a magical class instead of just a very lucky one. In this case, their abilities would become supernatural, but they would need to lose their Righteous Desperation class feature. This isn't a fair trade-off, as the ability to use magic items is far more powerful than the ability to function in antimagic fields or dead magic areas, so consider making other alterations to the class if you do this.

    Level BAB Fort Ref Will Special
    Luck Bonus
    1st +0 +2 +2 +2 Just Plain Lucky, Shrug off, Righteous Desperation, Daredevil Tricks
    1
    2nd +1 +3 +3 +3 Evasion, Uncanny Dodge
    2
    3rd +1 +3 +3 +3 Second Guess
    3
    4th +2 +4 +4 +4 Double Down
    5
    5th +2 +4 +4 +4 Danger Sense
    6
    6th +3 +5 +5 +5 Improved Evasion, Improved Uncanny Dodge
    8
    7th +3 +5 +5 +5 Third Time
    10
    8th +4 +6 +6 +6 Soul of a Hero
    12
    9th +4 +6 +6 +6 Impossible Perception
    13
    10th +5 +7 +7 +7 Opportunist
    15
    11th +5 +7 +7 +7 Fourth Dimension
    17
    12th +6/+1 +8 +8 +8 Triple Trouble
    19
    13th +6/+1 +8 +8 +8 Hair Trigger
    21
    14th +7/+2 +9 +9 +9 Hide in Plain Sight
    23
    15th +7/+2 +9 +9 +9 Fifth Element
    25
    16th +8/+3 +10 +10 +10 Eternal Freedom
    27
    17th +8/+3 +10 +10 +10 Perfect Foresight
    29
    18th +9/+4 +11 +11 +11 Deny
    32
    19th +9/+4 +11 +11 +11 Sixth Sense
    34
    20th +10/+5 +12 +12 +12 Escape Unscathed
    36
    Alignment: Any
    Hit Die: 1d8

    Class Skills:
    All skills except for Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device (Cha) are class skills of the
    Skill Points at 1st Level: (4 + Int modifier) 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    The daredevil is proficient with all simple weapons and with light armour but with no type of shield.

    Just Plain Lucky (Ex)
    Daredevils are exceptionally blessed individuals, who have exceptional fortunes when it coms to avoiding harm. They get a luck bonus to all skill checks, saving throws, damage rolls and their armour class as given on Table: The Daredevil.

    Shrug Off (Ex)
    Daredevils have the Shrug Off class feature.

    Righteous Desperation (Ex)
    Daredevils have the Righteous Desperation class feature.

    Daredevil Tricks (Ex)
    At each level, a daredevil gains a single daredevil trick. Daredevil tricks are detailed in their own section.

    Evasion, Uncanny Dodge, Improved Evasion, Improved Uncanny Dodge, Opportunist (Ex)
    All these class features work just like the rogue class feature or talent of the same name.

    Second Guess/Third Time/Fourth Dimension/Fifth Element/Sixth Sense (Ex)
    At third level, and every fourth level thereafter, the daredevil rolls an additional die or set of dice with each roll and takes the best. For example, at 7th level, a daredevil attacking with a greatsword will roll 3d20 for the attack roll, taking the highest d20 roll, and then roll three distinct sets of 2d6 for the damage roll and take the highest of the three sets - unless, of course, the daredevil was under mental compulsion to attack an ally, in which case the lowest attack roll and, if the attack still hit, the lowest damage roll would be used.

    Double Down/Triple Trouble (Ex)
    At fourth level, and again at twelfth level, the daredevil can force opponents to roll an additional die or set of dice, and choose the worst, just as above. This takes no action to accomplish but only works on attacks against the daredevil. Similarly, the daredevil can allow allies to roll multiple times when they attempt to aid the daredevil directly and take the best.

    Danger Sense (Ex)
    Daredevils get an innate feeling when something's wrong. From fifth level, when they are within 50 feet of a location which would pose a danger to them, they are immediately aware of the squares in range which pose said danger (including their own, if it does). Examples of squares which pose a danger would be trap triggers, within the firing or charge range of hostiles, or the like. The daredevil has no indication at this level what the nature of the threat is.

