Grod_The_Giant
2015-01-26, 08:17 PM
Continuing my attempts to make simple-but-useful classes, here's a rogue-like. You could even consider it a rogue replacement, although it's meant to complement my Rogue-Factotum merger class (http://www.giantitp.com/forums/showthread.php?259254-The-Roguetotum-%283-5-PEACH%29). Thematically, it's supposed to be more of an aggressive, martial class than the original rogue. When trouble comes a-calling, he doesn't get stealthy; he gets scary. In combat, he can intimidate folks or bounce around the battlefield and stab them; out of combat, he's got a good skill list, the Charisma to be a face, and a couple abilities to back that up.
Knave
Alignment: Any.
Hit Die: d8
Class Skills: The Knave’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
1st
+0
+0
+2
+0
Street Smart, Backstab +1d4, Trapfinding
2nd
+1
+0
+3
+0
Evasion, Dabbler
3rd
+2
+1
+3
+1
Rapid Fright, Thief-Acrobat
4th
+3
+1
+4
+1
Bonus Feat, Backstab +2d4
5th
+3
+1
+4
+1
Combat Acrobatics, Never Outnumbered
6th
+4
+2
+5
+2
Lingering Fear
7th
+5
+2
+5
+2
Backstab +3d4
8th
+6/+1
+2
+6
+2
Dilettante, Bonus Feat
9th
+6/+1
+3
+6
+3
Master of Fear
10th
+7/+2
+3
+7
+3
Acrobatic Scramble, Backstab +4d4
11th
+8/+3
+3
+7
+3
Improved Evasion
12th
+9/+4
+4
+8
+4
Frightful Presence, Bonus Feat
13th
+9/+4
+4
+8
+4
Slippery Mind, Backstab +5d4
14th
+10/+5
+4
+9
+4
Jack of all Trades
15th
+11/+6/+1
+5
+9
+5
Mass Hysteria, Reactive Scramble
16th
+12/+7/+2
+5
+10
+5
Bonus Feat , Backstab +6d4
17th
+12/+7/+2
+5
+10
+5
Unstoppable
18th
+13/+8/+3
+6
+11
+6
Paralyzing Fear
19th
+14/+9/+4
+6
+11
+6
Backstab +7d4
20th
+15/+10/+5
+6
+12
+6
Acrobatic Dodge, Bonus Feat
Weapon and Armor Proficiency: Knaves are proficient with all simple weapons, light and one-handed martial weapons, and the hand crossbow and whip. Knaves are proficient with light armor and bucklers.
Street Smart (Ex): A Knave knows a thing or two about a thing or two. He may add his Knave level to Gather Information and Knowledge (Local) checks.
Backstab (Ex): When attacking a target from behind, a Knave’s melee attacks deal an additional 1d4 damage. This damage increases by 1d4 every third level, and is not multiplied by a critical hit. He can be considered behind a foe when:
The target is flanked.
The Knave succeeds on a Tumble check to move through an area occupied by an enemy by a margin of success equal to or greater than the enemy's Reflex save.
The target is denied their Dexterity bonus to AC.
This ability counts as Sneak Attack for the purpose of feats, prestige classes, and so on. Abilities which benefit Sneak Attack, such as Ambush feats, also benefit Backstab, but Backstab is not subject to the normal restrictions on what targets are vulnerable to Sneak Attacks.
Trapfinding (Ex): As the Rogue ability.
Dabbler (Ex): A Knave has more talents than most would thing. Beginning at 2nd level, when making skill checks, he may use one-half his Knave level (rounded down) or his actual number of skill ranks, whichever is higher. He may make trained-only skill checks untrained.
Evasion (Ex): Beginning at 2nd level, a Knave 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 Knave is wearing light armor or no armor. A helpless Knave does not gain the benefit of evasion.
Rapid Fright (Ex): Beginning at 3rd level, a Knave may demoralize foes as a swift action. In addition, he may demoralize targets up to feet per two Knave levels away.
Thief-Acrobat (Ex): Beginning at 3rd level, a Knave may use Dexterity in place of Strength for all skill checks, ability checks, and ability-based checks. This includes melee attacks, and checks made during combat maneuvers such as trip and disarm attempts.
Bonus Feat (Ex): At 4th level, and each additional 4th level, a Knave gains one bonus feat. This feat must be either Skill Focus, an Ambush feat, or a Fighter bonus feat.
Combat Acrobatics (Ex): Beginning at 5th level, a Knave gains the ability to move between each attack during a full attack. He may divide up this movement any way he wants, so long as the total distance moved is less than five feet per two Knave levels.
Beginning at 10th level, a Knave may take this movement as though he was using his Acrobatic Scramble ability; however, doing so reduces the total distance he can move to five feet per three Knave levels.
Lingering Fear (Ex): Beginning at 6th level, when a Knave intimidates a target, the effect lasts for 24 hours after his departure. Afterwards, the target’s attitude towards the Knave shifts to unfriendly, as normal, but he takes a -4 penalty to his level check to resist further intimidation checks from the same Knave.
Never Outnumbered: At 6th level, a Knave gains the Never Outnumbered skill trick.
