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Black Plauge
17th of October, 2005, 07:37
Banned Classes:
Cleric (PHB)
Druid (PHB)
Favored Soul (CD)
Hexblade (CW)
Paladin (PHB)
Shugenja (CD)
Sorcerer (PHB)
Spirit Shaman (CD)
Warlock (CA)
Warmage (CA)
Wizard (PHB)
Wu Jen (CA)


Several of the base classes have had modifications made to them. These vary in severity and are presented below.

Classes which must be modified before they can be used (classes will be removed from this list as their modifications are made):

Black Plauge
17th of October, 2005, 07:38
Rangers

Replace the Favored Enemy ability entry with the following:
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Knowledge checks to identify favored enemies, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the ranger may make the Knowledge checks to identify favored enemies as if they were trained, even if they have no ranks in the appropriate Knowledge skill.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Remove the Spellcasting ability and replace it with the following:
Wild Shape (Su): At 4th level, a ranger gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per ranger level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the ranger melds into the new form and becomes nonfunctional. When the ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the ranger's feet.

The form chosen must be that of an animal the ranger is familiar with.

A ranger loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A ranger can use this ability more times per day at 5th, 7th, 10th, 14th, and 18th level, as noted on the table below. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

Wild Shape Progression:
- - - Wild Shape (1/day)
Wild Shape (2/day)
-
Wild Shape (3/day)
Wild Shape (Large)
-
Wild Shape (4/day)
Wild Shape (Tiny)
-
-
Wild Shape (5/day)
Wild Shape (Huge)
-
-
Wild Shape (6/day)
-
-

Add the following:
Woodland Hunter (Ex): At 12th level, a ranger can make "get along in the wild" checks while moving at his full overland speed. See Survival on page 83 of the Player's Handbook.

Perceptive Tracker (Ex): At 14th level, a ranger never takes longer than a full-round action to find tracks with a Survival check. A second roll is still required to follow any discovered tracks.

Seasoned Explorer (Ex): At 16th level, a ranger can make Survival checks to gain a bonus on Fortitude saves against severe weather while moving at his full overland speed. See Survival on page 83 of the Player's Handbook.

Instinctive Tracker (Ex): At 18th level, a ranger takes a standard action to find tracks with a Survival check, allowing the character to simultaneously move at his speed.

Survivalist (Ex): At 19th level, the ranger becomes so certain in the use of Survival that the character can use it reliably even under adverse conditions. When making a skill check with Survival, the ranger may take 10 even if stress and distractions would normally prevent the character from doing so.

Black Plauge
17th of October, 2005, 07:39
Rogues

(From Jackelope Crossing Games)
Remove the “Trapfinding” ability from the rogue’s class features entry and from the class progression table.

Add the following entry to the rogue’s class features:
Versatility: A rogue’s greatest weapon is the great variety of skills at her disposal and her focus in those skills. At level 1 a rogue may select a bonus feat from the following list of feats: acrobatic, agile, alertness, animal affinity, athletic, autonomous, deceitful, deft hands, diligent, investigator, magical aptitude, negotiator, nimble fingers, persuasive, psionic affinity, self-sufficient, or stealthy. She may select another feat from this list at levels 4, 7, and 10. Similar feats may be allowed at the DMs discretion.

Makeshift Tools (Ex): At 14th level, a rogue becomes so familiar with mechanisms and traps that the character can make Disable Device checks as if their improvised or Apprentice grade tools were one grade better than they actually are (e.g. improvise tools have only the Apprentice grade penalties, Apprentice grade tools have no penalty).

Skilled Saboteur (Ex): At 20th level, a rogue makes quick work out of mechanisms and traps, disabling devices in one-half the normal time. See Disable Device on page 72 of the Player's Handbook. A device that normally takes 1 round to disable now takes 1 standard action, allowing the character to make a move action afterward.

Black Plauge
21st of December, 2005, 06:31
Wilders

Change the last paragraph in the Psychic Enervation ability to read as follows:
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to cost of the power she was trying to manifest (including any augmentations).

Black Plauge
16th of April, 2007, 00:48
Bards

Replace the description of the Bard in the PHB with the following:

Alignment: Any nonlawful.
Hit Die: d6.