    "Danger" refers to anything with a non-negligible chance of causing significant threat to the daredevil's own physical or mental wellbeing.

    Soul of a Hero (Ex)
    Daredevils get a new save each round to end hostile effects with a non-instantaneous duration starting from eighth level.

    Impossible Perception (Ex)
    From ninth level, the daredevil's danger sense improves, showing the nature of the threat to the daredevil. An indication is given if the threat is a hostile creature, a trap, a faulty construction or natural hazard, an active spell, or so forth. Impossible perception also indicates multiple squares that are dangerous from the same source or single squares which are dangerous from multiple sources.

    Hair Trigger (Ex)
    From thirteenth level, the daredevil's danger sense is pinpoint accurate. The nature of the threat and the squares which that threat occupies are noted, as well as the level of threat posed (that is, a rough indication of how likely it is to deal how much harm).

    Hide in Plain Sight (Ex)
    From fourteenth level, the daredevil can hide without cover or even while being observed.

    Eternal Freedom (Ex)
    From sixteenth level, the daredevil is subject to a constant, extraordinary freedom of movement effect.

    Perfect Foresight (Ex)
    From seventeenth level, the daredevil's danger sense is absurdly accurate: the exact nature of the threat (to the point of discerning the exact type of trap, for example), the exact position of the threat, and the best possible indication of the amount of danger it poses are given. Also, the range of the ability is now 100 feet.

    Deny (Ex)
    Once per round, a daredevil of at least eighteenth level can, without taking an action, prevent the effect of any one action on the daredevil. For example, a daredevil could prevent an earthquake's direct damage, but can't prevent an earthquake from destroying the floor from underneath and making the daredevil fall, or from killing a friend and making the daredevil sad: the effect must be directly upon the daredevil personally.

    Escape Unscathed (Ex)
    At 20th level, any variable, numeric effects which would harm the daredevil are minimised. That is, a fall that would normally deal 14d6 damage deals 14, while a greatsword hit would deal 2 points of damage, plus one and a half times the wielder's strength, plus whatever other bonuses to damage they might have. The spell enervation only inflicts a single negative level.

    Learning Daredevil Tricks
    "As long as your skill holds, the coin keeps spinning in the air. One day, your skill will run out. Sooner, later, it will run out. And then if you're lucky, the coin will land on heads, and when it lands, you will escape. And if you're not, the coin lands on tails. And then, when the coin stops spinning, you die."

    Learning a daredevil trick works essentially exactly the same as learning a feat; indeed, they work in nearly the exact same way as feats, they just can't be taken as actual feats. You learn them when you gain the relevant level, and then retain them for use later.

    The main difference is that it's a lot easier for a daredevil to pick up new tricks. Indeed, once per day a daredevil can simply pick up a trick that is useful in the current situation. However, the daredevil must choose and discard a previous daredevil trick to do this. A daredevil can do this once more per day for each five levels after first: at high levels, a daredevil can near-constantly be learning on-the-spot to handle almost anything as and when it comes up.

    Most daredevil tricks can only be taken once.

    List of Daredevil Tricks
    "Have another ace. Always have another ace."

    Always Alert
    You're always just alert enough to notice something just before it strikes.
    Prerequisites: None
    Benefit: Whenever you would enter combat, you immediately take a full turn before the surprise round.
    Special: Multiple creatures with this trick take the turns in initiative order.

    Bag of Useful Items
    You have a bag which always seems to have the right things in it.
    Prerequisites: None.
    Benefit: You gain the Bag of Useful Items class feature, treating half your daredevil level as your adventurer level. Round copper pieces, not levels (which means that no rounding should be necessary at all - for example, (7.5^2)*1000 = 56250 cp for a fifteenth-level daredevil).
    Special: If you really are an adventurer, your levels in both classes stack, as do adventurer talents which improve your effective level. Either way, you can take magic items out of the bag and give them to someone else to use without breaking your vow.

