Knaves live in the shadows, whether in the back alleys of King’s Landing or deeply hidden within a lord’s retinue. They steal what they can to survive, be it gold, horses, or information. Some use stealth to their advantage, while others use strength and intimidation to take what they want from the weak and cowardly. Knaves are resourceful and adaptable, always seeming to have the skills necessary to get them out of any situation.
Knaves most often take up the life of adventure in order to better scrounge a living. Sometimes angry victims or a clever patrol of the watch will drive a Knave from an area. Some go in search of larger and larger rewards for their larceny, while others simply grow bored with their surroundings and seek a change.
Knaves are highly skilled, and may follow many different tracks in their life. Some develop their stealth skills to the point where they can slip into and out of almost any building completely undetected. Others focus on social skills, using their network of contacts, intimidation, and charm to trade up for better things. Some rogues infiltrate the lives of others, acting the friend while all the while undermining and stealing from their marks.
Knaves come from all walks of life, but are most prevalent among the smallfolk, many of whom have nothing to lose by turning away from the law. They may have grown up in the dirtiest slums of cities and towns, scratching out a living by thieving and catching rats or pigeons for their suppers. Some Knaves are born into high families, however, and simply ply their trade out of boredom or spite. They may seduce the children of nobles or steal from their own family to vex their lords.
As mentioned, sometimes the sons and daughters of nobles will turn to lawlessness as a way to rebel against their parents. No house, great or small, is immune to such treacheries, and often a noble finds the skills he or she can learn outside a maester’s study are far more valuable than those learned from the house tutors.
Dexterity is important for many of a Knave’s Skills as well as for keeping him or her safe from harm. A talented Knave can dodge a sword thrust, jump onto a clothesline, and tumble to safety in the streets below. Intelligence is also important to a Knave, whose keen mind must be able to master many Skills in order to survive on the streets. A good Charisma helps a Knave deal with others and create successful disguises when he or she needs to disappear.
Knaves gain 6 Hit Points at 1st Level, and 1 Hit Point per Level thereafter. The character’s Constitution Modifier applies.
The Knave’s Class Skills (and the key Ability for each Skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft: Artisan (Dex), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Local Area (Int), Knowledge: Stewardship (Int), Knowledge: Underworld (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
At 1st Level, Knaves gain (9 + Int Modifi er) x 4; humans gain +4 bonus
At each Level, Knaves gain 3 + Cha Modifier.
Weapon and Armor Proficiency
Knaves are proficient with all simple weapons, short swords, and shortbows. Knaves are proficient with light armor.
Beginning at 1st Level, the Knave gains a +5 bonus to all Diplomacy checks made to find, buy, or sell illicit or illegal goods.
When a Knave cannot finesse or bluff a way out of a situation, sometimes he or she must rely on sheer luck instead. Once per day starting at 2nd Level, the Knave can reroll any failed Ability check, Skill check, attack or defence roll, or Saving Throw. The character can choose which roll to use. This Special Ability can only be used once in any given encounter. See the Fortune’s Favor Feat for more details. At 9th Level this Special Ability can be used twice per day, and at 16th Level it can be used three times per day.
At 5th and 10th Level, the Knave gains the bonus Feat, Skill Mastery. Skills cannot be raised above the maximum based on the Knave’s current Level.
Anytime the Knave’s target is caught fl at-footed, the Knave’s attack deals extra damage. The extra damage is +1d6 at 3rd Level, with an additional 1d6 every four Levels thereafter. Should the Knave score a critical hit with a Sneak Attack, this extra damage is not multiplied.
Ranged attacks can only count as Sneak Attacks if the target is within Short Range. The Knave can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the Knave can make a Sneak Attack that deals non-lethal damage instead of normal damage. The Knave cannot use a weapon that deals normal damage to deal non-lethal damage in a Sneak Attack.
A Knave can only Sneak Attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also invulnerable to Sneak Attacks. The Knave must be able to see the target well enough to pick out a vital spot and must then be able to reach it. The extra damage stacks with similar Special Abilities, such as a Hunter’s Stalking Strike.
At 4th, 8th, 14th, and 18th Levels, the Knave character may choose a bonus Feat from the following list: Brawler; Fortune’s Favor; Great Fortitude; Iron Will; Lightning Reflexes; Noble Spirit; Political Connections; Savage Fighter; Skill Mastery; and Stern Visage.
At 6th, 12th, 17th, and 20th Level, the Knave can choose a Special Ability from the following options: Crippling Strike, Defensive Roll, Skill Expertise, or may alternatively select a bonus Feat.
Crippling Strike: When the Knave damages an opponent with a Sneak Attack, the target also takes 1 point Strength damage (this Ability damage recovers at a rate of 1 point per day).
Defensive Roll: Once per day, when a Knave would be reduced to 0 Hit Points or fewer by damage in combat, the Knave can attempt to roll with the damage. He or she makes a Reflex Saving Throw (DC = damage dealt); if successful, the Knave takes only half damage from the blow. The Knave must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the Knave can’t roll.
Skill Expertise: The Knave selects a number of Skills equal to 2 + Intelligence Modifier (minimum 1). When making a Skill check with one of these Skills, the Knave may Take 10 even if stress and distractions would normally prevent the Knave from doing so. The Knave may gain this Special Ability multiple times, selecting additional Skills for it to apply to each time.
A Knave learns to watch people, and realizes that his or her life may depend on knowing who is loyal to whom. At Level 13, a Knave may discover another character’s Influences by spending time and resources.
In the Knave’s native territory, the Knave needs 10 days — Wis or Cha Modifier (minimum of 1 day) to study a target. In a new land or unfamiliar territory, the Knave needs 30 days — Wis or Cha Modifier x2 (minimum of 5 days) to effect a target. The Knave is also assumed to be spending freely on bribes and gifts, and the Knave’s Wealth Level is reduced temporarily by 1 during this period. The Knave then makes a Sense Motive check (DC 25), with a success revealing the identify of one Influence (person or organization) and a rough idea of how much Influence the target character has invested, such as Low Influence (1-5 Influence Points), Moderate Influence (6-10 Influence Points), Significant Influence (11-15 Influence Points), or Tremendous Influence (16+). The Knave cannot Take 10 or 20 on this roll, and Secret Influences cannot normally be determined.