Class Skills

The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Bardic knowledge, Bardic Music
2nd +1 +0 +3 +3 Song Wards (+1 AC)
3rd +2 +1 +3 +3 Rally Performance
4th +3 +1 +4 +4 Song Wards (+1 saves)
5th +3 +1 +4 +4 Combine Songs 1
6th +4 +2 +5 +5 Song Wards (DR 2/-)
7th +5 +2 +5 +5 Refine Performance
8th +6 +2 +6 +6 Song Wards (+2 AC)
9th +6 +3 +6 +6 Refine Performance
10th +7 +3 +7 +7 Song Wards (+2 saves)
11th +8 +3 +7 +7 Refine Performance
12th +9 +4 +8 +8 Subvocalize
13th +9 +4 +8 +8 Refine Performance
14th +10 +4 +9 +9 Song Wards (+3 AC)
15th +11 +5 +9 +9 Combine Songs 2
16th +12 +5 +10 +10 Song Wards (+3 saves)
17th +12 +5 +10 +10 Refine Performance
18th +13 +6 +11 +11 Song Wards (DR 4/-)
19th +14 +6 +11 +11 Refine Performance
20th +15 +6 +12 +12 Song Wards (+4 AC)


Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields).

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

See the PHB for suggested DCs.

Bardic Music: Twice per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or any other form of performance. If the performance is auditory, then only people who can hear the bard are effected, if the performace is visual, then only people who can see the bard are effected (in addition to any other requirements that the particular song may impose). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. If the bard has the requisite number of ranks in one Perform skill, but not another, then he can only use that bardic music effect with the Perfrom skill in which he has the requisite ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Some bardic music effects have a refrain which can be activated while the main effect is ongoing at the expense of an additional use of bardic music. Activating a refrain is a swift action.