    Contagious Luck
    Your capabilities influence your allies too.
    Prerequisites: Daredevil level 2nd
    Benefit: Allies within 60 feet gain half your Just Plain Lucky bonus. They also get the benefits of your Second Guess class feature if you have the Third Time class feature. If you have the Fourth Dimension class feature, they gain the benefits of your Third Time class feature, and so on. Also, the same holds true for your Double Down class feature if you have the Triple Trouble class feature. In effect, they get to roll one fewer die than you, minimum one. Finally, if you have the improved evasion class feature, allies within 60 feet gain the evasion class feature (or improved evasion if they have evasion naturally, but this doesn't stack with the Contagious Luck of another daredevil).
    Special: Your allies still get this benefit if you are helpless or unconscious but not if you're dead.

    Daedalus Wings
    You can make better wings
    Prerequisites: Icarus Wings
    Benefit: Your speed with the Icarus Wings improves to 60 feet (Normal manueverability) and they can sustain 60 points of fire damage in a single round before breaking.

    Deflecting Fortune
    You are lucky enough that people who attempt to attack you soon regret it.
    Prerequisites: None
    Benefit: Whenever an attack fails to affect you (you save to negate it, the attacker doesn't beat your AC, you're immune to the attack or otherwise the attack intended to have a direct effect on you doesn't), it's returned on the attacker. If it's an area of effect or multiple target attack, it only hits the caster (and other original targets) anyway. For example, if a wizard launches a fireball straight at you, and each of you has an allied fighter behind you, and you save against the fireball, then your fighter ally and the wizard (but not the wizard's fighter ally) are struck and both are entitled to a save as normal.

    Escape Death
    You're very hard to kill
    Prerequisites: Daredevil level 8th
    Benefit: If you're killed, you turn out not to have been dead and wake up 3d6 minutes later at 1 hit point. To all inspection, you are still dead for those minutes. If you die three times in a single 24-hour period, your body finally finally gives in and you don't get up.

    Find Yourself
    You get lost often, but you often find yourself somewhere unrelated, but useful to where you need to go.
    Prerequisites: Daredevil level 7th
    Benefit: When you're in the wilderness or any other location where one could reasonably lose their way, you can get lost and find yourself 10 minutes later in any location within 20 miles, and even you don't know how you got there. From level 9 the limit becomes 200 miles, from 11th level it is removed and from 13th level you can accidentally stumble onto another plane.

    Gotta try...
    You can use totally unfamiliar items.
    Prerequisites: Knowledge (Architecture and Engineering) 7 ranks.
    Benefit: You can operate any item you come across even if its workings are unfamiliar to you, though you take the usual penalty for using a magic item deliberately (but not if you don't know it's magical).

    Hidden Talent
    You can use skills you've previously shown no proficiency in.
    Prerequisites: None
    Benefit: Once per hour, you can use a skill as though you had ranks in that skill equal to your daredevil level plus 3, even if it's not actually trained. This is useless if your actual number of ranks is the same as or higher than that many.

    Icarus Wings
    You craft yourself a set of wings that allow you to fly
    Prerequisites: Daredevil level 5th
    Benefit: You can craft wings, causing you to get a fly speed of 30 (Clumsy manueverability). 20 or more fire damage to the wings in a single round destroys them, though it only takes 10 minutes to make a new set. Flying in this way requires both hands, though they can still be used to carry items and even fight.

    It's a dud!
    Your opponents find that their equipment malfunctions at the worst of times.
    Prerequisites: None.
    Benefit: An opponent who tries to use a mechanical piece of equipment or an activated (except use-activated) magic item finds that it malfunctions unless they pass a reflex save (DC 10 + 1/2 the daredevil's level + the daredevil's charisma modifier). This effect only takes place when they use the equipment against you, or within 10 feet per level of you. A trap takes a reflex save with its creator's save bonus unless its own is higher; failure indicates that it too fails to function.

