Ion's Modern and Sci-Fi Homebrew Mishmash
HP at 1st level: 8+Con
HP at every level after 1st: 2+1d6+CON
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (streetwise) (Int), Knowledge (technology) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Points per level: 6 + Int modifier.
Table: The Daredevil
|Level||Base Attack Bonus||Dodge Bonus||Fort Save||Ref Save||Will Save||Special|
|1||+0||+3||+0||+2||+0||Archetype, dauntless surge|
|2||+1||+4||+0||+3||+0||Margin of error +2|
|5||+3||+5||+1||+4||+1||Margin of error +4|
|8||+6/ +1||+7||+2||+6||+2||Bonus feat|
|9||+6/ +1||+7||+3||+6||+3||Margin of error +6|
|12||+9/ +4||+9||+4||+8||+4||Bonus feat|
|13||+9/ +4||+9||+4||+8||+4||Margin of error +8|
|15||+11/ +6/ +1||+10||+5||+9||+5||Talent|
|16||+12/ +7/ +2||+11||+5||+10||+5||Bonus feat|
|17||+12/ +7/ +2||+11||+5||+10||+5||Margin of error +10|
|18||+13/ +8/ +3||+12||+6||+11||+6||Talent|
|19||+14/ +9/ +4||+12||+6||+11||+6||Talent|
|20||+15/ +10/ +5||+13||+6||+12||+6||Undaunted|
A Daredevil has simple proficiency in all weapons and martial proficiency in one weapon group.
Not every hero has taken the same path. At 1st level, each hero selects an archetype to represent his focus and background training. Once selected, this choice cannot be changed. Each archetype provides a hero with special benefits, ranging from additional class skills and bonus feats to new talents and class powers.
Dauntless Surge (Ex): The trademark ability of the daredevil, regardless of his training or methodology, is to push aside all fear, doubt, and hesitation when facing a life-and-death situation and act with absolutely confidence and swift precision to find a way to overcome the odds. Even when a daredevil consciously knows he is clearly about to die, he draws upon his vast reserve of poise, and performs with a calm and speed most people can only display when practicing their skills in total safety.
Of course no matter how poised a daredevil remains, he can only work within the limits of his mortal frame, and thus faster and more nimble daredevils are able to successfully alter a bad outcome more often than slower members of the class.
A number of times per day equal to his Dexterity bonus plus half his class level (minimum 1/day), the daredevil can add a bonus as a swift action to any one attack roll, damage roll, skill check, or saving throw he makes. This bonus is + 1d6, but cannot exceed the daredevil’s class level (a 1st level daredevil thus receives only a + 1 bonus, while a 2nd level daredevil receives a + 1 bonus if a “1” is rolled on the 1d6, and a “+ 2” bonus if a 2-5 is rolled).
A daredevil chooses whether or not to use a dauntless surge after the result of the die roll has been revealed, but before success or failure is determined. A daredevil may add his dauntless surge to a saving throw against a fear effect as an immediate action. If a daredevil uses his dauntless surge to add a bonus to a saving throw against fear, the value of the bonus is doubled (to a maximum of twice the daredevil’s class level).
Margin of Error (Ex): When the daredevil appears to suffer a fatal mishap, while the crowd screams in horror or the villain laughs in triumph, the daredevil is likely just barely still alive as a result of having left a slight margin of error for even the most dangerous acts.Starting at 2nd level, if any failed saving throw or skill or ability checks would result immediately in the daredevil’s death, he adds + 2 to the die roll.If the die roll is only successful because of this bonus, the daredevil manages to succeed, but the consequences drop him to 0 hit points, as he just barely survives. Additionally, the daredevil is treated as disable (rather than unconscious) when at a number of negative hit points no greater than his margin of error, and adds his margin of error to the number of negative hit points he can sustain before dying.
The daredevil’s margin of error increased by + 2 at 5th level, and every 4 levels thereafter.
As a daredevil undertakes ever more dangerous stunts, he learns a number of talents that allow him to succeed where others would certainly fail (or at least survive things that seem impossibly deadly), as well as apply the lessons gained when constantly gambling with his life to other areas of endeavor.At 3rd level, a daredevil gains one daredevil talent. He gains an additional talent at 6th level, and 7th level, and for every four levels of daredevil attained after each of those levels (10th and 11th, 14th and 15th, and so on) Unless otherwise specified, a daredevil cannot select an individual talent more than once.