Countersong: This effect works as described in the PHB (p. 29) except as noted here. A bard must have at least 3 ranks in Perform to use this ability.
Fascinate: This effect works as described in the PHB (p. 29) except as noted here. A bard must have at least 3 ranks in Perform to use this ability.
Inspire Courage: This effect works as described in the PHB (p. 29) except as noted here. A bard must have at least 3 ranks in Perform to use this ability.
Erode Confidence: A bard of 2nd level or higher with at least 5 ranks in Perform can eat away at an enemies confidence, making them doubt abilities that would normally protect them. When starting this song, choose one type of energy resistance, damage reduction, or spell resistance. If you make a DC 8 Perform check, that form of protection recieves a -1 penalty for all enemies within 60 ft for as long as you continue performing. For every 8 points by which your Perfrom check exceeds the DC this penalty increases by 1 (a check result of 16 yields a -2, 24 yields a -3, etc.).
Quickstep: A bard of 2nd level or higher with at least 5 ranks in Perform can energize his allies to faster movements. If the Bard makes a DC 8 Perform check, all allies within 60ft of the bard have their speed increased by 5ft. This speed increase goes up by 5 ft for every 8 points by which the bard's Perform check excedes 8 (10 ft for a check of 16, 15 ft for a check of 24, etc.)
Song of Resiliance: While this song is in effect, all allies within 30 ft of the bard gain the same benefits as the bard does from his Song Wards ability (see below).
Inspire Competance: This effect works as described in the PHB (p. 29) except as noted here. A bard must have at least 6 ranks in Perform and be 3rd level or higher to use this ability.
Suggestion: This effect works as described in the PHB (p. 29) except as noted here. A bard must have at least 7 ranks in Perform and be 4th level or higher to use this ability.
Inspire Recklessness: This effect works as described in CW (p. 88) except as noted here. A bard must have at least 7 ranks in Perform and be 4th level or higher to use this ability.
Inspire Dread: This effect works as described in CD (p. 40) except as noted here. A bard must have at least 8 ranks in Perform and be 5th level or higher to use this ability. This ability is not restricted by the bard's alignment, nor is it restricted to Perform (oratory).
Inspire Hope: This effect works as described in CD (p. 40) except as noted here. A bard must have at least 8 ranks in Perform and be 5th level or higher to use this ability. This ability is not restricted by the bard's alignment, nor is it restricted to Perform (oratory).
Song of Strength: This effect works as described in Drac (p. 127) except as noted here. A bard must have at least 9 ranks in Perform and be 6th level or higher to use this ability.
Persuasive Song: This effect works as described in CV (p. 91) except as noted here. A bard must have at least 9 ranks in Perform and be 6th level or higher to use this ability.
Inspire Stamina: This effect works as described in RoS (p. 103) except as noted here. A bard must have at least 10 ranks in Perform and be 7th level or higher to use this ability.
Sustaining Song: This effect works as described in CV (p. 91) except as noted here. A bard must have at least 10 ranks in Perform and be 7th level or higher to use this ability.
Inspire Greatness: This effect works as described in the PHB (p. 29) except as noted here. A bard must have at least 11 ranks in Perform and be 8th level or higher to use this ability.
Song of Flight: This effect works as described in the Drac (p. 127-128) except as noted here. A bard must have at least 11 ranks in Perform and be 8th level or higher to use this ability. The ability to fly lasts for as long as the bard continues to perform and 1 minute thereafter.
Convert the Unfaithful: This effect works as described in CD (p. 40) except as noted here. A bard must have at least 12 ranks in Perform and be 9th level or higher to use this ability. The save DC for this effect is 10 + 1/2 bard level + Cha mod).
Burning Melody: This effect works as described in CA (p. 57) except as noted here. A bard must have at least 12 ranks in Perform and be 9th level or higher to use this ability.
Song of Unmaking: This effect works as described in CA (p. 57) except as noted here. A bard must have at least 13 ranks in Perform and be 10th level or higher to use this ability. The damage is 1d8 per two bard levels.
Song of Warding: This effect works as described in RoS (p. 103) except as noted here. A bard must have at least 13 ranks in Perform and be 10th level or higher to use this ability. The duration is 1 hour per class level. The save DC is 10 + 1/2 bard level + Cha mod.
Inspire Awe: This effect works as described in CW (p. 88) except as noted here. A bard must have at least 14 ranks in Perform and be 11th level or higher to use this ability. The save DC is 10 + 1/2 bard level + Cha mod.
Song of Freedom: This effect works as described in the PHB (p. 29) except as noted here. A bard must have at least 14 ranks in Perform and be 11th level or higher to use this ability.
Dirge of Frozen Loss: This effect works as described in CA (p. 57-58) except as noted here. A bard must have at least 15 ranks in Perform and be 12th level or higher to use this ability.
Song of Healing: This effect works as described in the Drac (p. 128) except as noted here. A bard must have at least 15 ranks in Perform and be 12th level or higher to use this ability.
Song of Life: This effect works as described in CA (p.58) except as noted here. A bard must have at least 16 ranks in Perform and be 13th level or higher to use this ability.
Song of Timelessness: This effect works as described in CA (p. 61-62) except as noted here. A bard must have at least 16 ranks in Perform and be 13th level or higher to use this ability. The save DC is 10 + 1/2 bard level + Cha mod. The maximum duration is 1 minute per two bard levels.
Song of Fury: This effect works as described in CV (p. 91) except as noted here. A bard must have at least 17 ranks in Perform and be 14th level or higher to use this ability.
Anthem of Thunder & Pain: This effect works as described in CA (p. 58) except as noted here. A bard must have at least 17 ranks in Perform and be 14th level or higher to use this ability.
Inspire Heroics: This effect works as described in the PHB (p. 29-30) except as noted here. A bard must have at least 18 ranks in Perform and be 15th level or higher to use this ability.
Song of the Mountian: This effect works as described in RoS (p. 103-104) except as noted here. A bard must have at least 18 ranks in Perform and be 15th level or higher to use this ability.
Mindbending Melody: This effect works as described in CV (p. 91) except as noted here. A bard must have at least 19 ranks in Perform and be 16th level or higher to use this ability. The save DC is 10 + 1/2 bard level + Cha mod.
Hymn of Spelldeath: This effect works as described in CA (p. 58) except as noted here. A bard must have at least 19 ranks in Perform and be 16th level or higher to use this ability.
Revealing Melody: This effect works as described in CV (p. 91) except as noted here. A bard must have at least 20 ranks in Perform and be 17th level or higher to use this ability.
Ballad of Agony Reborn: This effect works as described in CA (p. 58) except as noted here. A bard must have at least 20 ranks in Perform and be 17th level or higher to use this ability.
Mass Suggestion: This effect works as described in the PHB (p. 30) except as noted here. A bard must have at least 21 ranks in Perform and be 18th level or higher to use this ability.
Aria of Everywhere: This effect works as described in CA (p. 59) except as noted here. A bard must have at least 21 ranks in Perform and be 18th level or higher to use this ability.
Inspire Legion: This effect works as described in CW (p. 88) except as noted here. A bard must have at least 22 ranks in Perform and be 19th level or higher to use this ability.
Dirge of Songdeath: This effect works as described in CA (p. 59) except as noted here. A bard must have at least 22 ranks in Perform and be 19th level or higher to use this ability.
Note of Solitude: This effect works as described in CA (p. 59) except as noted here. A bard must have at least 23 ranks in Perform and be 20th level or higher to use this ability.
Song of Cosmic Fire: This effect works as described in CA (p. 62) except as noted here. A bard must have at least 23 ranks in Perform and be 20th level or higher to use this ability. This ability only requires 1 use of Bardic Music to employ. The damage is equal to twice the Perform check. The save DC is 10 + 1/2 bard level + Cha mod.

