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View Full Version : 4e Class- The Knave (PEACH) (Levels 1 -19)



Tarantulas
2008-12-04, 05:13 AM
“If they ever come up with a swashbuckling school, I think one of the courses should be Laughing, Then Jumping Off Something.”

CHANGES 12/10/08:
-Paragon Path: The Courtly Duelist
-Paragon Path: The Cutthroat Brigand

I’m new at this, and so this would seem to be... ambitious on the face of it. All the same, as a learning experience, I give to you: the Knave.


KNAVE

“How appropriate. You fight like a cow.”

CLASS TRAITS
Role: Leader. You are a cunning opponent, quick-thinking and fleet of foot. You protect your allies by hampering foes and subtly reshaping the battlefield, and you’re not afraid to pull a few dirty tricks if it helps you live to fight another day. Depending on your choice of powers, you can act as a secondary striker or defender for the party.
Power Source: Martial. Your wit and skill makes you a resourceful, albeit reckless fighter, while your force of personality allows you readily influence others, even when locked in combat.
Key Abilities: Dexterity, Charisma, Intelligence.

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Mace, light blade, handaxe, simple ranged.
Bonus to Defenses: +1 Reflex, +1 Will.

Hit Points at 1st Level: 12 + Constitution score.
Hit Points per Level Gained: 5.
Healing Surges per Day: 6 + Constitution modifier.

Trained Skills: Diplomacy or Bluff or Intimidate (your choice). From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Build Options: Knave of Hearts, Knave of Clubs.
Class Features: Enhanced Mobility, Knave’s Gambit, Luck of the Ages, persevering word.

Knaves are natural leaders, diverse and unpredictable individuals who often prefer to stand out from the crowd. Knaves are crafty tricksters who live by their wits, their cunning, their charm, and no small degree of luck.

Knaves tend to be those who quest for personal gain, whether for fame and glory, love or respect, or even just plain old survival. As such, they may be drawn from virtually all walks of life: you could be a peasant wanderer seeking riches above your station, a fashionable young noble in search of new thrills, a brutal thieves guild enforcer looking for revenge against an old employer, a swashbuckling pirate washed up on a strange coastline, a rakish treasure hunter with dubious credentials, an uncompromising drill sergeant of the royal guard, or a simple and unassuming clerk with some rather unexpected talents. What all knaves have in common is an undeniable knack for turning obstacles into windfalls, and for snatching victory from the worst possible odds.

Designer's Note:
The knave is a leader class, designed around the concept of a highly mobile debuff specialist. Rather than aiding allies directly, like a warlord or cleric, the knave creates opportunities for them by disrupting enemy tactics and leaving vulnerabilities for allies to exploit. The knave might also bide his or her time, lying in wait for the perfect situation to use one of the class’s many interrupts and reactions. Depending on one’s choice of powers, a knave could make for an able second striker or defender-- the class does not do as much direct damage as a striker, but is intended to move around like one. The knave also has much of the defender’s ability to reduce the threat of a single target, while lacking their ability to remain toe-to-toe with the enemy.

That being said, a few of my concerns so far:

Does the knave’s focus on softening up enemies rather than bolstering allies detract from its stated role as a leader? Does the class try to do too many things at once? Is it seriously overpowered? And, if so, is it salvageable?

There are definitely balancing issues here, but I want to start gathering some second opinions before I start in on tweaking things just to please myself.

Have I gotten close to a proper scaling progression of powers-per-level? Is the class unique enough to stand alone? Does it fill the niche of the swashbuckling-or-nefarious trickster hero to your satisfaction? If it doesn’t, where O where did I go wrong, and how to we get back to the good? Lemme know.



KNAVE CLASS FEATURES

ENHANCED MOBILITY

You gain +2 to your AC against opportunity attacks.


KNAVE’S GAMBIT

Choose one of the following two benefits.
Clever Brute: You gain a +2 bonus to attack rolls with improvised weapons. When you spend an action point to make an attack, you gain a bonus on the attack roll equal to your Intelligence modifier.
Dashing Knave: You gain Fast Runner as a bonus feat. When you spend an action point to shift, you can shift a number of squares equal to your Charisma modifier.


LUCK OF THE AGES

Is it fate, or coincidence? Was it a happy accident or some unknown purpose that has shaped your destiny? Is all life a duel between free will and happenstance, or does an individual carry a unique weight in probability?

Good question, but you're probably the wrong one to ask. Whatever the case may be, you gain a bonus to Initiative and death saving throws equal to your Charisma modifier.


PERSEVERING WORD

Your powers of persuasion are such that you can stave off even death itself, albeit temporarily. Barring that, your refusal to let your allies die in peace keeps them among the living, however reluctantly.