Dilettante (Ex): Beginning at 8th level, a Knave may make a skill check as though he had a number of ranks in the skill equal to his Knave level+3. He may use this ability a number of times per day equal to his Charisma modifier. In addition, he may use his Charisma modifier in place of his Intelligence or Wisdom modifier when making skill checks.
Master of Fear (Ex): Beginning at 9th level, a Knave may demoralize, intimidate, and otherwise frighten even targets normally immune to fear, such as mindless undead and paladins. In addition, fear conditions he inflict via demoralization stack
Acrobatic Scramble (Ex): Beginning at 10th level, as a move action, a Knave may move up to two-thirds his normal land speed. Unlike a normal move action, this movement may be taken in any direction, including vertically, and along any surface— he may run, jump, bounce off walls, swing along projections, scramble up walls, and so on. He does not need to make any skill checks during this movement.
Improved Evasion (Ex): Beginning at 11nd level, a Knave’s evasive abilities improve. While he still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save.
Frightful Presence (Ex): Beginning at 12th level, a Knave gains a Frightful Presence. Whenever he performs some sort of dramatic action (such as charging, attacking, or taunting), opponents within 5 feet per two Knave levels must make a Will save (DC 10 + ½ Knave level + Charisma modifier) or become shaken for 1 minute. Opponents with half as many hit die as he has Knave levels or less are instead frightened on a failed save. An opponent that succeeds on the saving throw is immune to his Frightful Presence for 24 hours.
Slippery Mind (Ex): Beginning at 13th level, if a Knave is affected by an enchantment spell or effect and fails his saving throw, he may attempt it again 1 round later at the same DC. This ability may only be used once per casting of any given effect.
Master of All Trades (Ex): Beginning at 14th level, making skill checks, a Knave may use his Knave level (rounded down) or his actual number of skill ranks, whichever is higher. In addition, he gains a bonus to all skill checks and ability checks equal to his Charisma modifier.
Reactive Scramble (Ex): Beginning at 15th level, a Knave may use Acrobatic Scramble as an immediate action.
Mass Hysteria (Ex): Beginning at 15th level, a Knave may attempt to demoralize all enemies who can see or hear him as a move action.
Unstoppable (Ex): Beginning at 17th, a Knave may be considered to be permanently under the effects of a Freedom of Movement spell. In addition, he may move across any surface as though it was flat, solid ground— difficult terrain, walls, water, cobwebs, and more.
Paralyzing Fear (Ex): Beginning at 18th level, whenever a Knave cases a target to become Frightened or Panicked, that target must make an additional Will save (DC 10 + ½ Knave level + Charisma modifier). If they fail, they are paralyzed for 1d4 rounds.
Acrobatic Dodge (Ex): Beginning at 20th level, a Knave may automatically dodge one attack per round, as though he had rolled a natural 20 on a Reflex save, or his foe had rolled a 1 on his attack roll.
Knave
Alignment: Any.
Hit Die: d8
Class Skills: The Knave’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
1st
+0
+0
+2
+0
Street Smart, Backstab +1d4, Trapfinding
2nd
+1
+0
+3
+0
Evasion, Dabbler
3rd
+2
+1
+3
+1
Rapid Fright, Thief-Acrobat
4th
+3
+1
+4
+1
Bonus Feat, Backstab +2d4
5th
+3
+1
+4
+1
Combat Acrobatics, Never Outnumbered
6th
+4
+2
+5
+2
Lingering Fear
7th
+5
+2
+5
+2
Backstab +3d4
8th
+6/+1
+2
+6
+2
Dilettante, Bonus Feat
9th
+6/+1
+3
+6
+3
Master of Fear
10th
+7/+2
+3
+7
+3
Acrobatic Scramble, Backstab +4d4
11th
+8/+3
+3
+7
+3
Improved Evasion
12th
+9/+4
+4
+8
+4
Frightful Presence, Bonus Feat
13th
+9/+4
+4
+8
+4
Slippery Mind, Backstab +5d4
14th
+10/+5
+4
+9
+4
Jack of all Trades
15th
+11/+6/+1
+5
+9
+5
Mass Hysteria, Reactive Scramble
16th
+12/+7/+2
+5
+10
+5
Bonus Feat , Backstab +6d4
17th
+12/+7/+2
+5
+10
+5
Unstoppable
18th
+13/+8/+3
+6
+11
+6
Paralyzing Fear
19th
+14/+9/+4
+6
+11
+6
Backstab +7d4
20th
+15/+10/+5
+6
+12
+6
Acrobatic Dodge, Bonus Feat
Weapon and Armor Proficiency: Knaves are proficient with all simple weapons, light and one-handed martial weapons, and the hand crossbow and whip. Knaves are proficient with light armor and bucklers.
Street Smart (Ex): A Knave knows a thing or two about a thing or two. He may add his Knave level to Gather Information and Knowledge (Local) checks.
Backstab (Ex): When attacking a target from behind, a Knave’s melee attacks deal an additional 1d4 damage. This damage increases by 1d4 every third level, and is not multiplied by a critical hit. He can be considered behind a foe when:
The target is flanked.
