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    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: Base Class Contest XXXXIII - Hey, I Know That Guy!

    Knower of Things

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    I drink and I know things
    --Tyrion Lannister, Knower of Things

    The first thing a Knower of Things knows is that knowledge is power. Whether itís practical how-to skills, strategy, tactics, obscure lore, friends with a particular set of skills, or dirty secrets, a Knower of Things knows how to get things done, or at least who to ask, what dirt they have on them, and when to call in favors.

    Adventures: Knowers of Things generally donít adventure. They prefer to use the best, most efficient strategy to further their goals, and that often means having someone else do the leg work. Still, sometimes they are the best expert they know.

    Characteristics: Knowers of Things are master manipulators and sages. Almost any ability thatís based on having the correct knowledge is in their grasp.

    Alignment: Knowers of Things can be of any alignment, but most know that neutrality fosters the best attitude for gaining knowledge and employing the best strategies. Good is stupid when it hamstrings you; Evil is stupid when it gets you too much attention. Law and Chaos likewise have little to offer if taken to extremes.

    Religion: Pragmatism is the defining characteristic of most Knowers of Things, and survival is often their goal. They worship with this attitude in mind, and rare is the Knower of Things who is more pious than is practical. Outward displays of religious devotion are often more useful than real ones, and it is rarely beneficial to have your real beliefs known.

    Background: Knowers of Things start off as sycophants most often, jockeying for real power with their wits, until their network of spies, contacts, secrets, and knowledge make them indispensable. They often start down this road out of necessity, and are shaped by survival. Knowers of Things rarely train apprentices in their art.

    Races: Presumably, Knowers of Things could come from any race, but so far, all known Knowers of Things have been halflings.

    Other Classes: Knowers of Things shine when working with others. In fact, they are so good at working with others that sometimes thereís no work left over for the Knower of Things to do.

    Role: Knowers of Things make good sages and party faces, and work best in support of others. They are also often the most likely to have some obscure skill or item that comes in handy.

    Adaptation: The Knower of Things fits in most settings, but especially those with political intrigue, and they have little utility when facing mindless enemies who canít be bargained with or distracted in some way. In a setting or campaign with almost no non-combat challenges, the Knower of Things might not fit- at least, as a PC.

    GAME RULE INFORMATION
    Knower of Things's have the following game statistics.
    Abilities: Intelligence is by far the most important ability for a Knower of things, with very little utility coming from their physical stats, and only limited benefit from high Wisdom or Charisma.
    Alignment: Any
    Hit Die: d6
    Starting Age: As Wizard
    Starting Gold: 5d6 x 10 gp.

    Class Skills
    The Knower of Things's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).

    Skill Points at First Level: (10 + Int modifier) x 4
    Skill Points at Each Additional Level: 10 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +2
    Drinking, Knowing Things, Special Ability
    2nd
    +1
    +3
    +0
    +3
    Special Ability
    3rd
    +1
    +3
    +1
    +3
    Calling on the Avatars of Bestial Wisdom
    4th
    +2
    +4
    +1
    +4
    Bonus Feat
    5th
    +2
    +4
    +1
    +4
    Iron Liver
    6th
    +3
    +5
    +2
    +5
    Special Ability
    7th
    +3
    +5
    +2
    +5
    Bonus Feat
    8th
    +4
    +6
    +2
    +6
    9th
    +4
    +6
    +3
    +6
    Special Ability
    10th
    +5
    +7
    +3
    +7
    Adamantine Liver
    11th
    +5
    +7
    +3
    +7
    Bonus Feat
    12th
    +6
    +8
    +4
    +8
    13th
    +6
    +8
    +4
    +8
    Special Ability
    14th
    +7
    +9
    +4
    +9
    Bonus Feat
    15th
    +7
    +9
    +5
    +9
    Beloved of the Avatars
    16th
    +8
    +10
    +5
    +10
    Special Ability
    17th
    +8
    +10
    +5
    +10
    Bonus Feat
    18th
    +9
    +11
    +6
    +11
    Special Ability
    19th
    +9
    +11
    +6
    +11
    Bonus Feat
    20th
    +10
    +12
    +6
    +12
    Special Ability, Bonus Feat

    Class Features
    All of the following are class features of the Knower of Things.

    Weapon and Armor Proficiencies: Knowers of Things are proficient in all martial and simple weapons, and take only half the normal non-proficiency penalty for using weapons they arenít proficient in, including improvised weapons. They are proficient with light and medium armor, and shields except for tower shields.

    Knowing Things: Knowers of Things buy Knowledge skill ranks at a rate of two ranks per skill point. They are still limited to their level plus three for their maximum rank. If a Knower of Things has half of a skill point left over, it does not provide any benefit but can be applied to a Knowledge skill when they next level up.