KNAVE POWERS

CLASS FEATURES
Persevering Word Knave Feature
The tenacity of your own will to live serves as an example to others of survival in the face of seemingly insurmountable odds.
Encounter (Special) & Martial, Healing
Special: You can use this power twice per encounter but only once per round. At 16th level, you can use persevering word three times per encounter.
Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points
Special: The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

LEVEL 1 AT-WILL EXPLOITS
Barbed Strike Knave Attack 1
Slings and arrows may cut and sting, but your words are sharper still. Whether a sly quip or a grim threat, your barbs are like salt in the enemies’ wounds.
At-Will & Martial, Taunt*, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature.
Attack: Dexterity vs AC
Hit: You deal damage equal to your Dexterity modifier, and the target gains vulnerability to all attacks equal to your Charisma modifier until the end of your next turn.
* Note: Any attack with the Taunt keyword is subject to a target’s resistances and immunities as though it also has the Charm keyword. In addition, the target of any Taunt attack must be able to either see or hear you to be affected by any nonweapon damage or condition effects.

Distracting Flourish Knave Attack 1
You get the enemy’s attention while an ally takes the upper hand-- or beats a hasty retreat.
At-Will & Martial, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature.
Attack: Charisma vs Will
Hit: 1[W] damage.
Effect: An ally of your choice can shift up to half their speed as a move action during their next turn. If the ally chooses not to shift during their next turn, this effect is lost.
Special: At 21st level, increase the damage to 2[W].

Low Blow Knave Attack 1
Head butts, heel stomps, gut shots and worse besides, you just go with whatever comes to mind.
At-Will & Brawling, Martial
Standard Action, Melee touch
Target: One creature.
Attack: Dexterity vs Fortitude
Hit: 1d6 + Dexterity modifier damage.
Effect: Make a Bluff check against the target. If your Bluff check succeeds, the target grants combat advantage to you or the ally of your choice until the end of your next turn.
Special: At 21st level, increase the damage to 2d6.

Precise Strike Knave Attack 1
You choose your moment, and catch the foe off guard with a well-placed thrust of your blade.
At-Will & Martial, Weapon
Standard Action, Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature.
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage.
Special: At 21st level, increase the damage to 2[W].

LEVEL 1 ENCOUNTER EXPLOITS
Grazing Pass Knave Attack 1
Blade drawn and ready, you make a headlong rush through enemy lines, throwing their preparations into disarray.
Encounter & Martial, Weapon
Standard action, Melee weapon
Requirement: You must be wielding a light blade.
Effect: You can move up to your speed. If a creature makes an opportunity attack against you while you’re moving, you make an attack as an immediate interrupt.
Target: One or more (maximum equal to your speed) creatures that make opportunity attacks against you while you use this power.
Attack: Dexterity vs AC, one attack per target
Hit: The target’s opportunity attack misses you, and the target cannot make any further opportunity actions until the start of your next turn.
Miss: The opportunity attack proceeds normally and your movement is stopped.
Dashing Knave: When you hit using this power, the target takes damage equal to your Dexterity modifier.

Maddening Taunt Knave Attack 1
You get under the skin of your foes, calling out threats and insults until they can’t ignore you any longer.
Encounter & Martial, Taunt
Standard Action, Ranged 10
Target: One creature.
Attack: Charisma vs Will
Hit: The target moves its speed + your Charisma modifier toward you. The target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Sustain Standard: Each time you sustain this power, you make a secondary attack. You can sustain this power until the first time you fail to hit the target.
Secondary Attack: Charisma vs Will
Hit: The target moves a number of squares equal to your Charisma modifier toward you.

Ready Retort Knave Attack 1
You strike a warning blow, and remain vigilant until the moment’s danger is averted.
Encounter & Martial, Weapon
Standard Action, Melee Weapon.
Requirement: You must be wielding a light blade.
Target: One creature.
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: If the target attacks you or an ally before the start of your next turn, you can shift half your speed and make an attack against the target as an immediate interrupt. If you cannot reach the target by shifting half your speed, you cannot make a riposte.
Riposte: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage, and the target’s attack misses.

Sidearm Blow Knave Attack 1
One good hit deserves another. You broadside an opponent with whatever you can lay hands on, even as they go on reeling from the last attack.
Encounter & Brawling, Martial
Immediate Reaction, Melee touch
Trigger: You or an ally hits an enemy with an attack power.
Target: One adjacent creature.
Attack: Dexterity vs Reflex
Hit: 2d6 + Dexterity modifier damage, and the target takes a -2 on all attack rolls (save ends).
Clever Brute: The penalty to attack rolls equals 1 + your Intelligence modifier.

LEVEL 1 DAILY EXPLOITS
Stumbling Block Knave Attack 1
Some might say you’re constantly underfoot in a fray, but when your allies come under threat, you react quickly.
Daily & Brawling, Martial
Immediate Interrupt, Melee touch
Trigger: An enemy starts to move, and you are able to reach the enemy by moving at your speed.
Special: Before you attack, you can move up to your speed and land adjacent to the target. This movement incurs opportunity attacks as normal.
Target: The creature that moved.
Attack: Dexterity vs Fortitude
Hit: You stop the target’s movement, knock them prone and slide them 1 square.
Miss: You stop the target’s movement.
Effect: An ally of your choice within 10 squares gains a power bonus equal to your Intelligence modifier on a single attack roll against the target before the end of your next turn.

