TheYell
2019-04-01, 05:30 PM
The Wyld Knave
Some orphaned bastards have a hidden destiny that will uplift them from their desperate origins. These hardy few come to regard their tough childhood as a training ground that prepared them to employ their magic powers to the fullest. Raised in the gutter, they know something of combat, but prefer to rely on their developing arcane powers to get by.
Primary Class: Crossblooded Sorcerer
Secondary Class: Unchained Rogue
Alignment: Any nonlawful
Race: Any nonhuman humanoid
Hit Dice: D6
SKILLS: The wyld knave's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
SKILL RANKS PER LEVEL: 4 + INT modifier.
STARTING GOLD: 4D6 x 10 gold - Average 140 gold; and an outfit worth 10 gold pieces.
WEAPONS AND ARMOR: Wyld Knaves are proficient with all simple and martial weapons, and with light armor. They are not proficient with medium or heavy armor or any shields.
SECOND SKIN: A wyld knave does not suffer an arcane spell failure probability while wearing light armor.
ROBUST FRAME: A wyld knave gains Toughness as a bonus feat at 1st level.
SPELLS: Wyld Knaves have Instinctual spells learnt by observing the operation of magic and recovering inherent bloodline arcana. These spells are drawn from the wizard/sorcerer spell list. The number of spells known is set by the Table Instinctual Spells Known. It is not altered by the wyld knave's CHA modifier.
The wyld knave has a limited number of spells per day. The TABLE SPELLS PER DAY gives the number, which is modified by the wyld knave's CHA score. Wyld knaves do not need to prepare their spells in advance.
To cast a spell, the Wyld Knave must have a CHA score at least equal to 10+ spell level. The DC of an wyld knave's spell is 10 + spell level + CHA modifier.
Wyld Knaves do not replace spells as they advance in level.
SIMPLE MAGIC : Wyld Knaves have Eschew Materials as a bonus feat at first level.
MIXED BLOOD: Wyld Knaves have two bloodlines drawn from the sorcerer's bloodline list.
They earn the bonus class skills and bloodline arcana of both bloodlines.
At the appropriate level they must choose one bloodline power and bloodline spell from either one of their chosen bloodlines.
Wyld knaves do not gain access to bloodline feats at all.
Wyld knaves do not take on the crossblooded sorcerer's drawbacks as their known spells and will save have already been adjusted.
DASHING MELEE: Wyld Knaves have Weapons Finesse as a bonus feat at first level.
SNEAK ATTACK: Beginning at 2nd level, a wyld knave gains a sneak attack ability. The wyld knave's attack deals extra damage anytime his target would be denied a DEX bonus to AC (whether or not the target actually has a DEX bonus or not), or when the wyld knave flanks his target. This extra damage is 1D6 at 2nd level, and increases by 1D6 every four wyld knave levels thereafter. Ranged attacks count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip) or unarmed strikes, a wyld knave can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage, or natural weapons, to deal nonlethal damage in a sneak attack.
The wyld knave may use scent, tremorsense, blindsense, echolocation, or thoughtsense to make a sneak attack on an unseen target. Such an attack does not deal extra damage, but deals normal damage, and the target is shaken for 1D4 rounds.
LONE WOLF: Wyld Knaves may not take the Noble Scion, Leadership or Recruits feats. They may not take the Rich Parents or Well-Provisioned Adventurer traits.
aaand I can't post tables. But the Wyld Knave has the same Spells per Day as a Sorcerer, a -1 penalty to Spells Known, and -2 to a sorcerer's Will save bonuses.
EDIT Removed Arcane Talent which seems OP after sleeping on it and Animal Cunning which is awkward; I would replace it by giving the Wyld Knave the Reflex saves of a rogue, which would give it SOME advantage to save rolls after reducing the Will save by 2.
EDIT Made some suggested changes. Left the Crossblooded Sorcerer as the primary class because the Will save and Spells Known will be adjusted for the drawback, and, the use of a Crossblooded Sorcerer is mainly why there is a racial and alignment limitation to the class. Crossblooded Sorcerers are weaker sorcerers, they are improved with a level dip of rogue, but you interrupt their level advancement and skip a level of favored class unless you're a half-elf doing it that way. The Wyld Knave archetype lets you have the best of both worlds in one class package.
EDIT: Please look at the whole class with tables here https://docs.google.com/document/d/1Qs3l7lSferi-9mOLUwPx5qPy0zPpgjd50Y7WGuTC7m0/edit
EDIT: Made most recent changes, please go to the google doc for tables of abilities and spells known and spells per day.
