5.01.2004

The Knave
[D&D Core Class]

The Knave
Dastards, miscreants, and villains - knaves are often the black knights, cruel killers, and ruthless nemeses of legend. Other kmavess are merely misunderstood survivalists who value triumph over all else, living by their own self-serving principles and exploiting any opportunity that makes itself available, regardless of the morality involved. Knaves value victory by any means, disregarding concepts such as honor or valor if the result is the defeat of their enemies.

Knaves are commonly humans and half-orcs who relish battle without honor and victory at any cost. Although rare, half-elves and halflings can also be found in their black ranks.



Knave Prestige Classes: Pending.

Adaptation: The knave combines thematic aspects of the fighter, rogue, assassin, and blackguard, and he can serve as an unscrupulous and nonreligious counterpart to the more noble paladin and the sneakier rogue.

Game Rule Information
Knaves (Knv) have the following game statistics.

Abilities: Strength, Dexterity, and Charisma are valued by the knave. As is the case with all warriors, Strength assists in striking down foes. A high Dexterity helps the knave avoid the attacks of his enemies, whether by bald dodging or by more subverise stealth. A high Charisma score allows the knave to deceive to his advantage and undermine confidence.
Base Attack Bonus: Good (as a fighter).
Hit Die: d8.
Saves: Good Reflex / Poor Fortitude and Will.
Class Skills: The knave's class skills are Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Rope (Dex). Skill Points at Each Level: 4 + Intelligence modifier (x4 at 1st level).
Alignment: Any nongood.
Starting Age: As a rogue.
Starting Gold: 5d4 x 10gp.
Preferred Deities: Erythnul, Nerull, Olidammara, Vecna, Gruumsh, Hextor, Fharlanghn.
Favored Class: Knave is a favored class for humans and half-elves, and an additional or alternate favored class for half-orcs, at the DM's discretion.


Class Features
All of the following are class features of the knave.

Weapons and Armor Proficiency: Knaves are proficient with the all Simple and Martial weapons. They are proficient with Medium armor and with shields (except tower shields).

  1. Cunning Reflexes [+1], Invective, Secret Weapon
  2. Ulterior Motive, Underhanded Strike [+1d6]
  3. Uncanny Dodge
  4. The Art of Retreat, Venomous
  5. Cunning Reflexes [+2], , Underhanded Strike [+2d6]
  6. Ruthless Killer
  7. Improved Uncanny Dodge
  8. Underhanded Strike [+3d6]
  9. Exploit Defenses
  10. Cunning Reflexes [+3]
  11. Underhanded Strike [+4d6]
  12. Die Another Day
  13. Opportunist
  14. Underhanded Strike [+5d6]
  15. Cunning Reflexes [+4]
  16. Flanking Expertise
  17. Underhanded Strike [+6d6]
  18. Undermine Defenses
  19. Twist the Blade
  20. Cunning Reflexes [+5], Underhanded Strike [+7d6]


Cunning Reflexes [1st / 5th / 10th /15th / 20th level]
The knave has a knack for exploiting an opponent's blind spot while concealing his own.

At 1st level, you receive a +1 dodge bonus to AC against attacks of opportunity and a +1 morale bonus on all of your attacks of opportunity made with melee weapons. In addition, the number of attacks of opportunity that you can make each round increases by 1. These benefits stack with Combat Reflexes, Mobility, and similar feats.

Cunning Reflexes bonuses increase by +1 at 5th level and every five levels thereafter.


Invective
The threats, insults, and lies that the knave mutters during combat can have a distracting effect on his opponents.

You may target a single intelligent opponent each round that can hear and understand you. Against the target of your Invective, you add your Charisma modifier (minimum +1) as a dodge bonus to your AC, up to a maximum bonus of +1 per knave level. If the target of your Invective cannot hear or understand you, you are aware that your efforts have no effect and can switch targets if you wish as a free action upon your next turn.

In addition, you receive a +4 morale bonus on Intimidate checks made to demoralize an opponent. [Extraordinary]


Secret Weapon
Never turned your back on an "unarmed" knave.

You receive a +4 bonus to Sleight of Hand or Dexterity checks made to conceal a weapon on your body, and you can draw a concealed weapon as a move action. Opponents unaware of the weapon are treated as flat-footed against the first melee attack that you make that turn. [Extraordinary]


Ulterior Motive [2nd Level]
The knave is skilled at keeping hidden his true intentions.