Turnabout Knave Attack 1
It’s fair play. You lure your opponent’s ire, then turn their momentum against their own forces. With the tables turned, you and your allies move in for the kill.
Daily & Brawling, Martial
Immediate Interrupt
Trigger: An attack hits you or an ally, but damage has not yet been rolled.
Target: One adjacent creature which cannot be the one that initiated the attack.
Attack: Charisma vs Reflex
Hit: The target switches places with you or your ally.
Effect: The attack that originally hit you or your ally now damages the target instead, and you or an ally of your choice can make a melee basic attack against the target.

Twist the Knife Knave Attack 1
It might not be your hand that strikes the foe, but while their defenses are down, you drive home the pain with an expression of contempt.
Daily & Taunt, Martial
Immediate Interrupt, Ranged 10
Trigger: An ally makes a successful attack.
Target: Your ally’s target.
Attack: Charisma vs Will
Hit: The target takes additional damage from your ally’s attack equal to 2d6 + your Charisma modifier, and 5 ongoing damage (save ends).
Miss: The target takes additional damage equal to your Charisma modifier.

Walk It Off Knave Attack 1
No one is safe from the lash of your tongue, as you goad even your own allies into fighting harder.
Daily & Martial, Taunt, Weapon
Standard Action, Melee or Ranged weapon
Target: One enemy.
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Allies adjacent to the target can spend a healing surge as a free action, but they take an ongoing 2 damage (save ends) as they push themselves past their limits.

LEVEL 2 UTILITY EXPLOITS
A Cunning Plan Knave Utility 2
Your resourcefulness serves in place of the expertise your company might otherwise lack.
Encounter & Martial
Free Action
Target: You or one ally.
Effect: You grant a competence bonus equal to your Intelligence modifier on the target’s next skill check.

Beginner’s Luck Knave Utility 2
How hard could it be?
Daily & Luck, Martial
Free Action, Personal
Target: You.
Effect: You can make an untrained skill check, using the skill modifier of one ally within your sight in place of your own.

Head Start Knave Utility 2
You know the art of navigating through tight spaces, often with an angry mob at your heels.
Daily & Martial
Immediate Interrupt, Ranged 10
Trigger: The target begins to move.
Target: You or one ally.
Effect: Instead of their normal move, the target can shift a number of squares equal to their speed + your Charisma modifier.

Swift Parry Knave Utility 2
Protecting yourself and others with sharpened steel comes as second nature to you.
At-Will & Martial, Weapon
Minor Action, Close burst 1
Requirement: You must be wielding a light blade. The ally must be adjacent to you to receive the benefits of this power.
Target: You or one ally in burst.
Effect: Until the start of your next turn, the target gains a +1 bonus to his or her AC and Reflex defenses.

Up and At ’Em Knave Utility 2
Whether it’s pride, stubbornness or stupidity, you don’t let yourself or your allies rest.
Encounter & Martial
Move Action, Close burst 5
Target: You or one ally in the burst.
Effect: The target can spend a healing surge.

LEVEL 3 ENCOUNTER EXPLOITS
Double Bluff Knave Attack 3
You leap suddenly to the attack, then come up short, letting your allies do the honors in your stead.
Daily & Martial, Taunt
Standard Action, Ranged 10
Target: One creature.
Attack: Charisma vs Will
Hit: The target takes a penalty on its AC and Reflex defenses equal to your Charisma modifier + the number of your allies adjacent to them until the start of your next turn.

Flying Tackle Knave Attack 3
It isn’t all about style, you know.
Encounter & Brawling, Martial
Standard Action, Melee touch
Special: You can only use this attack in place of a melee basic attack at the end of a charge.
Target: One creature.
Attack: Dexterity vs Reflex
Hit: 3d6 + Dexterity modifier damage, and you push the target 2 squares. You then shift 2 squares to follow them. If the target is within one size category larger or smaller than you, you knock them prone.
Dashing Knave: You can choose to make an Acrobatics check in place of an attack roll with this attack.

Misdirection Knave Attack 3
You bring your weapon to bear in a wild flurry of attacks, forcing your opponent to give ground defending themselves.
Encounter & Martial, Weapon
Standard Action, Melee or Ranged weapon
Special: When you use this attack, you give combat advantage to all creatures other than your target until the start of your next turn.
Target: One creature.
Attack: Dexterity vs Reflex
Hit: The target behaves as if slowed and dazed until the end of your next turn.
Effect: If the target attempts to move away from you any time before the start of your next turn, you can shift up to 2 squares to follow them as a free action.
Clever Brute: Your allies gain a bonus equal to your Intelligence modifier on their damage rolls against the target.

Sticks and Stones Knave Attack 3
Your blows might not break bones, but your words will certainly hurt them.
Encounter & Martial, Taunt, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature.
Attack: Dexterity + Charisma vs Reflex
Hit: 2[W] damage, and the creature gains vulnerability to all attacks equal to 3 + your Charisma modifier until the end of your next turn.