Talents marked with an asterisk (*) apply to attacks the daredevil makes by adding the bonus from his dauntless surge to the damage done by an attack. Unless otherwise specified, the daredevil cannot use more than one such talent on the same attack.
Action Surge (Ex): The Daredevil can spend a single use of his dauntless surge ability as a free action. This may only be done if the Daredevil has already spent a dauntless surge as a swift action on the same round, and the second dauntless surge cannot be used to boost the same roll as the first use. A Daredevil must be at least 7th level to select this talent.
Befuddling Blow* (Ex): When the daredevil adds his dauntless surge bonus to damage dealt by a melee attack, his target takes a penalty on attack rolls for 1d4 rounds. Initially the penalty is –1, or –2 if the attack is directed at the daredevil. At 6th level, and every 4 levels thereafter, the penalty increased by –1 (–2 at 6th level, –3 at 10th level, and so on), and is always doubled for attacks the target makes against the daredevil.
Careful Disarm (Ex): Whenever the Daredevil attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more.
Confounding Blow* (Ex): When the daredevil adds his dauntless surge bonus to damage dealt by an attack, his target can’t make attacks of opportunity for a number of rounds equal to the dauntless surge die result.
Cunning Trigger (Ex): The daredevil can use a swift action to set off any trap within 30 feet that he constructed (with Craft: traps) or bypassed (with a Disable Device).
Danger Sense (Ex): The daredevil gains an intuitive sense that alerts him to danger from traps and ambushes.When the daredevil is attacked by a trap or when flat-footed, he may spend a use of his dauntless surge as a free action and add its bonus to his Defense or Reflex save against that single attack. (A daredevil with uncanny dodge may use this ability in circumstances that would result in his being flatfooted if he didn’t have uncanny dodge.)
Dauntless Dodge (Ex): The daredevil gains a new option for his dauntless surge ability. He now has the option to spend a dauntless surge to add its bonus as a dodge bonus to his Defense until the end of his next round.This ability does not stack with itself.
Defensive Spin (Ex): Once per round when the daredevil takes hp damage, he may expend a use of his dauntless surge ability as a free action and reduce the damage taken by the amount of his bonus roll. Damage cannot be reduced to less than 0.
Distracting Blow* (Ex): A daredevil with this talent can make attacks (in melee, or ranged attacks within 30 feet) with subtle flourishes that disorient and distract his enemy. When he adds his dauntless surge bonus to damage dealt by a melee attack, he causes the creature to become flat‑footed against one target of the daredevil’s choosing until the beginning of his next turn.The daredevil cannot designate himself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting blow.
Elusive Mind (Ex): This ability represents the daredevil’s ability to marshal his mind’s resources to resist mental effects. If the daredevil fails a Will save against a spell or effect, he may spend a use of his dauntless surge ability as an immediate action.This allows the daredevil to make a new save against the effect at the same DC on the beginning of his next turn, adding the bonus from his dauntless surge to the will save total. He gets only this one extra chance to succeed on his saving throw.
Ensnaring Blow* (Ex): When the daredevil adds his dauntless surge bonus to damage dealt by an attack, that opponent can’t take a 5-foot step for a number of rounds equal to the dauntless surge die result.
Evasion (Ex): The daredevil can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the daredevil is wearing light armor or no armor.A helpless daredevil does not gain the benefit of evasion.
Expert Leaper (Ex): When making jump checks, the daredevil is always considered to have a running start.Also, when the daredevil deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet fallen, instead of the first 10 feet.
Fast Picks (Ex): The daredevil can use the Disable Device skill to attempt to open a lock as a standard action instead of a full‑round action.
Fast Stealth (Ex): The daredevil can move at full speed using the Stealth skill without penalty.
Fearless Assault (Ex): The daredevil’s steely nerves allow him to take risky actions without completely letting down his guard. The daredevil gains a +4 bonus to Defense against attacks of opportunity. If the daredevil has Mobility, its bonus and this talent’s stack when the attack of opportunity is provoked by leaving a threatened space.
Greater Dauntless Surge (Ex): The daredevil now rolls 3d6 to determine the bonus of his dauntless surge (though the bonus still cannot exceed the daredevil’s class level). A daredevil must be at least 13th level and have improved dauntless surge to select this talent.
Hotfoot (Ex): The daredevil’s speed increases by +5 ft.A daredevil may take this talent up to three times. Its effects stack.
