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  Background:
  After years of living an average life, you suddenly
  realize that something extraordinary has hap-
  pened; or maybe it has always been this
  way, but you are just now noticing it. You
  are nearly indestructible. Falls from great
  heights result in a few bruises. Auto
  accidents that would kill test pilots
  require band-aids, and explosions
  don’t even scratch you.
  The Dauntless are an enigma. For gen-
  erations there have been legends,
  myths, of heroic figures who seem to
  be impervious to harm: Achilles,
  Samson, and Lancelot. However, not
  even these legends were immortal; all
  possessed some secret weakness that
  proved their undoing. The Dauntless are mod-
  ern-day counterparts to those iconic warriors,
  similarly able to shrug off all but the most lethal
  of blows and to survive all but the most horrific
  of wounds.
  Needless to say, this unique ability is much-
  prized by the globe-trotting adventurer or the
  local do-gooder. For this reason, even the most
  humble of individuals who find themselves to
  be Dauntless often take up extraordinary lives,
  either as soldiers, law-enforcement officers,
  rescue-workers, or even vigilantes. Of course,
  it is not unheard of for less scrupulous charac-
  ters to possess this ability as well. These
  nefarious individuals often find gainful
  employment with powerful criminal organizations or as
  freelance muscle and hired killers.
  Profile of a
  Dauntless:
  David O’ Brian never thought of himself as anything
  special or out-of-the-ordinary. He’d had the average
  middle-class American childhood; public school, birth-
  day parties in the park, and sports on the weekends. He
  always remembered his mom bragging about how he
  never got sick, or cried like the other kids when they
  scraped their knees or fell out of the swing set, but he’d
  never even given it a second thought. Not until half a
  lifetime later did those idle praises even penetrate his
  thoughts.
  He had gotten his nursing degree from the state univer-
  sity, and worked at the hospital for a couple of years
  before being asked to participate in the Life-Flight pro-
  gram. Riding with the EMTs on the chopper and darting
  between the hospital and disasters gave David the
  adrenaline rush he’d been missing since leaving colle-
  giate athletics. In fact, his new vocation was far more
  exciting than a national swim meet had ever been.
  Unfortunately, the job got too exciting one night, only
  six months into his ride-alongs.
  On the way back to the hospital from the site of a dev-
  astating train wreck, the helicopter snagged a power
  line.  The pilot instantly lost control as electricity
  poured through the vehicles frame, shorting out the
  instruments. In a shower of flames and smoke, the
  chopper went down in a small thicket of tall trees. The
  next thing David remembered was sitting on an examin-
  LPJ9805
  dauntless
  DEVIL’S WORKSHOP
  Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
  
  P a g e  2
  D e v i l ’ s  W o r k s h o p
  prototypes: dauntless
  ing table, listening to a doctor telling a policeman:
  “it’s some kind of miracle. He doesn’t even have a
  scratch that can’t be fixed up with a band-aid. I
  wish I could say the same for the other five. . . .”
  From that day on, David began to realize that he
  was something special; that he was out-of-the-ordi-
  nary. In the months that followed, he quickly
  found that the only thing that he truly feared was
  acid. His forearm still bore the scars of his experi-
  ments to test his newfound invulnerability. The
  scars were all the more horrid because they were
  alone; not even the cuts and burns he’d received in
  the crash had left any permanent mark.
  However, he lacked any real use for this unique
  ability; he considered it a “handy trick”. Not until
  the night he was working in the ER, and they
  brought in Jack, his best friend, the victim of a
  gang-banger drive-by shooting. Jack made it, but
  his legs didn’t. When David got off from his shift,
  he called one of his pals on the P.D. and got the
  details of the shooting. From there, it wasn’t hard
  to follow the trail to the thugs’ hangout. The next
  night, David was waiting for them when they came
  back from their spree; with six sticks of dynamite
  strapped to his chest. 
  Requirements
  To qualify to become Dauntless, a character must
  fulfill the following criteria:
  Base Attack Bonus: +3
  Skills: Concentration 6 ranks, Spot 6 ranks.
  Feats: Brawl or Combat Martial Arts.
  Special: Additionally, the Dauntless must also pos-
  sess the Damage Reduction talent.
  Class Information
  Hit Die: 1d12
  Action Points: 6 + one-half character level, round-
  ed down, every time the Dauntless attains a new
  level in this class.
  Class Skills
  The Dauntless’s class skills (and the key ability for
  each skill) are: Climb (Str), Concentration (Con),
  Craft (Mechanical) (Int), Craft (Structural) (Int),
  Drive (Dex), Intimidate (Cha), Knowledge (Current
  Events) (Int), Knowledge (Pop Culture) (Int),
  Knowledge (Streetwise) (Int), Listen (Wis),
  Profession (Wis), Sense Motive (Wis), Speak
  Language (none), Spot (Wis).