    An item that malfunctions is expended (crossbows must be reloaded, traps must be reset through whatever method, and charges of items are lost) but does nothing.

    Just as Planned!
    You know where to place a trap to make sure a creature stumbles into it.
    Prerequisites: None
    Benefit: Whenever you set a trap, choose up to two locations per level to put it instead of just one. The trap is only actually in one of those locations. Whenever a creature, friend or foe, would discover, or set off, the trap if it were at one of the locations, you have two options: unmark that location as a possible location of the trap, or decide that the trap really is at that location and the creature has just set it off.

    For example, the "Razor wire across hallway" trap has triggers in two adjacent squares (because the wire is 10 feet long). It's possible for a second-level daredevil to decide to put razor wire in (0,0) and (0,1) as well as in (0,1) and (1,1), (2,2) and (3,3), and (2,3) and (3,2), even though two of the wires share a space, and the other two cross over. Only one of these locations actually contains the razor wire. For example, if a creature enters (0,1), the daredevil can decide that the first wire is real, in which case the creature takes 2d6 slashing damage and (0,0) - and no other space - still contains wire (and will do 2d6 damage to the next creature to enter whether the daredevil likes it or not), or that the second wire is real, in which case the same is true of (1,1) instead of (0,0), or that neither wire is real and one of the other two is. Therefore, (2,2)-(3,3) and (2,3)-(3,2) are possible wire locations.
    Special: When there's only one possible location for the trap, the trap is in that location and there's no opportunity to decide that you never actually set the trap at all.

    DMs should be reasonable about what is and isn't a trap. Caltrops and contact poison smeared on walls or floors are traps; creatures arranged so as to ambush someone, or the arrangement of creatures such that they might ambush someone, aren't (even if they may be a "trap" in common parlance).

    One Last Time...
    You can repair something so that it works just one more time...
    Prerequisites: Craft (Any) 10 ranks.
    Benefit: You can use a broken item, even one which should by all rights not work, such as a vehicle or even a magic item (though you will suffer the effects of your righteous desparation, this hasn't stopped more than one daredevil from using smashed artifacts or loosing rampaging golems and sitting back and watching the chaos unfold as their luck leaves them). Roll a relevant craft check - even untrained. Take a relevant craft check - even untrained - as a standard action: the result of the check is the number of hit points you grant to the item, up to its maximum hit points (but see special). However, it takes a single point of true damage every single round from your haphazard job at fixing it. True damage cannot be prevented, resisted or mitigated by any means. You can continue to try to fix the item, but a DC 20 craft check - which can also be made untrained - only restores 1d6 hit points, plus 1d6 per 10 points by which you beat the DC, and only up to its maximum hit points (for real this time). When the item has hit points, it can be operated normally, but once it runs out, it is torn to pieces for real and no amount of nonmagical repair is likely to fix it.
    Special: If you would grant the item hit points in excess of its normal total, you instead restore it to full and give it temporary hit points equal to the difference, which only protect against the true damage and last until they run out - that is, in a number of rounds equal to the number of temporary hit points that remain.

    Perfect Weather
    The weather is always in your favour.
    Prerequisites: Daredevil level 13th
    Benefit: The weather within 2 miles is always exactly as you choose, except that it must be some kind of weather that normally appears in the region. For example, you couldn't create a blizzard or a sandstorm in a hot region with no deserts nearby. Further, you can't create massive, unnatural gaps in the type of weather available, such as having a hurricane which suddenly dissipates into no wind at all at its edge, or a several-degree temperature drop.
    Special: Two daredevils within 4 miles of each other using this trick choose the weather effects according to which one is closer. Magical control of the weather - indeed, such as using the control weather spell - prevents this ability functioning in that area for the duration.

