Daredevils live for the thrill of adventure; death-defying stunts are their specialty. The stunts vary and include barnstorming, wingwalking, parachuting (from aircraft or from buildings), scaling tall buildings (often without equipment), escaping from spectacular traps, extreme high diving; the list is virtually endless. As long as there is an element of danger and an eager audience, the daredevil is all too willing to entertain.
Game Rule Information
Daredevils have the following game statistics.
Abilities: Dexterity and Intelligence are necessary for daredevils who ply their trade in incredible stunts. A high Strength and Charisma would also compliment the daredevil's skills.
Vitality: 1d8 plus Constitution modifier per level.
Class Skills: The daredevil class skills, and the key ability for each of them, are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge (stunts) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Pilot (Dex), Profession (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
All of the following are class features of the daredevil.
Nimble: A daredevil gains this feat for free at first level.
Extraordinary Luck: At 1st level, the daredevil has a knack of knowing when to trust his luck. For some this is mostly a matter of skill, and for others is a natural lucky streak. This allows him to re-roll any saving throw roll and take the most favorable result out of the two. This ability may be used after the initial roll is made. At 4th level, the daredevil can use this ability two times a day and it affects saves and/or skill checks. At 9th level, he can use this ability three times a day and with saving throws, skill checks, and/or attack rolls. At 15th level, the Daredevil can use this ability four times a day and with saving throws, skill checks, attack rolls, and/or damage rolls.
Weapon Proficiencies: The daredevil begins play with the following feats: Weapon Proficiency (simple), and Weapon Proficiency (pistols).
Uncanny Dodge: Beginning at second level, the daredevil can react to danger before his senses would otherwise warn him. This ability functions as the Explorer ability of the same name. At level ten, the daredevil can't be flanked (as per the Explorer ability). The daredevil gains no bonuses when dealing with traps.
Bonus Feat: At the 3rd, 7th, 12th, 16th, and 20 levels, the daredevil gains a new feat. These bonus feats may only be picked from the following list: Acrobatics, Alertness, Athletics, Dodge, Endurance, Expertise, Fame, Improved Initiative, Lightning Reflexes, Neck Hairs Rise, Precise Control, Signature Vehicle, Skill Emphasis, and Speed Demon.
Sidekick: At 6th level, the daredevil gains the Sidekick feat for free. Often the sidekick will be a junior daredevil, or even a mechanic who keeps the daredevil's equipment in working condition. He could even be someone with medical training, whose job is to patch up the daredevil if an unfortunate accident should occur.
Skill Mastery: At 8th level, and every five levels thereafter, the daredevil gains this ability. It functions as the Explorer ability of the same name.
TABLE DARE-1: THE DAREDEVIL
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Pulp Heroes, Dungeon & Dragons, Psionics Handbook are trademarks owned by Wizards of the Coast. Pulp Heroes was written by David Noonan. The Daredevil Class, including the name, description text and game mechanics, are designated as Open Game Content.