Song Wards: At 2nd level and higher, a bard's music protects him as he sings, making it harder for enemies to disrupt the bard's performance. These Song Wards have a variety of effects. At 2nd level the bard gets a +1 insight bonus to AC while any of his bardic music effects are active. This bonus increases by one for every 6 levels beyond 2nd that the bard has (+2 at 8th level, +3 at 14th level, +4 at 20th level, etc.). At 4th level the bard gets a +1 insight bonus to Saves while any of his bardic music effects are active. This bonus increases by one for every 6 levels beyond 4th that the bard has (+2 at 10th level, +3 at 16th level, etc.). Finally, at 6th level, the bard gains DR 2/- while any of his bardic music effects are active. This DR increases by +2/- for every 12 levels byond 6th that the bard has (4/- at 18th level, etc.). This DR stacks with any form of DR that the Bard already has from another source.

Rally Performance (Ex): Starting at 3rd level, a bard hones his skill as a public musician and can reroll a Perform check once per day, but only when attempting to impress audiences for the purpose of earning money. A bard must take the result of the reroll, even if it's worse than the original roll. See Perform on page 79 of the Player's Handbook.

Combine Songs: Starting at 5th level the Bard has learned to combine the effects of two songs that he knows, but doing so requires extra effort. When starting a Bardic Musice effect a bard can choose two songs which he knows and two Perform skills which can be used in conjunction with each other (such as playing a stringed instrument and singing, or singing and poetry, but not singing and playing a wind instrument) in which he has the requisite ranks for both songs. By making a combined performance with these two skills and expending two of his daily uses of Bardic Music, the bard can have the effects of both songs coming into effect. Such a combined performance requires concentration to maintain (a standard action each round). If one of the bardic music effects already requires concentration to maintain, then the bard must spend a full round action each round to meet both concentration requirements.
At 15th level the bard can combine two songs into one Perform skill. Doing so, however requires the bard to make a Perform check with a DC equal to 10 + the sum of the required ranks by both songs and expends 2 uses of a bard's daily uses of Bardic Music. Failing this Perform check means that neither song comes into effect, but the 2 daily uses of Bardic Music are still expended.
A bard can never activate the same song twice by means of Combine Songs, even if the song can have different effects each time it is activated.
Note: By using both of the above abilities, it is possible for a bard to have up to 4 bardic music effects going at once (if he makes the necessary skill checks and spends the uses of Bardic Music).

Examples: Gimbal, a 6th level bard, is fighting a trio of ogres with his party. Wanting to help his friends end this fight as soon as possible, Gimbal decides to combine the effects of two songs. He has 9 ranks in Perform (comedy) and 5 ranks in Perform (singing) so he decides to sing a funny song as his combination performance. Since he has 9 ranks in Perform (comedy), the max for his level, he can choose any of the songs he knows for that part of the performance. However, since he only has 5 ranks in Perform (singing) he must choose a song which requires 5 ranks of Perform or less for that part of the performance. Hoping to both help his allies and hinder his enemies, Gimbal chooses Song of Strength (which requires 9 ranks of Perform) and Erode Confidence (which requires 5 ranks of Perform). He spends 2 of his 12 daily uses of Bardic Music to activate both songs and must spend a standard action each round to maintain concentration on the songs. Also, since Erode Confidence requires a Perform check to determine its level of effectiveness, Gimbal makes a Perform (singing) check to determine how effective his Erode Confidence is since that's the Perform skill he's using to meet the prerequisite ranks for Erode Confidence.