LEVEL 5 DAILY EXPLOITS
Draw Them Off Knave Attack 5
Weaving into the fray, you lessen the burden of battle for your allies.
Daily & Healing, Martial, Stance, Taunt
Standard Action
Target: You.
Effect: Until the end of the stance, you can shift 1 square as a minor action. Each time you hit an enemy, one ally of your choice within 5 squares gains temporary hit points equal to your Charisma modifier.

Patience and Grace Knave Attack 5
Throughout the battle you have observed the foe. When the moment arrives to finally make your move, you deliver a deadly blow that proves well worth the wait.
Daily & Martial, Weapon
Standard Action, Melee weapon
Requirement: You must be wielding a light blade. The target must be the last enemy standing. The target must be bloodied.
Special: You can use this attack in place of a basic attack at the end of a charge.
Target: One creature.
Attack: Dexterity + Intelligence vs AC
Hit: 3[W] + Dexterity modifier damage, with an additional + 1 to damage for each ally adjacent to the target.
Miss: Half damage.

Ride the Wave Knave Attack 5
You thrive on the confusion your actions create. One well-placed attack by your hand can upset the entire battlefield.
Daily & Martial, Weapon
Standard Action, Area burst 1 within weapon range
Target: One creature in burst.
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: You can slide a number of creatures within the burst equal to 3 + your Charisma modifier. You can slide enemies, yourself, your allies, or the original target with this power. You can also cause two creatures to switch places; this counts as 2 slides. Each creature slides 1 square at a time, but you can slide the same creature more than once.

Stunning Reversal Knave Attack 5
Your remarkable reflexes allow you to escape the worst of an attack, leaving your foe with an opening to be exploited.
Daily & Brawling, Martial
Immediate Interrupt, Melee touch
Trigger: A creature hits you or an adjacent ally with a melee attack.
Target: The attacking creature.
Attack: Intelligence vs Reflex
Hit: You or your ally takes half damage from the target’s attack (or no damage, if you already would have taken half), and you can make an immediate counterattack.
Counterattack: Dexterity vs Fortitude
Hit: 3d6 + Dexterity modifier damage, and the target is stunned until the end of your next turn.

LEVEL 6 UTILITY EXPLOITS
Boundless Enthusiasm Knave Utility 6
You take it for granted that victory is within your reach, and your optimism proves to be catching.
Daily & Healing, Martial
Minor Action, close burst 5
Target: You and all allies within burst.
Effect: The target regains the use of its second wind. If the target has not yet used its second wind, this power has no additional effect.

Courage Under Fire Knave Utility 6
The hurts you take only lead you ever-greater feats of bravery.
At-Will & Martial
Immediate Reaction, Personal
Trigger: You become bloodied.
Target: You.
Effect: For as long as you are bloodied, you gain a +1 bonus to your Will defense and a +5 bonus to saving throws against fear.

Grace Under Fire Knave Utility 6
Rather than weakening you, you take strength from your wounds.
At-Will & Martial
Immediate Reaction, Personal
Trigger: You become bloodied.
Target: You.
Effect: For as long as you are bloodied, you gain a +1 bonus to your AC and Reflex defenses.

Lucky Charm Knave Utility 6
Your friends feel safer when you are near.
At-Will & Luck, Martial
Immediate Interrupt, close burst 2
Special: You can only use this power once per round.
Trigger: You or an ally attempts a saving throw.
Target: You or one ally within burst.
Effect: You grant a power bonus to the target’s roll equal to your Charisma modifier.

LEVEL 7 ENCOUNTER EXPLOITS
Body Blow Knave Attack 7
You seize upon an enemy’s momentary misstep, using your surroundings-- hooked tree limbs, bricks and mortar, tables with hard corners-- to add to their suffering.
Encounter & Brawling, Martial
Immediate Reaction, Melee touch
Trigger: The target is either knocked prone, or moves adjacent to a wall or other immovable object.
Target: One creature.
Attack: Dexterity vs AC
Hit: 2d6 + Dexterity modifier damage, and an adjacent ally can make a melee basic attack against the target as a free action.
Clever Brute: The ally gains a bonus to the attack roll equal to your Intelligence modifier.

Cutting Remark Knave Attack 7
Wounds go deep, but your words go deeper still, finding the weakness their armor hides.
Encounter & Martial, Taunt
Immediate Interrupt, Ranged 10
Trigger: An ally makes a successful attack.
Target: Your ally’s target.
Attack: Charisma vs Will
Hit: The target takes 2d6 additional damage from your ally’s attack, and takes ongoing damage equal to 3 + your Charisma modifier (save ends).
Miss: The target takes additional damage equal to 3 + your Charisma modifier.

Respite and Riposte Knave Attack 7
You capture an enemy’s attention, allowing your ally a moment’s reprieve.
Encounter & Healing, Martial, Weapon
Immediate Interrupt, Melee or Ranged weapon
Trigger: An ally becomes bloodied, or takes damage while already bloodied.
Target: One creature.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Effect: One bloodied ally within 5 squares of the target can spend a healing surge, and can shift 1 square as a free action.
Dashing Knave: The target can shift a number of squares equal to your Charisma modifier.

