Hot rods feel the need the need for speed. Leading as fast a life as they can, they live with one foot on the accelerator and the other on the clutch (no self-respecting hot rod will drive an automatic!). Cocky and self-assured, hot rods have a certain magnetism that they carry with them even when they get out of their cars and off their motorcycles. They are damn proud of their vehicle and will do anything to make sure it is always in top condition, going so far as to risk their lives for a part they want or mouthing off to the fool who dares to sit on the chromed bumper.
The telltale sign of a hot rod is his or her set of wheels; it is a badge of honor, a trusted friend, and a symbol of freedom. Not content to just drive it, the hot rod has enough mechanical skills to fix and enhance it. Since top-notch parts cost money, however, the hot rod often develops ties with an organization that funds his expenses or gives him work to pay for them. Their natural charisma attracts followers in the form of pit crews, gear heads, co-pilots, and navigators. They can keep their cool under the most harrowing circumstances, never losing their grip on the wheel and the stick shift.
Hot rods and mecha pilots have a lot in common and therefore share a friendly rivalry. They understand the spiritual connection of the samurai with their katana, as well as the gun bunnies’ attachment to their guns. Magical girls, monster trainers, and sentai members are targets to be run over more often than they are friends. Martial artists and ninja get grouped under the “crazy kung-fu” banner, but hot rods can respect their fighting prowess. A tech genius is a highly useful mechanic by his or her standards, while students and adventurers make for good flunkies. Dynamic sorcerers and giant robots are two questions that a hot rod prefers to leave unanswered.
Hit Die d8.
Ability Scores Intelligence and Dexterity are the two key Abilities for a hot rod. Dexterity helps with his or her reflexes and agility and Intelligence helps with Skills and Attributes. Charisma is also important, since many activities of this class involve social situations.
The hot rod’s class skills (and the key Ability for each) are: Bluff (Cha), Disable Device (Int), Drive (Int or Dex), Gamble (Wis), Investigate (Int), Knowledge: Area (Int), Knowledge: Mechanics (Int), Knowledge: Police Sciences (Int), Navigate (Int), Pilot (Int or Dex), Read Lips (Int), Repair (Int), Ride (Dex), Seduction (Cha), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Gun Combat, Melee Attack, Unarmed Attack, and Unarmed Defense.
Skill Points at 1st Level = (4 + Int Modifier) x 4
Skill Points at Each Additional Level = 4 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|+1||+0||+0||+2||+0||Personal Gear (Car) +1|
|+2||+1||+0||+3||+0||Mechanical Genius +1|
|+3||+2||+1||+3||+1||Flunkies +1, Item of Power (Car-related) +1|
|+4||+3||+1||+4||+1||Organizational Ties +1, Personal Gear (Car) +1|
|+5||+3||+1||+4||+1||+5 Character Points, Divine Relationship +1|
|+6||+4||+2||+5||+2||Steady Hand Feat|
|+7||+5||+2||+5||+2||Personal Gear (Car) +1|
|+8||+6/+1||+2||+6||+2||Aura of Command +1, Wealth +1|
|+9||+6/+1||+3||+6||+3||Item of Power (Car-related) +1|
|+10||+7/+2||+3||+7||+3||+5 Character Points, Personal Gear (Car) +1|
|+11||+8/+3||+3||+7||+3||Flunkies +1, Organizational Ties +1|
|+12||+9/+4||+4||+8||+4||Mechanical Genius +1|
|+13||+9/+4||+4||+8||+4||Personal Gear (Car) +1|
|+14||+10/+5||+4||+9||+4||Improved Initiative Feat, Item of Power (Car-related) +1|
|+15||+11/+6/+1||+5||+9||+5||+3 Character Points, Divine Relationship +1|
|+16||+12/+7/+2||+5||+10||+5||Aura of Command +1, Personal Gear (Car) +1|
|+17||+12/+7/+2||+5||+10||+5||Defensive Combat Mastery +1, Wealth +1|
|+18||+13/+8/+3||+6||+11||+6||Flunkies +1, Organizational Ties +1|
|+19||+14/+9/+4||+6||+11||+6||Defensive Combat Mastery +1|
|+20||+15/+10/+5||+6||+12||+6||+5 Character Points, Divine Relationship +1|