You receive a +4 bonus to all opposing Bluff checks and a +2 bonus to Will saves against any spell or effect designed to read your thoughts, detect your alignment, determine if you are lying, or sense your emotions. [Extraordinary]


Underhanded Strike [2nd / 5th / 8th / 11th / 14th / 17th / 20th level]
The knave capitalizes on his enemy's momentary weaknesses with deadly effect.

You deal +1d6 Underhanded Strike damage on each attack of opportunity that you make with a melee weapon and on each melee attack you make against a target denied its Dexterity bonus to AC, that you flank, or that is helpless. Underhanded Strike damage stacks with Sneak Attack damage.


Uncanny Dodge [3rd Level]
The knave can react to danger before his senses would normally allow him to do so.

You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. If you already have Uncanny Dodge from another class, you automatically gain Improved Uncanny Dodge instead. [Extraordinary]


The Art of Retreat [4th Level]
What one might label as an act of cowardice, the knave calls survival.

You can withdraw from combat as a standard action, and you retain your Dexterity bonus to AC (if any) while running. When fighting defensively, taking the full defense action, or taking cover, you enjoy an additional +1 dodge bonus to AC. [Extraordinary]


Venomous [4th Level]
Poison is an ally.

You are skilled in the use of poisons and never risk accidentaly poisoning yourself when applying poison to a blade.


Ruthless Killer [6th Level]
The knave revels in the death of his enemies.

You can perform a coup de gras as a full-round action that does not provoke an attack of opportunity or as a standard action that does. After a successful coup de gras, you enjoy a +1 morale bonus to melee attack and damage rolls until the end of your next turn. [Extraordinary]


Improved Uncanny Dodge [7th Level]
The knave can hold his own even when surrounded by foes.

You can no longer be flanked and react to opponents on opposite sides of you as easily as you can react to a single attacker. You deny a rogue the ability to Sneak Attack you by flanking you unless the attacker has at least four more levels of rogue than you have combined levels of knave and rogue. If you already have Improved Uncanny Dodge, you can also deny a knave the ability to Underhanded Strike you unless the attacker has at least four more levels of knave than you have levels of knave. [Extraordinary]


Exploit Defenses [9th Level]
The knave is well-versed in the dishonerable art of attacks of opportunity and can counter techniques designed to avoid them.

You can counter an opponent's defenses against your attacks of opportunity if you also possess those same defenses. This ability can only be used to counters feats and Extraordinary abilities that you both possesses and that either grant a bonus to AC specifically against attacks of opportunity (such as Cunning Reflexes or the Mobility feat) or that protect you from provoking specific attacks of opportunity (such as the Improved Trip or Spring Attack feat). Any such feat or ability that you possesses grants an opponent no protection against your attacks of opportunity.

You do not deny an opponent any other benefits of those defenses or deny those full defenses against other opponents.

In addition, you add half of your knave level (rounded down) to the DC of any Tumble check made to move past you without provoking an attack of opportunity.


Die Another Day [12th Level]
Never turn your back on a "dead" knave.

You receive Diehard for free, even if you do not qualify for the feat.


Opportunist [13th Level]
The knave takes appropriate advantage against the wounded and the weak.

Once per round, you can make a single attack of opportunity against an opponent who has just been struck for damage in melee by another character. This counts as one of your attacks of opportunity for that round. [Extraordinary]


Flanking Expertise [16th Level]
The knave can pinpoint an opponent's blind spot even when the opponent believes it's guarded.

You can flank opponents with Improved Uncanny Dodge normally. In addition, when invisible, you deny opponents the benefit of the Blind-Fight feat against your attacks.


Undermine Defenses [18th Level]
The knave's ability to exploit an opponent's defenses against his attacks of opportunity is almost absolute, allowing him to undermine the defenses of all but the most powerful opponents.

Your ability to Exploit Defenses is no longer limited to only those feats and abilities that you possesses. You may now counter any feat and Extraordinary ability that you don't possess and that protects an opponent against your attacks of opportunity if your knave level is equal to your opponent's level +4.


Twist the Blade [19th Level]
The knave can twist his weapon in an opponent's wound to devastating effect.

The threat range of any light piercing and slashing weapons that you wield is increased by 1, the confirmatory critical roll for such strikes is increased by +4, and the critical damage multiplier is increased by x1 - which stacks atop Improved Critical and similar feats.


Epic Knave: The epic-level knave continues his Hit Die, skill point, Cunning Reflexes, Exploit Defenses, Underhanded Strike, and Undermine Defenses progressions. In addition, the knave receives bonus epic feats at 24th level and every four levels thereafter (24th, 28th, 32nd, 36th, etc.).

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