Some orphaned bastards have a hidden destiny that will uplift them from their desperate origins. These hardy few come to regard their tough childhood as a training ground that prepared them to employ their magic powers to the fullest. Raised in the gutter, they know something of combat, but prefer to rely on their developing arcane powers to get by.
Primary Class: Crossblooded Sorcerer
Secondary Class: Unchained Rogue
Alignment: Any nonlawful
Race: Any nonhuman humanoid
Hit Dice: D6
SKILLS: The wyld knave's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
SKILL RANKS PER LEVEL: 4 + INT modifier.
STARTING GOLD: 4D6 x 10 gold - Average 140 gold; and an outfit worth 10 gold pieces.
WEAPONS AND ARMOR: Wyld Knaves are proficient with all simple and martial weapons, and with light armor. They are not proficient with medium or heavy armor or any shields.
SECOND SKIN: A wyld knave does not suffer an arcane spell failure probability while wearing light armor.
ROBUST FRAME: A wyld knave gains Toughness as a bonus feat at 1st level.
SPELLS: Wyld Knaves have Instinctual spells learnt by observing the operation of magic and recovering inherent bloodline arcana. These spells are drawn from the wizard/sorcerer spell list. The number of spells known is set by the Table Instinctual Spells Known. It is not altered by the wyld knave's CHA modifier.
The wyld knave has a limited number of spells per day. The TABLE SPELLS PER DAY gives the number, which is modified by the wyld knave's CHA score. Wyld knaves do not need to prepare their spells in advance.
To cast a spell, the Wyld Knave must have a CHA score at least equal to 10+ spell level. The DC of an wyld knave's spell is 10 + spell level + CHA modifier.
Wyld Knaves do not replace spells as they advance in level.
SIMPLE MAGIC : Wyld Knaves have Eschew Materials as a bonus feat at first level.
MIXED BLOOD: Wyld Knaves have two bloodlines drawn from the sorcerer's bloodline list.
They earn the bonus class skills and bloodline arcana of both bloodlines.
At the appropriate level they must choose one bloodline power and bloodline spell from either one of their chosen bloodlines.
Wyld knaves do not gain access to bloodline feats at all.
Wyld knaves do not take on the crossblooded sorcerer's drawbacks as their known spells and will save have already been adjusted.
DASHING MELEE: Wyld Knaves have Weapons Finesse as a bonus feat at first level.
SNEAK ATTACK: Beginning at 2nd level, a wyld knave gains a sneak attack ability. The wyld knave's attack deals extra damage anytime his target would be denied a DEX bonus to AC (whether or not the target actually has a DEX bonus or not), or when the wyld knave flanks his target. This extra damage is 1D6 at 2nd level, and increases by 1D6 every four wyld knave levels thereafter. Ranged attacks count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip) or unarmed strikes, a wyld knave can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage, or natural weapons, to deal nonlethal damage in a sneak attack.
The wyld knave may use scent, tremorsense, blindsense, echolocation, or thoughtsense to make a sneak attack on an unseen target. Such an attack does not deal extra damage, but deals normal damage, and the target is shaken for 1D4 rounds.
LONE WOLF: Wyld Knaves may not take the Noble Scion, Leadership or Recruits feats. They may not take the Rich Parents or Well-Provisioned Adventurer traits.
aaand I can't post tables. But the Wyld Knave has the same Spells per Day as a Sorcerer, a -1 penalty to Spells Known, and -2 to a sorcerer's Will save bonuses.
EDIT Removed Arcane Talent which seems OP after sleeping on it and Animal Cunning which is awkward; I would replace it by giving the Wyld Knave the Reflex saves of a rogue, which would give it SOME advantage to save rolls after reducing the Will save by 2.
EDIT Made some suggested changes. Left the Crossblooded Sorcerer as the primary class because the Will save and Spells Known will be adjusted for the drawback, and, the use of a Crossblooded Sorcerer is mainly why there is a racial and alignment limitation to the class. Crossblooded Sorcerers are weaker sorcerers, they are improved with a level dip of rogue, but you interrupt their level advancement and skip a level of favored class unless you're a half-elf doing it that way. The Wyld Knave archetype lets you have the best of both worlds in one class package.
EDIT: Please look at the whole class with tables here https://docs.google.com/document/d/1Qs3l7lSferi-9mOLUwPx5qPy0zPpgjd50Y7WGuTC7m0/edit
EDIT: Made most recent changes, please go to the google doc for tables of abilities and spells known and spells per day.