DAREDEVIL
Requirements
To qualify to become a Daredevil, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Acrobatics 5 ranks, Drive 5 ranks, Perform (act) 5 ranks.
Feat: Endurance.
Class Information
The following information pertains to the Daredevil advanced class.
Hit Die: 1d10
Edge Points: +3
Class Skills: Acrobatis, Climb, Concentration, Demolitions, Drive, Escape Artist, Intimidate, Knowledge (current events, popular culture) (Int), Linguistics (Int), Perception (Wis), Perform (act) (Cha), Pilot (Dex), Profession (Wis), Ride (Dex), Swim (Str).
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 hero level on opposed Intimidate checks.
Nip-Up
A Daredevil of 2nd level or higher can stand up from a prone position as a swift action that does not provoke an attack of opportunity.
Bonus Feats
At 1st, 4th, and 7th 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.
Adrenaline Rush
At 3rd level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 edge and gets to increase the selected ability score by 1d6+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 1d6+1 rounds. A Daredevil can only cannot use the adrenaline rush class ability again until the fatigue expires.
At 6th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.
At 9th level, a Daredevil can temporarily increase three physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+3 rounds.
Edge Boost
This ability, gained at 4th level, allows a Daredevil to spend 2 edge points on one action in a single round. A Daredevil can spend 1 edge, see the result of the roll, and then decide to spend a second edge and add it to the first, as long as he or she does so before the GM reveals the result of the action.
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
Once per day, A 10th level Daredevil can reduce the damage taken by a single attack that would qualify for massive damage by half. The Daredevil is only required to make the Fortitude save if the damage still meets the Massive Damage requirements after being halved.
The Daredevil’s a reckless person who enjoys doing dangerous things risking life and limb in death defying acts. Bold and fearless most Daredevils perform dangerous stunts as a career others are just adrenaline junkies. When you need someone to perform an extreme stunt or put on a dangerous spectacle for the public eye so dangerous that only the apparent insane would attempt, you call on a Daredevil. Extreme sports, vehicle stunts, combat stunts, and theatrical stunts for entertainment are all part of the game.


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