  Skill Points at Each Level: 6 + Intelligence
  Modifier.
  Class Features
  The following features pertain to The Dauntless
  advanced class:
  Unearthly Saves: At 1st Level, The Dauntless is
  capable of remarkable feats of survival. The charac-
  ter adds his highest Ability Modifier to all of his
  Saving Throws, instead of the corresponding Ability
  Modifier. For example, a Dauntless character with
  the following stats: 15 Str, 14 Dex, 18 Con, 12 Int,
  13 Wis, and 15 Cha, would add +4 to all of his Saves
  (Fortitude, Reflex, and Will) because of the 18
  Constitution. Furthermore, any save that allows for 2
  damage on a successful roll results in no damage
  with a successful save.
  Weakness: Like Achilles’ heal, Samson’s hair, and
  Lancelot’s impurity, all Dauntless characters have a
  fatal flaw; one which nullifies all of their formidable
  powers of survival. At 1st Level, the Dauntless’ play-
  er must select a single weakness. This weakness (and
  all forms of attacks which utilize it) is not affected by
  the character’s Unearthly Saves, Damage Reduction,
  and Immunity to Critical Hits abilities. Sample weak-
  nesses include: elements (specific metals, stones,
  chemicals), energy* (acid, cold, electricity, fire,
  sonic), body parts (specific vulnerable location on
  the body), and character flaws (lust, greed, ego,
  ambition, rage).
  *If an energy form is chosen as the character’s
  Weakness, it cannot be one for which the character
  Dauntless
  Base
  Class 
  Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +1
  +0
  +0
  Unearthly Saves, Weakness
  +4
  +0
  2nd
  +1
  +2
  +0
  +0
  Damage Reduction 4/Weakness
  +5
  +1
  3rd
  +2
  +2
  +1
  +1
  Danger Sense
  +5
  +1
  4th
  +3
  +2
  +1
  +1
  Bonus Feat
  +5
  +2
  5th
  +3
  +3
  +1
  +1
  Damage Reduction 5/Weakness
  +6
  +2
  6th
  +4
  +3
  +2
  +2
  Immune to Critical Hits
  +6
  +2
  7th
  +5
  +4
  +2
  +2
  Damage Reduction 6/Weakness
  +6
  +3
  8th
  +6/+1
  +4
  +2
  +2
  Bonus Feat
  +7
  +3
  9th
  +6/+1
  +4
  +3
  +3
  Damage Reduction 7/Weakness
  +7
  +3
  10th
  +7/+2
  +5
  +3
  +3
  Unbreakable
  +8
  +4
  There are only 10 levels to this class
  
  already has a resistance talent.
  Damage Reduction: As time goes by, The Dauntless
  becomes more and more impervious to physical
  damage. At 2nd, 5th, 7th, and 9th Levels, the charac-
  ter’s resistance to injury increases. However, attacks
  against the character’s Weakness are not susceptible
  to this Damage Reduction.
  Danger Sense: At 3rd Level, The Dauntless has
  lived through enough bad situations to have devel-
  oped a sixth sense where danger is concerned. This
  extraordinary ability gives the character a +5 compe-
  tence bonus on all skill checks to avoid being sur-
  prised.
  Bonus Feat: At 4th and 8th Levels, The Dauntless
  gets a bonus feat. The bonus feat must be selected
  from the following list, and the character must meet
  all prerequisites of the feat to select it:
  Alertness, Archaic Weapon Proficiency, Attentive,
  Improved Brawl, Streetfighting, Combat Expertise,
  Confident, Mobility, Heroic Surge, Improved
  Damage Threshold, Cleave, Renown, Weapon
  Finesse, Weapon Focus.
  Immune to Critical Hits: Upon reaching 6th Level,
  The Dauntless character is no longer susceptible to
  extra damage from Critical Hits, save for those made
  against his specific Weakness. This is an extraordi-
  nary ability.
  Unbreakable: At 10th Level, The Dauntless is at the
  peak of his indestructibility. The character may now
  choose any two talents from the Unbreakable Talent
  Tree listed under the Tough Hero class on page 25 of
  the d20 Modern Core Rulebook. Where any of these
  talent descriptions specify information based upon
  the Tough class level, substitute the character’s
  Dauntless class level. 
  Artwork: Jason Walton
  D e v i l ’ s  W o r k s h o p
  P a g e  3
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  ‘d20 System’ and the d20 System logo are trade-
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  Hasbro, Inc., and are used with permission.
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  P a g e  4
  D e v i l ’ s  W o r k s h o p
  prototypes: dauntless
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  Modern System Reference Document Copyright
  2002-2003, Wizards of the Coast, Inc.; Authors Bill
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
  Eric Cagle, David Noonan, Stan!, based on material
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  Dauntless, Copyright 2004, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Prototype - Dauntless.pdf