LEVEL 9 DAILY EXPLOITS
Enrage Knave Attack 9
You drive a target to distraction, and it becomes single-mindedly focused on you and you alone.
Daily & Martial, Taunt
Standard Action, Ranged 10
Target: One creature.
Attack: Charisma vs Will
Hit: All creatures other than you become effectively invisible to the target (save ends), and the target gains a bonus to damage and a penalty to attack rolls both equal to your Charisma modifier (save ends both). The target must make two separate saving throws to end this effect.
Sustain Standard: The target takes a penalty to their saving throws equal to your Charisma modifier until the end of your next turn.

Honor Guard Knave Attack 9
Even caught up in the flow of battle, you reserve your attentions for a select few.
Daily & Martial, Weapon
Immediate Interrupt, Melee weapon
Trigger: The target attacks an ally adjacent to you.
Target: One creature.
Attack: Dexterity vs Reflex
Hit: The target’s attack misses.
Miss: The target’s attack proceeds as normal.
Effect: For the rest of the encounter, any time the target makes a melee attack against the original ally, you can make a parry attempt as an immediate interrupt, so long as you are within reach.
Parry: Dexterity vs Reflex
Hit: The target’s attack misses.
Miss: The target’s attack proceeds as normal, and your use of this power ends.

Mockingbird Strike Knave Attack 9
You make a mockery of the enemy's defenses, showing your allies the way forward.
Daily & Martial, Weapon
Standard Action, Melee or Ranged weapon
Target: One, two or three creatures.
Attack: Dexterity +2 vs AC, three attacks
Hit: 1[W] + Dexterity modifier damage.
Effect: Each time you hit with this power, an ally adjacent to the target gains 10 temporary hit points. If you drop the target to 0 hit points or fewer with this attack, add your Charisma modifier to the temporary hit points your allies gain.

Sideswipe Knave Attack 9
With a blade at your side, you cut a path through your enemies and leave them far behind.
Daily & Martial, Weapon
Standard Action, Melee weapon
Requirement: You must be wielding a light blade.
Effect: You can shift up to your speed. For each square you shift, you can designate one adjacent creature as a target of this attack.
Target: One or more creatures designated as targets.
Attack: Dexterity vs AC, one attack per target
Hit: You deal damage equal to your Dexterity modifier, and the target is slowed (save ends).

LEVEL 10 UTILITY EXPLOITS
Jinx! Knave Utility 10
No takebacks.
Encounter & Luck, Martial
Immediate Reaction
Trigger: An enemy succeeds on their roll.
Target: One creature you can see.
Effect: The target must reroll the dice and take the worse result.

Never Say Die Knave Utility 10
A friend takes a grievous wound, but your voice calls them back into the fight.
Daily & Healing, Martial
Immediate Reaction, close burst 10
Trigger: You or an ally drops to 0 hit points.
Target: You or one ally in burst.
Effect: Before falling unconscious, the target can make a basic attack against an enemy within reach as a free action. If the attack hits, the target can spend a healing surge and regain additional hit points equal to your Charisma modifier.

Outrageous Fortune Knave Utility 10
Better lucky than good.
Encounter & Luck, Martial
Immediate Reaction
Trigger: You or an ally fails on a roll.
Target: You or one ally.
Effect: The target can reroll the dice and take the better result.

Superior Parry Knave Utility 10
Only a blade’s edge stands between you and the brink. It will have to do.
At-Will & Martial, Weapon
Standard Action, Close burst 1
Requirement: You must be wielding a light blade. The ally must be adjacent to you to receive the benefits of this power.
Target: You or one ally in burst.
Effect: Until the start of your next turn, the target gains a bonus to his or her AC and Reflex defenses equal to your Intelligence modifier.

LEVEL 13 ENCOUNTER EXPLOITS
And Stay Down Knave Attack 13
You've always found that the best time to kick them is when they're already down.
Encounter & Brawling, Martial
Standard Action, Melee touch
Requirement: The target must be prone, immobilized, paralyzed or helpless.
Target: One creature.
Attack: Intelligence vs Fortitude
Hit: 2d6 + Intelligence modifier damage. The target takes a penalty on all saving throws equal to your Intelligence modifier, and takes 5 ongoing damage (save ends both).
Clever Brute: The target cannot make a saving throw against this power if it has any other conditions which a saving throw can end.

Triple Bluff Knave Attack 13
You deliberately alert the foe to your allies' presence, when they should really be worrying about you.
Encounter & Martial, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature.
Attack: Charisma vs Will
Hit: The target takes a penalty on their AC and Reflex defenses equal to the number of your allies adjacent to it until the end of your next turn. Make a secondary attack.
Secondary Attack: Dexterity + Charisma vs AC
Hit: 3[W] + Dexterity modifier damage.
Dashing Knave: Before the primary attack, you can slide the target 1 square, and shift 1 square to follow them.