    Drinking: All that knowledge is a heavy burden, and the Knower of Things often self-medicates the toll of that burden with alcohol. A Knower of Things processes alcohol differently than normal people. Every shot of hard liquor, glass of wine, or pint of beer or ale causes one point of Intelligence damage, but it does not change the Knower of Thingsí Intelligence modifier or affect any skill check or the ability to cast spells if they know them. However, they still go unconscious if their Intelligence score is reduced to zero. Each drink gives the Knower of Things one Alcohol Charge, which are used to fuel certain class abilities. Using an Alcohol Charge does not remove any Intelligence damage caused by drinking, but each hour they lose one Alcohol Charge, and heal one point of Intelligence damage (but only Intelligence damage caused by this class ability). Any other effect that heals Intelligence damage, drain, or burn also removes an equal amount of Alcohol Charges. Resting does not change the rate of loss of Alcohol Charges or Intelligence damage, but a normal nightís sleep of eight hours would still remove eight damage and eight charges. They may only store Alcohol Charges equal to their levels in Knower of Things.

    Special Ability: At 1st level and wherever it says "Special Ability" on the class table, the Knower of Things chooses a special ability from the list below. Special abilities may only be taken once, some could be taken before they are usable, and some have prerequisites. Alternatively, the Knower of Thongs can choose a feat he qualifies for.
    Spoiler: Special Abilities
    Show
    Drunken Skill: The Knower of Things can add 1d8 to any one skill check by expending an Alcohol Charge.

    Know-how: The Knower of Things adds his Intelligence bonus to all skill checks with cross-class skills if he has ranks in that skill

    Knack: Knowers of Things buy ranks in cross-class skills at the normal rate for class skills of one skill point per rank instead of half a rank. They still are limited to having half their class skillsí maximum ranks as the maximum rank for cross-class skills.

    I Know a Guy: The Knower of Things may make a Knowledge (Local) check and expend at least one alcohol charge to call on an old friend or acquaintance to aid him in some way. The contact is assumed to be hiding until the Knower of Things signals his need, so the Knowledge (Local) check is used as a Hide and Move Silently check opposed by any hostile or unfriendly creatures in the vicinity. If the Knowledge (Local) check succeeds, the contact either attacks a target of the Knower of Thingsí choice, or appears beside him. The alcohol charges are expended either way, but the Knower of Things cannot attempt a new Knowledge (Local) check with any of the same hostile or unfriendly creatures present until 24 hours have passed. The level of the contact is equal to the number of alcohol charges spent and he stays for as many rounds as the result of the Knowledge (Local) check. He will be single class Rogue, Bard, Ranger, or Monk, and his equipment can be of masterwork quality but no magic items, and is subtracted from the Knower of Thingsí wealth. The contact can have their build pre-made or on the spot, but will always have maximum ranks in Hide and Move Silently. However, that contact becomes permanent unless killed; the Knower of Things can have only one contact per level. A contact receives a portion of the experience points of any combat they participate in and changes the effective level of the party as any other character would. Contacts can also be leveled up by spending more alcohol charges than was previously used to call on them, but their level does not lower, so if a contact of 4th level is called on with eight charges, he becomes a level eight contact and cannot be called with less than eight alcohol charges thereafter.

    Social Genius: The Knower of Things uses his Intelligence modifier in place of his Charisma modifier for all Charisma-related skill checks.

    Facilitator: The Knower of Things grants a bonus equal to his Intelligence bonus when using the Aid Another action, if it is higher than the normal bonus.

    Distilled Spirit Guide: The Knower of Things singles out one of the Avatars of Bestial Wisdom as his personal spirit guide. The restriction to being below 10 intelligence is lifted when calling on that Avatar.

    Blatant Cheating: The Knower of Things selects a feat. He gains the benefits of that feat and does not need to meet prerequisites based on class, base attack bonus, creature type, or ability scores. He does not count as having that feat for the purposes of prerequisites, and he cannot pick an epic feat unless his level is 21 or higher.

    Drunken Gibberish: The Knower of Things doesnít know how to cast spells, but he knows how to disrupt them. He can counter a spell by speaking gibberish similar to the vocal component and spending alcohol charges equal to the level of the spell. Spells with no vocal component can still be countered, but they count as two levels higher. The Knower of Things must still identify the spell with the spellcraft skill and ready an action to counterspell.

    I Know Just the Thing: The Knower of Things can ďspendĒ money to be prepared with the right item whenever he needs it. Money spent this way disappears permanently but is kept track of as credit. Thereafter, the Knower of Things can retrieve any item he could plausibly fit on his person by spending five alcohol points and drawing it forth. The itemís value is subtracted from the credit at a 5x multiplier for mundane items (including masterwork), and a 10x multiplier for magical or wondrous items. Unique items such as artifacts cannot be recreated with this ability. Spending money for credit takes an hour long ritual, but using the credit is a free action.

