All-Thief

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DragoonWraith · talk · 22:34, 8 October 2010 (UTC)
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Contents

The All-Thief is, at its heart, an exceptionally diversified Spellthief. Eventually, they learn to steal an incredible variety of power from a variety of characters. He sacrifices his own spellcasting ability for the ability to steal spells, powers, pacts, soulmelds, maneuvers, stances, turn undead attempts, rage, and even inborn supernatural powers, physical and mental gifts, and class features their foes have spent years training.

Prerequisites

Hit Die

d6

Skill Points

Class Skills

The following are the class skills (and the key ability for each skill) for the All-Thief: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points per Level

6 + Int modifier

Class Features

The following are class features for the All-Thief:

Level Base Attack
Bonus
Fortitude
Save
Reflex
Save
Willpower
Save
Special
1st +0 +0 +0 +2 Omnitheft, New Theft
2nd +1 +0 +0 +3 New Theft, Skills of the Crime
3rd +2 +1 +1 +3 New Theft, Sneak Attack +1d6
4th +3 +1 +1 +4 New Theft, Feat Heist
5th +3 +1 +1 +4 New Theft, Casing the Joint
6th +4 +2 +2 +5 New Theft, Identity Theft, Sneak Attack +2d6
7th +5 +2 +2 +5 New Theft, The Stolen Life
8th +6 +2 +2 +6 New Theft, Mystic Caper
9th +6 +3 +3 +6 New Theft, Class Job, Sneak Attack +3d6
10th +7 +3 +3 +7 New Theft, What Was Yours Is Mine
Weapon and Armor Proficiency

An All-Thief gains no proficiency with any weapons or armor.

Omnitheft

Each level of All-Thief stacks with all levels of other classes for the purposes of stealing those class's effects. That is, the All-Thief's effective binder level, initiator level, manifester level, meldshaper level, caster level, and truenamer level add his class level when determining the highest level pact, maneuver, power, soulmeld, spell, or utterance that he can steal. None of these levels may exceed his total hit dice due to this ability, however.

In addition, levels of All-Thief stack with levels of levels of Spellthief for the purpose of determining the highest level spell he can steal, and further the All-Thief adds twice his class level to his Spellthief level to determine the total number of spell levels that he can steal. It also stacks for the purposes of the highest-level spell-like ability he can steal.

Finally, stolen spells and other effects may be used at any time within the normal time (1 hour for most effects) times the All-Thief's class level.

New Theft

At each level, an All-Thief gains a new ability to steal power from others. Choose one of the feats from this list:

  • Charge Drain - An All-Thief waives the requirement of having his own ability to craft charged items
  • Emotional Siphon - An All-Thief waives the requirement of having his own ability to Rage
  • Enhanced Theft - An All-Thief waives the requirement of being able to craft enhanced weapons or armor
  • Graverobbery An All-Thief waives the requirement of having his own ability to Turn Undead
  • Healing Extortion - An All-Thief waives the requirement of having his own ability to Lay on Hands
  • Industrial Espionage - An All-Thief waives the requirement of having his own ability to use Infusions
  • Kleptolexicology - An All-Thief waives the requirement of knowing his personal Truename
  • Martial Mimicry - An All-Thief waives the requirement of knowing a Martial Maneuver and Stance
  • Pact Borrowing - An All-Thief waives the requirement of being able to Bind a Vestige
  • Psithief (Complete Scoundrel, pg. 80) - An All-Thief waives the requirement of having a power point pool. An All-Thief with the Psithief feat also gains the benefit listed here, even if not generally playing with that change.
  • Smite the Smitten - An All-Thief waives the requirement of being able to Smite Evil
  • Soulstealer - An All-Thief waives the requirement of being able to Shape a Soulmeld
  • Sublime Theft - An All-Thief waives the requirement of knowing a Martial Maneuver

Each feat also adds its associated skill(s) to the All-Thief skill list, the same as they do to the Spellthief's skill list. Industrial Espionage each additionally adds Use Magic Device (which Spellthieves have natively) and Psithief adds Use Psionic Device (which Mindthieves have natively). Enhanced Theft and Charge Drain each may add the All-Thief's choice of Use Magic Device or Use Psionic Device (chosen when taken, or at first level if already taken; each need not add the same skill).

Skills of the Crime

At 2nd level, an All-Thief gains the ability to steal skill ranks from his foes. Instead of activating his Steal Spell ability, he may instead temporarily gain a number of skill ranks in any skill of his choice, while the target temporarily loses these ranks. The number of ranks swapped in this manner may be no greater than the number of ranks the target has, or the All-Thief's class level, whichever is lower. The swap lasts for one minute. The change actually affects skill ranks, and therefore affects abilities that key off of those ranks, but the increased ranks may not be used by the All-Thief to qualify for anything he could not have qualified for earlier.

Sneak Attack

At 3rd level, an All-Thief gains +1d6 Sneak Attack damage. This damage advances to +2d6 damage at 6th and +3d6 damage at 9th. These damage dice stack with any sneak attack damage dice he may have from other classes.

