Part acrobat, part martial artist, daredevils rush headlong into combat with a death wish. At a glance they are under armored and unarmed, flying into danger with the apparent threat of a headless arrow. That is because a daredevil’s armor is surprise and his weapon is his flailing body. He neuters opponents as quickly as possible and then turns the tables on his helpless enemies.
Monks make the best daredevils, already accustomed to combat without armor or weapons. Barbarians, fighters, and rogues who are willing to risk combat without armor make good daredevils, typically favoring the disarming daredevil maneuvers and wielding the stolen weapons against their owners. Rangers with combat-oriented animal companions liken many daredevil maneuvers to the tactics of short feral animals bringing their opponents down to size. Parcours comes in handy when fighting in forests.
Role: Daredevils are warriors who influence the battlefield. Their daredevil maneuvers do not directly harm their enemies like a blast of magic or blow from a weapon, but they render them vulnerable to such attacks.
Alignment: All stripes of daredevils exist. Daredevil maneuvers require deep concentration and exact movements, which tend toward the lawfully minded. Daredevils turn battlefields into circuses, which favors the chaotic. All adventurers appreciate advantages in combat.
Hit Die: d8
To qualify to become a daredevil, a character must fulfill all of the following criteria:
Base Attack Bonus: +6.
Skills: Acrobatics 6 ranks.
The daredevil's class skills (and the key ability for each) are Acrobatics (Dex), Climb (Str), Craft (Int, Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
The following are class features of the daredevil prestige class.
Weapon and Armor Proficiency: Daredevils are proficient with all simple weapons. They are not proficient with any type of armor or shield.
At 1st, 3rd, 6th, and 9th level a daredevil may select a bonus feat. These feats must be taken from the following list: Improved Bull Rush; Improved Disarm; Improved Grapple; Improved Overrun; Improved Trip. The daredevil does not need to meet prerequisites for a bonus feat.
These bonus feats are in addition to the feats a character of any class gets from advancing levels. A daredevil is not limited to the above list when choosing these feats. A daredevil may choose any feat he meets the prerequisite for instead if he already has all these feats.
Beginning at 2nd level, a daredevil’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when wearing no armor, and not carrying a medium or heavy load. This bonus stacks with fast movement gained from another source, such as a class feature, feat, or spell. His speed increases another +10 feet at 7th level and another +10 feet at 10th level.
A daredevil knows how to use every part of his body as a weapon. Beginning at 3rd level, a daredevil deals his unarmed strike damage when he successfully performs a combat maneuver.
Over time, daredevils learn and develop variations of the attacks they specialize in. Beginning at 4th level and every two levels thereafter, a daredevil learns one of the following daredevil maneuvers (if he meets the prerequisites).
Barreling Charge: After successfully bull rushing a target at least 15 feet, a daredevil who learns this maneuver can make a single attack as a swift action. He gains a +2 bonus on this attack. Prerequisite: Improved Bull Rush.
Bowl Over: After successfully bull rushing a target at least 5 feet, a daredevil who learns this maneuver can attempt to trip that target as a swift action. Prerequisites: Improved Bull Rush and Improved Trip.
Disarming Takedown: While grappling unarmed, a daredevil who learns this maneuver can make a disarm check as an immediate action against anyone he is grappling. Prerequisites: Improved Disarm and Improved Grapple
Hiptoss: When grappling unarmed, a daredevil who learns this maneuver may make a trip attack against anyone he is grappling as swift action. He can choose to end the grapple immediately with his opponent prone at his feet. Prerequisites: Improved Trip and Improved Grapple.
Weapon Shove: After successfully bull rushing a target at least 5 feet, a daredevil who learns this maneuver can attempt to disarm that target as a swift action. Prerequisite: Improved Bull Rush and Improved Disarm.
The whole world seems a lot flatter to someone who can jump twice his height and roll off great falls. Beginning at 5th level, a daredevil ignores the effects of difficult terrain and can make Acrobatics and Climb checks at full speed without penalty.