LEVEL 15 DAILY EXPLOITS
Cry Havoc Knave Attack 15
You call out to the other side, shaking their spirits and returning the advantage to you.
Daily & Healing, Martial, Taunt
Standard Action, Close burst 5
Target: All enemies in burst.
Attack: Charisma vs Will
Hit: The target gains vulnerability equal to 3 + your Charisma modifier to all attacks (save ends).
Effect: Any ally who attacks the target while it is affected by this power can spend a healing surge.
Special: After you use this power, you can call for the enemies' surrender, even if you have already done so this encounter.

Stolen Momentum Knave Attack 15
You leap gallantly to your allies' aid, surprising their attackers and forcing them back.
Daily & Martial, Weapon
Immediate Interrupt, Melee weapon
Requirement: You must be wielding a light blade.
Trigger: The target attacks you or an adjacent ally.
Target: The attacking creature.
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage, and the attack deals half damage (or no damage, if it would have already dealt half). Make a secondary attack.
Secondary Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, and you push enemies adjacent to you 1 square.

LEVEL 16 UTILITY EXPLOITS
Close Call Knave Utility 16
A brush with death strengthens the group's resolve.
Encounter & Healing, Luck, Martial
Immediate Interrupt, Area burst 5 within 10 squares
Trigger: An ally is dropped to 0 hit points.
Target: You and all allies within burst.
Effect: Each target can spend a healing surge. If you choose not to spend a healing surge yourself, then your allies gain temporary hit points equal to your half your level at the start of your turn for the rest of the encounter.

Unstoppable Force Knave Utility 16
“Despair not! I shall inspire you by charging blindly on!”
Encounter & Martial
Minor Action, close burst 5
Target: You and all allies within burst.
Effect: Until the end of your next turn, each target gains +2 on attack rolls and does not provoke opportunity attacks while charging.

LEVEL 17 ENCOUNTER EXPLOITS
Run the Gauntlet Knave Attack 17
You can sift your way through a melee with impunity, singling out one foe after the next as another notch on your blade.
Encounter & Martial, Weapon
Standard Action, Melee weapon
Requirement: You must be wielding a light weapon.
Effect: You can shift up to your speed. You can shift through an enemy's square but you cannot end there. For each square you move, you can designate one enemy as a target of this power. You can target the same enemy once or twice, but not more.
Target: One or more creatures designated as targets of this power.
Attack: Dexterity vs AC, one or two attacks per target
Hit: 1[W] damage, and the target cannot take opportunity actions until the start of your next turn.
Dashing Knave: After the attack, you can shift half your speed as a move action, or 1 square as a minor action. This does not grant you any additional attacks. You can shift through an enemy's square, but you cannot end there.

Immovable Object Knave Attack 17
The harder they push you, the harder you push back.
Encounter & Brawling, Martial
Immediate Interrupt, Close burst 1
Trigger: One of the targets tries to move you or an ally against your will. This can be a push, pull, slide, or an attempt to knock you prone.
Effect: You and your allies don't move.
Target: All enemies in burst.
Attack: Dexterity vs Fortitude
Hit: Each target takes damage equal to your Dexterity modifier and is knocked prone.
Clever Brute: Each target takes damage equal to your Dexterity modifier + your Intelligence modifier.

LEVEL 19 DAILY EXPLOITS
Control the Chaos Knave Attack 19
Though they know it not, the other fighters follow a pattern of your design.
Daily & Martial, Weapon
Standard Action, Area burst 3 within weapon range
Target: One or two creatures in burst.
Attack: Dexterity vs Reflex, two attacks
Hit: 2[W] + Dexterity modifier damage.
Effect: You can slide a number of creatures within the burst equal to 6 + your Charisma modifier. You can slide enemies, yourself, your allies, or the original target with this power. You can also cause two creatures to switch places; this counts as 2 slides. Each creature slides 1 square at a time, but you can slide the same creature more than once.

Ruthless Pursuit Knave Attack 19
You rain down blows on the enemy, assaulting them from every angle, mocking their attempts to evade you.
Daily & Brawling, Martial, Taunt, Weapon
Standard Action, Melee weapon
Requirement: You must have combat advantage against the target.
Target: One creature.
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone.
Effect: Make a secondary attack.
Secondary Attack: Dexterity vs Fortitude
Hit: 1[W] + 1d6 + Dexterity modifier modifier damage, and the target is slowed until the end of your next turn.
Effect: Make a tertiary attack.
Tertiary Attack: Charisma vs Will
Hit: 1[W] + 1d6 + Charisma modifier damage, and the target takes vulnerability 5 to all attacks until the end of your next turn.


PARAGON PATHS

COURTLY DUELIST

“If by my life I can protect you, I surrender it gladly.”
Prerequisites: Knave, trained in Acrobatics

Duelist's Action (11th level): When you spend an action point to take an extra action, until the start of your next turn, any ally who is attacked while adjacent to you gains a +2 bonus to their AC and Reflex defenses.
Thrust Cut (11th level): When you charge, instead of moving, you can choose to shift half your speed and attack.
Duelist's Challenge (16th level): As a free action, once per round during your turn, you can make a Bluff, Diplomacy or Intimidate check against one enemy. If the check succeeds, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end.