The Knave succeeds on a Tumble check to move through an area occupied by an enemy by a margin of success equal to or greater than the enemy's Reflex save.
The target is denied their Dexterity bonus to AC.
This ability counts as Sneak Attack for the purpose of feats, prestige classes, and so on. Abilities which benefit Sneak Attack, such as Ambush feats, also benefit Backstab, but Backstab is not subject to the normal restrictions on what targets are vulnerable to Sneak Attacks.
Trapfinding (Ex): As the Rogue ability.
Dabbler (Ex): A Knave has more talents than most would thing. Beginning at 2nd level, when making skill checks, he may use one-half his Knave level (rounded down) or his actual number of skill ranks, whichever is higher. He may make trained-only skill checks untrained.
Evasion (Ex): Beginning at 2nd level, a Knave 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 Knave is wearing light armor or no armor. A helpless Knave does not gain the benefit of evasion.
Rapid Fright (Ex): Beginning at 3rd level, a Knave may demoralize foes as a swift action. In addition, he may demoralize targets up to feet per two Knave levels away.
Thief-Acrobat (Ex): Beginning at 3rd level, a Knave may use Dexterity in place of Strength for all skill checks, ability checks, and ability-based checks. This includes melee attacks, and checks made during combat maneuvers such as trip and disarm attempts.
Bonus Feat (Ex): At 4th level, and each additional 4th level, a Knave gains one bonus feat. This feat must be either Skill Focus, an Ambush feat, or a Fighter bonus feat.
Combat Acrobatics (Ex): Beginning at 5th level, a Knave gains the ability to move between each attack during a full attack. He may divide up this movement any way he wants, so long as the total distance moved is less than five feet per two Knave levels.
Beginning at 10th level, a Knave may take this movement as though he was using his Acrobatic Scramble ability; however, doing so reduces the total distance he can move to five feet per three Knave levels.
Lingering Fear (Ex): Beginning at 6th level, when a Knave intimidates a target, the effect lasts for 24 hours after his departure. Afterwards, the target’s attitude towards the Knave shifts to unfriendly, as normal, but he takes a -4 penalty to his level check to resist further intimidation checks from the same Knave.
Never Outnumbered: At 6th level, a Knave gains the Never Outnumbered skill trick.
Dilettante (Ex): Beginning at 8th level, a Knave may make a skill check as though he had a number of ranks in the skill equal to his Knave level+3. He may use this ability a number of times per day equal to his Charisma modifier. In addition, he may use his Charisma modifier in place of his Intelligence or Wisdom modifier when making skill checks.
Master of Fear (Ex): Beginning at 9th level, a Knave may demoralize, intimidate, and otherwise frighten even targets normally immune to fear, such as mindless undead and paladins. In addition, fear conditions he inflict via demoralization stack
Acrobatic Scramble (Ex): Beginning at 10th level, as a move action, a Knave may move up to two-thirds his normal land speed. Unlike a normal move action, this movement may be taken in any direction, including vertically, and along any surface— he may run, jump, bounce off walls, swing along projections, scramble up walls, and so on. He does not need to make any skill checks during this movement.
Improved Evasion (Ex): Beginning at 11nd level, a Knave’s evasive abilities improve. While he still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save.
Frightful Presence (Ex): Beginning at 12th level, a Knave gains a Frightful Presence. Whenever he performs some sort of dramatic action (such as charging, attacking, or taunting), opponents within 5 feet per two Knave levels must make a Will save (DC 10 + ½ Knave level + Charisma modifier) or become shaken for 1 minute. Opponents with half as many hit die as he has Knave levels or less are instead frightened on a failed save. An opponent that succeeds on the saving throw is immune to his Frightful Presence for 24 hours.
Slippery Mind (Ex): Beginning at 13th level, if a Knave is affected by an enchantment spell or effect and fails his saving throw, he may attempt it again 1 round later at the same DC. This ability may only be used once per casting of any given effect.
Master of All Trades (Ex): Beginning at 14th level, making skill checks, a Knave may use his Knave level (rounded down) or his actual number of skill ranks, whichever is higher. In addition, he gains a bonus to all skill checks and ability checks equal to his Charisma modifier.
Reactive Scramble (Ex): Beginning at 15th level, a Knave may use Acrobatic Scramble as an immediate action.
Mass Hysteria (Ex): Beginning at 15th level, a Knave may attempt to demoralize all enemies who can see or hear him as a move action.
Unstoppable (Ex): Beginning at 17th, a Knave may be considered to be permanently under the effects of a Freedom of Movement spell. In addition, he may move across any surface as though it was flat, solid ground— difficult terrain, walls, water, cobwebs, and more.
Paralyzing Fear (Ex): Beginning at 18th level, whenever a Knave cases a target to become Frightened or Panicked, that target must make an additional Will save (DC 10 + ½ Knave level + Charisma modifier). If they fail, they are paralyzed for 1d4 rounds.
Acrobatic Dodge (Ex): Beginning at 20th level, a Knave may automatically dodge one attack per round, as though he had rolled a natural 20 on a Reflex save, or his foe had rolled a 1 on his attack roll.