The Daredevil Kit:
Qualifications: Daredevils
must have Dexterity scores of 16 or more.
Description/Role: The Daredevil is bold,
fearless, and reckless. Daredevils always take the most extreme risks in
any situation. Some do so for the sake of flamboyant style or entertainment,
others do so simply because they don't care for whatever consequence should
befall them, but all do so for the love of danger
Secondary Skills: Any
Weapon Proficiencies: Whatever
is normally allowed, however most Daredevils prefer not to encumber themselves
with large or bulky weaponry.
Nonweapon
Proficiencies: Bonuses:
Endurance, Jumping. Required: Blindfighting, Tightrope Walking,
Tumbling. (These three proficiencies are not required at start, but must
be purchased by 15th level) Suggested: Alertness, Direction Sense,
Fine Balance, Gambling, Iron Will, Juggling, Riding, Running, Swimming,
Trouble Sense.
Special Benefits:
Devil's Luck: Despite their reckness natures, it's surprising that most Daredevils
can survive almost any situation. Some say that it is the devil's luck that
has saved many a Daredevil's life. Daredevils recieve a +2/+10% bonus on
any die roll they make while taking any kind of risk. The risk does not
have to be great but it does have to involve danger to the Daredevil or
to the Daredevil's companions. This bonus affects saves, initiative, surprise,
proficiencies, abilities, and ability sub-checks (bend bars, system shock,
etc.). The only rolls this bonus does not affect are attacking and damage
rolls.
Cat's Grace: Daredevils are known for their amazing agility and quick reflexes.
This enables them to dodge of many potentially deadly situations with a
successful save vs. paralyzation. If the dodge fails, no other save can
be made to avoid the threat as this takes the place of all other normally
allowed saves. The benefit of dodging is that all harm is completely avoided
whereas normal saves only result in half damage. Of course, the Daredevil
can choose not to dodge in favor of a normal save. This ability does not
affect melee or missile combat, or spells with no physical effect to dodge
(like hold person). The only situations that may be avoided by this
ability are falls, falling objects, area-effect spells, or anything similar
that the DM feels could be avoided by a sudden lucky leap.
Nine Lives: Some say that
the Daredevil has more than one life, and thus can afford to be as reckless
as he is. Like the proverbial cat, fate has granted the Daredevil nine lives
to live. Anytime the Daredevil fails an attempt at a death-defying stunt,
he may spend one of his nine lives to miraculously survive. Once an extra
life is spent, it may not be regained by any means. The only requirement
is that the Player must be able to invent and describe the circumstances
which allowed the Daredevil to survive. This circumstance must fit within
the realm of coincidence. It doesn't matter how extreme or ridiculous the
coincidence is, as long as it's not completely impossible. The Daredevil
may only spend these lives to survive traps, stunts, area-effect spells,
breath weapons, or anything similar. These lives may not be used to survive
combat.
Fearless: The Daredevil knows no fear. Daredevils recieve a bonus equal to
their level to save vs. any effect which causes fear. If no save is normally
allowed, the Daredevil is allowed save vs. paralyzation with no bonus.
Special Hindrances:
Thrill-seeker: Daredevils are easily bored
with life and are only satisfied by the thrill of great danger. Unless terribly
injured or sick, the Daredevil cannot rest or be away from adventure for
more days than his level. If he stays away from adventure for more days
than his level, he losses all his benefits for 1d10 weeks minus a number
of days equal to his level. The Daredevil only earns half experience while
his benefits are lost.
Impulsive:
What makes a Daredevil dangerous is his impulsiveness.
This affects gameplay in two ways, first; When faced with any decision,
the Daredevil must always choose the riskiest and most dangerous choice.
In any situation involving action, the Daredevil must always charge forth
instantly, head first, and must always try to be at the fore-front of the
situation. Daredevils are not allowed to hesitate when it comes to action.
In any scenario where the Daredevil does not properly act out his impulsiveness,
he losses his benefits for that scenario and gains half experience for it.
Second; players of Daredevils should not be allowed to take back what they
say that pertains to their character's actions, nor should they ever be
given any second chances.
Magnet
for Trouble: It's always easy for a Daredevil to
find danger because danger seeks him out. The DM should always conspire
to make life both difficult and dangerous for the Daredevil.