Later on in his career, at 17th level, Gimbal and his friends are fighting a Balor. Knowing how dangerous a Balor can be, Gimbal decides to bring to bear as many Bardic Music effects as he can (4). At this point, he has 20 ranks in Perform (comedy), the max, and 18 ranks in Perform (singing). For the comedic part of his routine, Gimbal takes a risk and selects the Balad of Agony Reborn (20 ranks) and the Song of the Mountian (18 ranks). The total Perform ranks requirement for these two songs is 38 so Gimbal must make a DC 48 Perfrom (comedy) check to activate both songs. For the singing part of the routine, Gimbal decides to play it a bit safer and chooses the Song of Flight (11 ranks) and Inspire Dread (8 ranks). The total perform ranks for these two songs is only 19, so Gimbal need only make a DC 39 Perform (singing) check to activate these songs (a practical sure thing). In activating all 4 songs, Gimbal spends 4 of his 34 daily uses of Bardic Music, even if he fails the DC 48 Perform (comedy) check or the DC 39 Perform (singing) check. Also, the Ballad of Agony Reborn has a refrain option which Gimbal can activate as a swift action once the Ballad is started. Doing so would require him to spend another use of his Bardic Music, but since he must spend a standard action each round concentrating on this truely phenomenal performance, he's not going to be able to do much else.

Refine Performance (Ex): At 7th level, a bard learns how to make his performances more appealing to the public of a prosperous city and is considered to have rolled at least a 2 on each d10 or d6 when determining how much money was earned each day from a Perform check. See Perform on page 79 of the Player's Handbook. At 9th, level the bard is considered to have rolled at least a 4, at 11th a 5, at 13th a 6, and at 17 a 8 on each d10. By extension, a bard is considered to have rolled at least 3 on each d6 at 9th level, at least 4 at 11th level, and at least 5 at 17th level. At 19th level, a bard earns the maximum amount of money for his performance.

Subvocalize: At 12th level and higher a bard can start a second song using his Combine Songs ability while the first song is already in effect. He need not start both songs at the same time. Starting the second song requires a Perform check with a DC equal to the sum of the required ranks in both songs. Failing this Perform check still expends one of the bard's daily uses of Bardic Music.

Black Plauge
16th of April, 2007, 00:57
Fighter

Add the following:
Physical Prowess (Ex): Starting at 3rd level, a fighter gets a bonus to some aspect of his ability checks that makes him a better warrior. The fighter gains an additional bonus at 5th level and every two fighter levels thereafter (7th, 9th, 11th, 13th, 15th, 17th, and 19th). The bonus must be drawn from the following list.

Applied Force (Ex): A fighter can administer force to the weakest points of inanimate objects effectively, giving the character a +1 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).

Combat Bearing (Ex): A fighter can steady himself to fight in precarious situations, giving the character a +1 bonus on Dexterity checks to avoid falling when damaged while balancing or moving quickly across difficult surfaces (see Balance on page 67 of the Player's Handbook).

Stamina Reserve (Ex): A fighter can push his body more than normal, giving the character a +1 bonus on Constitution checks to continue running (see page 144 of the Player's Handbook) and to avoid nonlethal damage from a forced march (see page 164 of the Player's Handbook).

Black Plauge
23rd of April, 2007, 04:35
Spellthief
Renamed to Psithief and modified as indicated below (thanks to Linklegacy77 for the modification):

Psithief:

d6 hit die
3/4 BAB
Good Will Save
Poor Ref, Poor Fort

Skill points: 6+int modifier (x4 at level 1)
Class Skills: Appraise, autohypnosis, bluff, concentration, craft, decipher script, disable device, escape artist, gather information, hide, jump, knowledge (psionics), knowledge (local), listen, move silently, open lock, search, speak language, psicraft, spot, swim, tumble, use psionic device
Power Points Powers Maximum Power
Level Special per day Known Level Known
1 Sneak Attack +1d6, Steal Power (1st) - - -
2 Detect Psionics, Psigrace +1, Steal Power Effect - - -
3 Steal Energy Resistance 10 0 1 1
4 Steal Power (2nd) 1 1 1
5 Sneak Attack +2d6, Steal Psi-like ability 2 2 1
6 Steal Power (3rd) 4 2 1
7 Absorb Power 6 3 2
8 Steal Power (4th) 9 3 2
9 Psionic Sight 12 4 2
10 Steal Power (5th) 16 4 2
11 Psigrace +2, Steal energy resistance 20 20 5 3
12 Steal Power (6th) 25 5 3
13 Discover Powers, Sneak Attack +4d6 30 6 3
14 Steal Power (7th) 36 6 3
15 Steal Power Resistance 42 7 4
16 Steal Power (8th) 49 7 4
17 Sneak Attack +5d6 56 8 4
18 Steal Power (9th) 64 8 4
19 Steal Energy Resistance 30 72 8 4
20 Absorb Power (Immediate Manifesting), Psigrace +3 81 8 4