    Signature Gear
    You are inseparable with your gear - literally.
    Prerequisites: None
    Benefit: Choose up to one item, plus one more per 5 levels. You get a +1 bonus on attack and damage rolls with that item and skill checks using that item per two levels. If that item is a shield or piece of armour, it functions as though its AC bonus were 1 point higher per 2 levels, but only for you. Further, if a creature loses that item (that is, misplaces, rather than deliberately surrenders to another creature), it makes its way back to your possession at an average speed of 10 miles per hour, whether by rolling, moving through rivers, or being carried by passersby.
    Special: You cannot choose magic items or items which you cannot actually operate. Ideally, you should choose items which are important to you directly, not just which you are entrusted with,

    Spontaneous Combustion
    "By the way, your house is on fire."
    Prerequisites: None
    Benefit: You gain the extraordinary ability to make things catch on fire - in reality, everything just happens to go right: you accidentally dropped a cigar in a place which later makes the building catch on fire when you need it; you created a small friction fire walking across something which only became relevant later, or something just caught on fire for a reason which was ostensibly nothing to do with you.

    Once per hour (any more often would stretch credibility, even for you) you may cause a fire to break out. The size of the fire is fine, plus up to one size category per two levels (instead of sizes above colossal, the space is increased by 10 feet in each direction for each two levels after seventeenth). You needn't create the largest fire available.

    Irrespective of the fire size, each creature and object in the fire takes 1d6 points of fire damage when it is created. The fire then continues to burn, and flammable creatures and objects in the area catch on fire.
    Special: Due to your immense luck, you aren't caught in your own initial fire, though you might take damage from the normal fire as objects catch on fire.

    Trump Card
    Your luck at games of chance or even skill is legendary.
    Prerequisites: None
    Benefit: Whenever you play a game with even a moderate element of luck (such as any card game, any game involving dice, and generally a game with randomness beyond simple decisions of, for example, the first player) you can choose, without having to make any kind of roll or check, whether you win or lose the game.
    Special: Multiple characters with this trick determine which one does better normally, and then the one who did better chooses which other players to do worse than, and then the second player chooses a position worse than the first character's.

    Unnoticeable
    Creatures don't tend to notice you.
    Prerequisites: Daredevil level 3rd
    Benefit: Enemies don't notice your presence - as though you were invisible and inaudible - unless you attack them, they focus on an object that they can't see because you're in their way, another creature points you out, you try to get their attention, or they physically bump into you. When a creature notices you, they continue to do so until you either hide from them successfully or attain total concealment from them.

    Wing and a Prayer
    You can give yourself up to luck when a task is beyond you.
    Prerequisites: Daredevil level 15th
    Benefit: Once per hour, you can give your fate up to luck. You double your bonus (from luck bonuses, skill ranks, ability scores, and so forth) to a single d20 roll, but if you fail that roll, you can't use this ability again for the rest of the day.
    Special: You cannot use this on any roll which isn't based on success or failure, such as an initiative check.

    Xykon's Gambit
    You can use attacks that would normally catch you in their area without hurting yourself
    Prerequisites: None
    Benefit: You are immune to your own attacks (except attacks which deal true damage). If you use an ability which breaks your vow, then you still get immunity from that attack before you lose your class features.
    Special: Unfortunately, you still can't craft yourself a magic item that makes you immune to that sort of damage.

    You Know What to Do
    Your relationships can grow so strong that your allies instinctively understand what you would want from them.
    Prerequisites: Daredevil level 7th
    Benefit: Any creature you have met understands what you would want them to do in certain situations - in effect, you are fortunate enough that they realise what you want of them. In practicaly terms, what this means is that you can send a short message every hour to each creature you've ever met. For example, you could send the king of Somewhere a message, then half an hour later send the president of Someplace Else a message because they're two separate creatures. You'd have to wait another half an hour to send the king of Somewhere a second message, or a whole hour to send the president of Someplace Else a message. Essentially, the characters' bond with you isn't strong enough that they constantly know your every desire, only the most important ones.
    Special: Technically, there's no reason why someone would stop knowing what you'd want while you're dead, so you can still use this ability when you are. Your memory will have a lasting impact on the world so long as anyone who remembers you from when you were alive is still there to talk about it.
    Last edited by Jormengand; 2017-02-10 at 09:36 PM.