COURTLY DUELIST EXPLOITS
Elaborate Parry Knave Attack 11
As the enemy surrounds you, you answer each strike with the eloquence only a blade can provide.
Encounter & Martial, Weapon
Immediate Interrupt, Close burst 2
Requirement: You must be wielding a light blade. The ally must be adjacent to you to gain the benefits of this power.
Trigger: An enemy attacks you or an adjacent ally in the burst with a melee attack.
Special: Before you attack, you shift to the closest empty square adjacent to both the triggering ally and enemy. If there is no such square in the burst, you cannot use this power.
Target: The attacking enemy.
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, you and one ally in the burst gain a bonus to their AC and Reflex defenses equal to your Intelligence modifier. In addition, you both gain temporary hit points equal to your Charisma modifier.

Acrobatic Charge Knave Utility 12
Paying little heed to the obstacles that block your path, you wheel and spin with unerring grace into the heart of battle.
At-Will & Martial
Minor Action, Personal
Effect: Until the start of your next turn, you can ignore difficult terrain while charging.

Saving Grace Knave Attack 20
Death threatens to claim a friend, but with flashing blade, you arrive just in the nick of time.
Daily & Luck, Martial, Weapon
Immediate Interrupt, Melee weapon
Requirement: You must be wielding a light blade.
Trigger: An ally is dropped to 0 hit points by an attack.
Special: You can charge as a part of this attack.
Target: The attacking creature.
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage.
Effect: The ally who triggered this power can spend a healing surge and regain additional hit points equal to your Charisma modifier.


CUTTHROAT BRIGAND

“I'll make this quick-- and painful.”
Prerequisite: Knave

Cutthroat Action (11th level): When you spend an action point to take an extra action, all your standard attack actions until the start of your next turn inflict ongoing damage equal to one-half your level (save ends).
Thousand Cuts (11th level): When you score a critical hit, all enemies adjacent to either you (if you are using a melee weapon) or the target (if you are using a ranged weapon) take damage equal to your Intelligence modifier (minimum 1).
Bleed Them Dry (16th level): When you hit an enemy that is taking ongoing damage from one of your attacks, they take a -4 penalty to saving throws against ongoing damage from any source.

CUTTHROAT BRIGAND EXPLOITS
Bloodletting Strike Knave Attack 11
You make a shallow cut, a thin slice that hardly even seems to hurt the creature... At first.
Encounter & Brawling, Martial, Weapon
Immediate Reaction, Melee or Ranged weapon
Trigger: You or an ally hits an enemy.
Target: The enemy you or your ally hit.
Attack: Dexterity vs Reflex
Hit: The target takes ongoing damage equal to 5 + your Intelligence modifier (save ends).
Effect: Each turn the enemy fails or does not make a saving throw against this effect, the ongoing damage taken from this power increases by 5.

Leech's Insight Knave Utility 12
Knowing how to hurt, you possess some passing knowledge of how to heal.
At-Will & Martial
Immediate Reaction, Close burst 10
Special: You can only use this power once per round.
Trigger: You or an ally takes ongoing damage.
Target: You or one ally in burst.
Effect: The target can make a saving throw against ongoing damage with a bonus to his or her roll equal to your Intelligence bonus.

Red Razor Stance Knave Attack 20
You lay into the foe without mercy, and their destruction is only a matter of time.
Daily & Martial, Stance, Weapon
Standard Action, Melee or Ranged weapon
Target: You.
Hit: Until the end of this stance, all ongoing damage originated by your weapons stacks with itself. In addition, any time you hit with a weapon, the target takes 2 ongoing damage (save ends).

NEXT:
-More Paragon Paths
-And the rest.

FdL
2008-12-04, 05:42 AM
The Taunt keyword for the L1 Encounter should be Psychic instead.

Shadow_Elf
2008-12-04, 07:53 AM
I think that Taunt is more Charm or Fear than Psychic.
This is a very cool character concept. However, being able to shift a number of squares equal to your CHA modifier at-will is simply put, too good.
That being said, having reviewed the other power, it is also really too good. +INT mod to attack rolls with weapons you'll no doubt be using? This is very, very good.
I would consider something like this:
Dashing Knave: You gain a bonus to initiative checks equal to your Charisma modifier. You deal bonus damage to enemies that have not yet activated equal to your Charisma modifier.
Clever Brute: You gain a bonus to attack rolls equal to your Intelligence modifier until the end of your turn when you spend an action point to make an attack action.

Something like this would be very fun to play (I hope) and still bring in the aspects you want. These both have striker or defender-y uses, and anyone, including a leader, can always do with some attack and damage bonuses.

Tarantulas
2008-12-04, 02:15 PM
FDL: I thought about Psychic, too, but Psychic is a damage subtype caused by direct mind-to-mind damage. Whereas the knave's powers are just about yelling at people and making them feel bad.