    Armchair General:
    prerequisite:Facilitator
    By spending an alcohol charge, the Knower of Things can shout out tactical advice to use the Aid Another action in combat by making a Knowledge check instead of an attack. The Knowledge skill needed corresponds to the targetís creature type according to the Knowledge Devotion ability (humanoids may count as Knowledge (Local) or Knowledge (Royalty and Nobility) or neither if they donít fit those categories). The DC is 10 + the HD of the target. He does not need to threaten the target and can spend an additional alcohol charge to grant double his Intelligence bonus. The ally being aided must be able to hear and understand the tactical advice to benefit from it.

    I Know I Have Another One Around Here Somewhere:
    prerequisite: I Know Just the Thing
    The Knower of Things can use credit from I Know Just the Thing to make a copy of any item he has on his person. This costs the normal price of the item, but the copy disappears after a number of rounds equal to the Alcohol Charges he chooses to expend. This ability can function with unique items, as long as an accurate price for them exists.

    Always Slightly Buzzed:
    prerequisite: Adamantine Liver
    After taking this ability, the Knower of Things permanently has one damage to his Intelligence score, but just like the damage from the Drinking class ability, it does not change his modifier or interfere with his ability to cast spells. The price of abilities that function with Alcohol Charges is reduced by 1/3; so every two charges he spends fuels his abilities as if he had spent three. His abilities cannot use charges over his level in a single use, however; fueling an ability with 18 charges would cost 12, but he would still need to be level 18 or higher.

    Calling on the Avatars of Bestial Wisdom:
    At third level, the Knower of Things learns his greatest secret: how to call on these great spirit guides, who aid his decision making. If his current Intelligence score is below ten, he may spend an Alcohol Charge to call for the guidance of one of the Avatars of Bestial Wisdom.
    Spoiler: The Avatars of Bestial Wisdom
    Show
    The Unmated Amphibian This avatar is a creature most foul, but his delving into the depths of repulsive habits gains him insight into the foulness of others. As a free action, you may spend up to your maximum amount of alcohol charges to make an Intimidate check against any creature that can hear and understand you as the Unmated Amphibian tells you that creature's filthiest secret and you reveal that knowledge to them. Your Intimidate check gains +2 per alcohol charge spent, and if you succeed by 10 or more, the creature is treated as if they failed a save versus a suggestion spell.

    The Wolf of Madness
    This avatar's wisdom often seems like the worst advice, but the Wolf of Madness resides on the edge of reality, and can alter it to fit his views. His view is that the solution to all problems is to tear something to shreds, however. So while his advice to the relatively frail Knower of Things is to engage all nearby foes in hand to hand combat, he confers on his pupil the ability to possibly succeed at it. The Knower of Things flies into a rage identical to a Barbarian's rage, except his base attack bonus also increases to match his levels in Knower of Things plus any base attack bonus from other class levels. His bonus is +4 to strength and constitution, and the duration is 3 + his improved constitution modifier if he spends one alcohol charge, and he gains another +1 to Strength and Constitution and another round of duration for every four additional alcohol charges he spends.

    The Wolf of Bravery This avatar has only one secret to tell: there is never a moment where hope is completely gone. The Wolf of Bravery tells the Knower of Things what to say to rally his allies. As a standard action, the Knower of Things spends an alcohol charge and gives a rousing speech, granting a +2 morale bonus to attack and damage to all allies who can see and understand him. He can spend additional alcohol charges to grant an additional +1
    per 4 charges expended. The duration is a number of rounds equal to the Knower of Things' intelligence bonus plus the charges expended.

    The Feline of Enterprise This avatar knows the secret to success: investing. In an hour long ritual, the Knower of Things spends alcohol charges and sacrifices gold or valuable goods to the Feline of Enterprise, who then invests the wealth and returns with the dividends. The rate of return is a percentage of the investment equal to 100 + (2d10 + charges spent - 15), which can mean that the return is less than the investment.

    The Hound of Guidance
    The oldest and most diverse in knowledge of the avatars, the Hound of Guidance is asked a question and gives an answer, as the augury spell, with a caster level equal to the alcohol charges spent.

    Iron Liver: At fifth level, the Knower of Things does not take Intelligence damage from using his Drinking ability if he has no Alcohol Charges stored.

    Adamantine Liver: At tenth level, the Knower of Thingsí Iron Liver ability is replaced with this ability. The Knower of Things no longer takes intelligence damage if he has two or fewer alcohol charges stored.

    Beloved of the Avatars: at fifteenth level, once per day, the Knower of Things may call on an Avatar of Bestial Wisdom without consuming Alcohol Charges. It is enhanced as if he had spent all available Alcohol Charges on it.
    Last edited by sengmeng; 2018-06-16 at 03:45 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.