Steal Power (Su): A Psithief can siphon psionic energy away from his targer and use it himself. A Psithief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a power, or the potential to manifest a specific known power, from his target. If the target is willing, a Psithief can steal a power with a touch as a standard action.
The target of a steal power attack loses one 1st level power known for one minute. You also steal 2 power points from the victim, up to it's manifester level. (If it is a first level psion, you only steal 1 power point). A Psithief can choose which power to steal, otherwise, the DM determines the stolen power randomly. If a Psithief tries to steal a power that isn't available, the stolen power is determined randomly from among those that the target has available.
After stealing a power, a Psithief can manifest the power himself on a subsequent turn. Add the power stolen to the Psithief's powers known for one hour, during which he can manifest the power normally. Remove the power from the target's powers known list for one hour as well. The power points stolen may be used to power any ability the Psithief has that requires power points. They must be used within one minute, or they are lost. A psithief may manifest this power even if he doesn't have the necessary ability score to manifest the power. As the Psithief gains levels, he can choose to steal higher-level powers, as shown on the chart. At 4th level, he can steal 2nd level powers, and every two levels after, the level of power he can steal increases by 1. When the Psithief uses his steal power ability, the amount of power points stolen are 2*the level of the power stolen, but still can't be above the manifester level of the target. For example, a 6th level Psithief uses his steal power ability against a 7th level wilder. He steals the Dispel Psionics power, a 3rd level power, and steals 6 power points. Keep in mind that you cannot steal more power points than the target currently has available. A target who has power points stolen loses those power points.
At any one time, the psithief may only possess a total number of stolen power levels equal to his class level or lower.

Sneak Attack (Ex): See the rogue ability of the same name, PHB p. 50.

Detect Psionics (Ps): A Psithief of 2nd level or higher can use Detect Psionics a number of times per day equal to his charisma bonus (minimum 1). His manifester level equals his Psithief level.

Psigrace (Su): A Psithief of 2nd level or higher gains a +1 competence bonus on his saves against powers. This bonus improves to +2 a 11th level and +3 at 20th level.

Steal Power Effect (Su): Beginning at 2nd level, a Psithief can siphon an active power effect from another creature. A Psithief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single power affecting the target. If the target is willing, a Psithief can steal a power with a touch as a standard action. The Psithief can choose which power effect to steal; otherwise, the DM determines the stolen power effect randomly. If a Psithief tries to steal a power effect that isn't present, the stolen power effect is determined randomly from among those currently in effect on the target. A Psithief can't steal a power effect if it's manifester level exceeds his class level + his charisma modifier.
Upon stealing a power effect, a Psithief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the power's duration expires, whichever comes first). If the power effect's duration hasn't expired by this time, the power effect returns to the creature that was the original target of it. A Psithief can steal the effect only if he would have been a legal target for the original manifesting of the power. If the Psithief steals such a power, the power is suppresed for the normal time (1 minute per class level), but the Psithief does not gain the effects. This ability does not work on effects that are immune to dispel psionics.

Steal Energy Resistance (Su): Beginning at 3rd level, a Psithief can siphon off some or all of the target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A Psithief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain energy resistance 10 to an energy type of which the target is resistant (or immune). If the target is willing, the Psithief can steal energy resistance with a touch as a standard action. Simultaneously, the targets resistance is reduced by 10 (a creature with immunity retains it's immunity) to a minimum of 0. If the target has more than one type of energy resistance, the psithief may choose which type to steal, otherwise, the DM randomly selects which is stolen. If the type chosen to be stolen is not possessed by the target, the type stolen is determined randomly. The resistance from this ability is retained for 1 minute. If the stolen resistance is derived from a power or other temporary effect, the resistance vanishes when the effect expires. A spellthief can use this ability multiple times, but it's effects do not stack. It either applies to different type of energy, or replaces the older effects duration. (You can't steal fire resistance from a target twice to gain twice as much or reduce the targets twice as much). At 11th level, a psithief can steal energy resistance 20, and can steal energy resistance 30 at level 19.

