Old Knave
Archetypes of Power

Some people believe that rules don’t apply to them. Others realize that rules don’t apply to anyone. For the knave, there is no goodness in being obvious or honest, and adaptability is an art form all itself. Whether he’s drinking with man-eating demons or telling dirty jokes to the queen, the knave knows how to talk, fight, or spellcast his way out of anything.

Casting: The knave may combine spheres and talents to create magical effects. The knave is considered a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool: The knave gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A knave gains 1 magic talent every time he gains a caster level. This does not stack with caster levels gained from other sources.

Whenever the knave would receive a magical talent from his class, he may instead choose a bardic masterpiece he meets the prerequisites for. His caster level with masterpieces is equal to his class level.

Fool’s Play (Su): The knave can engage in a form of combat performance, in which he can effectively fight his enemies while also making them look (and feel) foolish. A combination of taunting, feinting, and inflicting minor (but embarrassing) injuries demoralize the opponent, while the performance increases the knave’s martial skill. While performing, the knave receives a +2 competence bonus on all melee attack and damage rolls, and a +2 dodge bonus to AC. Each of these bonuses increases by +1 every 4 class levels after the 1st to a maximum of +6 at 17th level. In addition, whenever the knave hits an opponent who can understand and hear what he is saying, he may use a free action to taunt them. A taunted enemy gets a -2 penalty to AC and attack rolls and can not benefit from any morale bonuses for 1 round.

This replaces countersong.

Quiet Lullaby (Su): At 1st level, a knave learns a performance that helps disguise his true intentions. When he uses this form of performance, he may make a Perform check. Any attempt to detect the knave’s use of supernatural, spell-like, or sphere abilities by observing him must succeed in a Perception check against the knave’s Perform check. This includes the use of the lullaby itself. The effects of a disguised ability are not hidden.

This replaces distraction.

A Knave of All Trades (Ex): The knave knows more than he lets on, and can prepare a few tricks even seasoned wizards don’t know. At 2nd level, whenever the knave rests and regains spell points, he may choose a sphere he possesses. He may use his class level as his caster level with that sphere. This stacks with other caster level sources normally.

This replaces well-versed.

Peak Performance (Su): At 12th level, the knave may play a song that extends the effect of his sphere abilities. Whenever he uses a sphere ability, any ally within 60 ft. who can see or hear him is considered within range, and he may spend a spell point when using a sphere ability to affect any number of allies within 60 feet.

This replaces soothing song.

Inspire Aggravation (Su): At 15th level, a knave learns to counter magical effects with his performance. When an enemy within 60 ft. of the knave attempts to use a sphere ability while this song is in effect, they must make a successful magical skill check against the knave’s MSD. If their tradition has the verbal components drawback or their spherecasting otherwise requires them to speak, they have a -4 penalty to this roll. If they fail, they may not use that sphere that turn, but do not lose their action or expend any spell points.

This replaces inspire heroics.

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