Improved Dauntless Surge (Ex): The daredevil now rolls 2d6 to determine the bonus of his dauntless surge (though the bonus still cannot exceed the daredevil’s class level). A daredevil must be at least 7th level to select this talent.
Improved Uncanny Dodge (Ex): The daredevil can no longer be flanked. This defense denies a rogue the ability to sneak attack the daredevil by flanking him, unless the attacker has at least four more rogue levels than the target has daredevil levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.A daredevil must be at least 10th level and have the uncanny dodge talent in order to select this talent.
Improved Withdraw (Ex): When taking a withdraw action, the number of initial spaces that leaving does not provoke an attack of opportunity is equal to the daredevil’s Dexterity bonus.
Intrepid (Ex): The daredevil may use dauntless surge two additional times per day.This talent may be taken more than once.
Leap Free (Ex): After taking a standard action to make a CMB check to escape a grapple or an Escape Artist check, the daredevil may take a withdraw action as a move action. The daredevil is limited to moving his movement (rather than up to double his movement as with a typical withdraw). If the daredevil makes an Acrobatics check to jump as part of this movement, he gains a +5 bonus to the check.
Ledge Walker (Ex): This daredevil can move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, the daredevil is not flat‑footed when using Acrobatics to move along narrow surfaces.
Opportunist (Ex): Once per round, when a creature the daredevil is threatening is struck for damage by another attacker, the daredevil may spend a use of dauntless surge to make an attack of opportunity against the creature.A daredevil must be at least 7th level to select this talent.
Positioning Blow (Ex): When the daredevil adds his dauntless surge to an Acrobatics check made to avoid provoking attacks of opportunity from moving through threatened spaces, he may also add half the bonus value (minimum +1) to the next attack roll he makes before the beginning of his next turn.
Quick Subterfuge (Ex): When the daredevil uses his dauntless surge bonus on a Craft, Disable Device, or Disguise check, the check takes half the normal amount of time (minimum 1 round).
Redirecting Dodge (Ex): Once per round when the daredevil has added his dauntless surge bonus to his Defense and is missed by a melee attack, he can redirect the attack to strike at an adjacent creature as a free action. The creature targeted must be within melee reach of the attack that hit the daredevil, and the creature that made the attack against the daredevil must make a new attack roll against the new target.A daredevil must have the dauntless dodge talent to select this talent.
Second Chance (Ex): Whenever the daredevil spends a dauntless surge to add to an Acrobatics, Climb, or Fly skill check he has just made, he may also reroll the actual skill check.He must take the second result, even if it is worse. The daredevil can use this ability only once on any given skill check.If the daredevil has the skill mastery talent, he may also use this ability with any skill he has skill mastered.—
Skill Mastery (Ex): The daredevil becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions.Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier (minimum 1). When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A daredevil may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Stand Up (Ex): A daredevil with this ability can stand up from a prone position as a free action. This does not provoke attacks of opportunity for standing up while threatened by a foe.
Swift Reaction Time (Ex): The daredevil may spend a use of his dauntless surge on an initiative check. He also receives the bonus on any Reflex save he makes until the end of his next turn.
The Best Defense (Ex): When the daredevil adds his dauntless surge bonus to an attack roll and successfully hits his target, he may add half his dauntless surge bonus to Defense for one round against attacks made by that target.
Greater Dauntless Surge (Ex): The daredevil now rolls 4d6 to determine the bonus of his dauntless surge, and the bonus is no longer limited to the daredevil’s class level).A daredevil must be at least 19th level and have improved and greater dauntless surge to select this talent.
Uncanny Dodge (Ex):The daredevil can react to danger before his senses would normally allow him to do so. He cannot be caught flat‑footed, nor does he lose his Dex bonus to Defense if the attacker is invisible. He still loses his Dexterity bonus to Defense if immobilized.A daredevil with this ability can still lose his Dexterity bonus to Defense if an opponent successfully uses the feint action (see the Pathfinder Roleplaying Game Core Rulebook) against him.
Bonus Feats: A Daredevil gains a bonus feat at 4th level, and again at 8th, 12th, and 16th level. These bonus feats must have Great, Greater, or Improved in their names (such as Great Cleave or Improved Initiative). When selecting these feats, the Daredevil may ignore prerequisites of an ability score, Combat Expertise, Great Fortitude, Iron Will, Lightning Reflexes, and Power Attack. The Daredevil must meet any other prerequisites.