Powers: Beginning at 4th level, hte psithief gains the ability to manifest a small number of powers, which are drawn from the psithief power list (see below). He may manifest any power he knows without preparation. To learn or manifest a power, the psithief must have a charisma score equal to at least 10+the power level. The DC for a saving throw against a Psithief's power is 10+power level+the psithief's cha modifier.

The psithief's manifester level is equal to 1/2 his class level.

Steal Psi-like ability (Su): At 5th level and higher, a psithief can use a sneak attack to temporarily steal a creature's psi-like ability. A psithief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's psi-like abilities. If the target is willing, the psithief can steal a psi-like ability with a touch as a standard action.
This psi-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the psithief's class level. A psithief can select a psi-like ability to steal, otherwise it is randomly selected by the DM. If the target does not have the selected psi-like ability, one is randomly selected by the DM. If the psi-like ability has a limited number of uses per day, there must be one use remaining or the psi-like ability can't be stolen. If the target can't use the ability at the current time, it can't be stolen. A psithief can use a stolen psi-like ability once. For all purposes (manifester level, save DC, and so on), treat the psi-like ability as if it were being used by the original possesser of the ability. A Psithief must use the stolen psi-like ability within one minute of stealing it, or lose it. Until the psithief uses the ability, or one minute expires, the target cannot use the ability.

Absorb Power (Su): Beginning at 7th level, if a psithief makes a successful save against a power that targets him, he can attempt to absorb the power energy for later use. This ability affects only powers that have the psithief as a target, not area powers. A psithief can't absorb a power with a higher level than one he can steal with his steal power ability.
To absorb a power that targets him, a psithief must succeed on a level check (1d20+psithief class level) against a DC of 10+the power's manifester level. Failure indicates that the power has it's normal effect on a successful save. Success means that the psithief suffers no effect from the power, and gains a number of power points equal to the number of power points put into the power.

Psionic Sight (Ps): Beginning at 9th level, a psithief can see the psionic powers of creatures around him. He may use this ability a number of times per day as a swift action equal to his charisma modifier (minimum of 1).
When you activate this ability, you know the location and strength of all psionic auras within your sight. An aura's strength depends on a power's functioning level or an item's manifester level, as noted in the description of detect psionics. If the items or creatures bearing the auras are in line of sight, you can make a psicraft check to determine the discipline of power involved in each. (Make one check per aura, DC 15+power level, or 15+one half manifester level for a non-power effect).
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any manifesting or psi-like abilities, and the strength of the most power power or psi-like ability the creature currently has available to use.
This ability lasts for 1 minute per class level.

Discover Powers (Ex): A psithief of 13th level or higher who steals a power from a spellcaster with his steal power ability automatically learns the names of all other powers known by the manifester that are of the same power level of the stolen power. This knowledge allows the psithief to better choose which powers to steal on subsequent attacks.

Steal Power Resistance (Su): Beginning at 15th level, a psithief can use a sneak attaack to temporarily steal some or all of a targets power resistance. A psithief who hits a target with a successful sneak attack can forgo 3d6 sneak attack damage an instead reduce the targets power resistance by 5. The psithief also gains power resistance equal to 5+his class level (up to a maximum value of the target's original power resistance). If the target is willing, the psithief can steal power resistance with a touch as a standard action.
The stolen power resistance benefits the psithief for a number of rounds equal to the psithief's charisma modifier (minimum 1 round) and then returns to the target creature. If the power resistance is derived from a temporary effect, then the psithief loses the benefit when the duration expires. A psithief can't use this ability again on the same creature until the power resistance has been returned.

Psithief Power List:

level 1- Attraction; Bolt; Catfall; Conceal thoughts; control light; create sound; detect psionics; distract; eidetic lock; empathy; far hand; know direction and location; missive; telempathic projection

2nd level- body equilibrium; could mind; concealing amorpha; control sound; detect hostile intent; elfsight; feat leech; identify, psionic; knock, psionic; levitate, psionic; missive, mass; psionic lock

3rd level- danger sense; darkvision, psionic; psychic containment; realized potential; telekinetic force; touchsight; ubiquitous vision

4th level - aura sight; correspond; dimenision door, psionic; freedom of movement, psionic; power leech; suggestion, implanted