Wednesday, 29 January 2020

More Slot-Based Classes for Knave

You can fill your inventory slots with 'Prep'. This represents binding your pack, muffling your shoes, and other such preparations to improve your stealth ability.
You can have up to L slots of Prep at the start of each day.
Erase a slot of Prep for one of the following effects:
- Reroll a save made to avoid detection
- Automatically hit with an attack made from stealth
- Double your number of damage dice on an attack made from stealth

You can use totems, which are items linked to a particular animal.
Each totem allows you to transform into that animal once per day for Lx10 minutes. When transformed, you gain the appearance and abilities of the animal, and can communicate with other animals of the same type, but your ability scores and hit points are unchanged.
You can carry up to L totems at a time.
Do a favour for an animal and it will give you its skin totem.
Kill an animal yourself and you can use its organs to create a blood totem. When transformed with a blood totem, animals of the same type hate and fear you.

You can create Bonds with your allies by carrying items that they have given you.
Any item can be associated with a Bond as long as it was given to you as a gift. You can only have one Bond per ally.
You can carry up to L Bond items at any time.
Once per Bond per day, you can grant that ally one of the following advantages:
- An extra action during a combat round
- 1d6+1 temporary hit points
- Reroll a morale check or a saving throw against mental effects
Using a Bond is a free action and can be done outside of your normal turn order.

You can engrave runes on your items to improve them.
You can carry up to L engraved items at a time.
Items cannot be engraved with more than one rune.
You know the following runes:
Uruz: engrave on armour for +1 AC
Thurisaz: engrave on a weapon for +1 attack and damage
Fehu: engrave on a tool to gain advantage when using the tool for its purpose
Algiz: the item will not break except under extreme circumstances
Naudiz: the item is always to hand and can be used without awkwardness
Tiwaz: the item can affect intangible objects and creatures.

You can carry solvents - powerful potion bases that are too dangerous for other characters to handle. You can carry up to L solvents. You can make more solvents in town for 10cp each.
You can dissolve any number of items into a solvent to create a potion.
- The first item confers its primary function upon the potion.
-  Adding more items improves the potion's efficacy. By default, the potion is about as useful as the item that was dissolved. As a rule of thumb, 100cp or 1HD of fresh monster parts is enough to improve the potion by one 'step'.
- The Alchemist can choose whether to make the potion as a tonic (effective when drunk) or a grenadoe (effective when thrown).
Mixing a potion takes 10 minutes. The duration of tonics is 10xL minutes and the splash area of grenadoes is 10'.

Example: Annie the Alchemist dissolves a 10' pole into her solvent. The DM rules that the pole's primary function is "to prod", so the potion grants the imbiber the power to stretch their fingers up to 10' long. Annie adds 100cp of treasure and the guts of a 1HD monster to get two improvements. She asks to make the "prodding" telepathic and to make it stronger so it can knock enemies down.
If Annie had made a grenadoe instead, she would have a prod-bomb that prods everyone in range of its explosion.

You can use reliquaries - holy items that contain body parts or personal effects from saints. You can carry up to L reliquaries at a time.
You can pray to your god for a miracle. A miracle has one of the following effects:
- Heal 1d6+1 hp
- Reroll any one die rolled by another character
- Terrify L+1 hit dice of undead
- Negate a spell as it is cast
- Dispel an enchantment for Lx10 minutes
After a miracle, roll d20 + the number of reliquaries you carry. On a 15 or less, your god finds you unworthy and will send no more miracles until you make a burnt offering: Lx100cp worth of food, or L hit dice of monsters.
You can acquire reliquaries from senior members of your faith. You can also create a reliquary from the corpse of a character who displayed holy virtue in life.


  1. Thank you, this looks useful.

    Couple of questions:
    I think that Runecarver is not as strictly slot-based as the other classes: they just enhance the existing items with the knowledge that weights nothing, while the other mostly have to use or reserve slots much more frugally. Why won't Runecarver enhance as many items as they can if it changes nothing in slots and the only limitation is total amount of rune-marked items?

    Is there any benefit to blood totem comparatively to skin totem? It invokes hate, so there is a clear drawback but aside of not doing a favour, does blood totem has any advantage?

    1. Good point about the Runecarver. I guess they interact with the inventory along a different axis than the other classes - the question is not "what should I fill my slots with?" but "which of my items should I upgrade?" which is hopefully balanced out by the runes not being as powerful as other class abilities.

      The blood totem thing is just an attempt to balance it since (usually) killing an animal will be easier than making friends with it. I guess you could add that the skin totem makes those animals friendly towards you, if you like.


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