Feat Heist

At 4th level, an All-Thief gains the ability to steal a foe's feats. On a successful use of Steal Spell, he may instead take a feat. For a number of minutes equal to his class level, the All-Thief gains the benefit of that feat and his target loses its benefit. He may not use this feat to qualify for anything, and his target does not lose any abilities that depend on the stolen feat as a prerequisite (though in some cases an ability may be rendered useless by the removal of a feat it depends on). If the feat depends on any relevant statistics, use the target's, not the All-Thief's.

Each feat is equivalent to a spell of a level equal to half the minimum level at which the feat may be acquired, for the purposes of determining whether or not the All-Thief may steal it and for the maximum number of spells he can steal.

Casing the Joint

At 5th level, an All-Thief gains the ability to learn of his foes' strengths so that he may better steal them. On a successful use of any of his theft abilities, an All-Thief learns whether or not the target can use any of the abilities he knows how to steal, and he may select one of those abilities and learn exactly what his target has that he might steal from the chosen type. If he chooses to identify the target's skills, he may either learn the target's ranks in any five skills, or learn the entire list of those skills his target has any ranks in. If he chooses to identify his opponent's abilities, those abilities are ranked from highest to lowest for him.

Identity Theft

On a successful use of Steal Spell, an All-Thief may elect to take the target's identity in place of a spell. This is equivalent to stealing a spell of a level equal to half the target's HD. The All-Thief may then spend a number of hours equal to his class level, spread out as he wishes among the next 24 hours, appearing exactly like the victim. This is a transmutation effect, not an illusion. Further, the All-Thief gains not only the victim's appearance, but also knowledge of his personality. This means he can mimic the target near-perfectly - he is unlikely to be found out unless he is asked for information that the subject knows and he does not. He gains a +20 bonus on his disguise checks to impersonate the target. His target retains his own appearance for the duration of the effect, however.

The Stolen Life

At 7th level, an All-Thief can steal the very essence of a target. On a successful use of his Steal Spell ability, he may instead take up to half his class level from any one of his target's ability scores, and add it to his own. His victim takes a penalty equal to the amount stolen to that score, and the All-Thief gains a 'theft bonus' to that same ability score equal to the same amount. This lasts for one minute, at which point both the penalty and the bonus are removed. At no point may the All-Thief have stolen more than one set of abilities - if, during that one minute, he uses this ability, his previous use is immediately reset before he makes the new swap.

Mystic Caper

At 8th level, an All-Thief can steal supernatural abilities much as he can steal spell-like abilities. To do so, he must have has many hit dice as his target. He may use the ability once within a number of rounds equal to his class level. If he does not use it in this time, the use is lost without effect. The target in question cannot use that ability until the All-Thief has used it, or lost it. When the All-Thief does use it, treat it in all ways as if the original owner of the ability had used it.

Class Job

At 9th level, an All-Thief can steal one of many class features from his target in place of a spell on a successful use of steal spell. The feature must be gained from a standard class, and it must be one that is gained at a single level (therefore, class features like spellcasting which progress each level are not eligible to be stolen). If the class feature has a limited number of uses per any duration of time, the All-Thief may only use it once during that amount of time. The feature counts as a spell of a level equal to half the level at which the feature is gained for the purposes of determining whether or not the All-Thief may steal it. The All-Thief gains the use of this feature for one hour per class level, and his target loses the feature for one minute following the theft.

What Was Yours Is Mine

At 10th level, an All-Thief gains the ability to make a limited number of his thefts permanent. Up to once per week, when he steals anything using one of his feats or class features, with the exceptions of skill ranks, ability boosts, spell-like or supernatural abilities, or identities, he may choose to gain that ability permanently.

If he steals a vestige pact, he may make that pact freely and as easily as his original victim can.

If he steals a martial maneuver, he may ready it as normal.

If he steals a martial stance, he may use that stance any time he likes.

If he steals a use of turn undead, he may use it once per day just like his original target.

If he steals a soulmeld, he may shape it any time he wishes, and invest in it as much essentia as his target could have, including the essentia that he stole with the soulmeld.

If he steals a psionic power, he may manifest it as much as he has power points with which to do so, and may also add the power points he stole to his power points per day.

If he stole a spell, he may cast that spell once per day.

If he stole a feat, he gains that feat permanently. It still may not be used to qualify for anything.

If he stole a class feature, he gains that class feature permanently. It still may not be used to qualify for anything.

In all cases, the ability functions as it normally would when he steals it, using all of the target's relevant statistics.

He may have no more than half his class level in these abilities, however, and once he has that many he must lose one in order to gain another. They still count towards his maximum spell levels stolen. His victim still regains this ability normally. He may not use this effect with his Skills of the Crime, Identity Theft, Mystic Caper, or The Stolen Life abilities, or his Steal Spell-like Ability feature from his Spellthief levels.

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