Shadow_Elf: You're right-- it probably is a Charm effect, and subject to those resistances and immunities. So then:


* Note: Any attack with the Taunt keyword is subject to a target’s resistances and immunities as though it also has the Charm keyword. In addition, the target of any Taunt attack must be able to either see or hear you to be affected by any nonweapon damage or condition effects.

I think I'll keep using the Taunt keyword, to narrow things down a little bit. I was thinking about a feat to improve the knave's Taunt powers, but I wouldn't want it to extend to all of a multiclass knave's Charm powers as well.

As for powering down the different gambits, what about the following changes:



MOBILITY

You gain Defensive Mobility as a bonus feat.


KNAVE’S GAMBIT

Choose one of the following two benefits.
Clever Brute: You gain a +2 bonus to attack rolls with improvised weapons. When you spend an action point to make an attack, you gain a bonus on the damage roll equal to your Intelligence modifier.
Dashing Knave: You gain Fast Runner as a bonus feat. When you spend an action point to shift, you can shift a number of squares equal to your Charisma modifier.

Although... The reason I extended the Clever Brute gambit to Brawling powers is because, in addition to being tailor-made for the Brute, Brawling powers don't use weapons, and so they also don't have a proficiency bonus to their attack rolls. Knaves don't use implements, either, so using a ability score the player would be likely to improve over time seemed like a reasonably balanced way of making up for the lack of an enhancement bonus for improvised weapons.

Tarantulas
2008-12-05, 07:40 PM
CHANGES 12/5/08:
-Class features Enhanced Mobility and Knave's Gambit edited
-Swift Parry Utility 2
-Mockingbird Strike Attack 9
-Superior Parry Utility 10
-Levels 13, 15, 16, 17 and 19 added, as yet incomplete
-some correction and clarification of wording

Tarantulas
2008-12-10, 04:01 PM
CHANGES 12/10/08:
-Paragon Path: The Courtly Duelist
-Paragon Path: The Cutthroat Brigand

Ninetail
2008-12-11, 03:32 PM
All of this class's attacks seem to be weapon attacks vs. non-AC defenses. This makes them extremely accurate -- the equivalent of getting a free +2 to +3 to hit over all other PCs, because they get the weapon proficiency bonus, which is meant to compensate for the fact that AC is higher than other defenses by 2-3 on average.

The martial classes all have a couple of powers that target non-AC defenses (rogues in particular have a bunch of Reflex-targeted attacks), but the sheer number here seems a little much. Compare to the other leaders: the warlord's attacks are weapon attacks but mostly target AC. The cleric has a lot of non-AC attacks, but they're mostly implement powers; the cleric's weapon powers mainly target AC.

In short, you're giving this class a big "hidden" perk; make sure you intended that.

JackMage666
2008-12-11, 04:54 PM
I'm just going to touch on your at-wills for now.

Barbed Strike - REALLY strong if you have a high Cha. I'd recommend that it grants Vulnerability to the attacks of 1 of your allies until the start of your next turn, not every ally. As is it's a strong enounter/medium daily. (Vulnerability is a pretty strong effect for a At-Will anyway, but this'll make it where it benefits one ally, not any and everyone on the field. Compare it to Lance of Faith for the Cleric - This increases damage, while LoF increases attack, it'd be more balanced to only help 1 ally.)

Distracting Flourish - Should be changed in one of two ways, otherwise it's an Encounter. -
1 - Targets AC, rather than Will.
2 - Allows Ally to Shift 1, rather than half their speed.

Low-Blow - What's the bluff check against? Is it opposed by Insight, or is it versus one of the target's defenses?

Precise Strike - Compare this to the Rogue.
---Piercing Strike targets Reflex (like this) and deals [W]+Dex Mod damage.
---Sly Flourish targets AC and deals [W]+Dex Mod+Cha Mod damage.
Precise Strike combines these two effects. For balance, you should pick one or the other for your effect.

Tarantulas
2008-12-11, 06:51 PM
Ahhhh, more feedback.

Ninetail: I did want the class to have a focus on accuracy over direct damage, but I think you're right, and I've gone too far. I hadn't really realized how significant that weapon proficiency/AC defense dynamic was, when I first started out. I'll work on edging back from the brink somewhat, although I'm still undecided as to whether I want to reduce the damage or the accuracy more.

JackMage666: Good points, all.
Barbed Strike- You're likely right. Still, one more kick at the can... What if the vulnerability to the target was set? Vulnerable 2 (1?) to all your allies' attacks until the start of the knave's next turn? Still powerful, but too powerful?
Distracting Flourish- I didn't realize quite how powerful I'd made this by having it target Reflex. Let's make it AC.
Low Blow- Oops. The Bluff check is opposed by an Insight check, or the target's Will defense if they don't have an Insight score.
Precise Strike- This should probably target AC, from a mechanical point of view. From a more fluff-centric perspective, though, it seems like it should help slide past the armour *and* do a little extra damage.

Looks like I've got a lot of work to do... which is good, now that I've got an idea where it most needs to be done.