Feature Stealing Feats

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This is a series of feats designed for the Spellthief (Complete Adventurer), enabling them to steal a larger variety of abilities.

These feats are also intrinsically tied to the All-Thief Prestige Class, who gains each of them.

Psithief

Also recommended with these feats are the following additions to Psithief (Complete Scoundrel, pg. 80):

Upon successfully stealing power points, you also gain the knowledge of any one power that the target knows that costs no more power points than the power points stolen. This power may be manifested once within the next hour, at which point you lose all knowledge of it unless you know it yourself, and the victim cannot manifest the power for one minute following the theft. The level of the Psionic power stolen is added to the levels of spells you have stolen for the purposes of determining how many total levels you can steal.
Also, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with 2nd level Psionic powers. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Psionic classes for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Psionic classes and Arcane spellcasting classes stack for the purposes of the feat.

Alternatively, change each of the following feats to steal only the various "uses" of abilities, rather than knowledge of the abilities themselves (so Soul Stealer takes Essentia but not Soulmelds, Industrial Espionage gives another infusion per day of the appropriate level but not the knowledge of an infusion of that level, etc), and restrict the ability to steal said knowledge to All-Thieves.

Charge Drain

Prerequisites
  • Steal Spells
  • Able to craft any item which has a specific number of charges
Benefit

You can use your steal spell ability to steal charges from your target's items. On any successful use of Steal Spell, you may instead take a charge from any item your target currently has equipped, and in their hand if this is necessary for its use. The charge counts as a spell of a level equal to half the item's caster level for the purposes of whether or not you may steal it and for determining the maximum number of spells you may steal. The item's caster level must be no higher than your own.

When you steal such a charge, the item in question loses that charge as if it had been used. You also may use the ability of the item once, as if you had the same item with a single charge in it, but if left unused for more than one hour this use is lost.

Emotional Siphon

Prerequisites:
  • Steal 3rd Level Spells
  • Rage
Benefit:

You may use your steal spell ability to steal a use of Rage or similar. You gain a use of Rage that must be used within an hour, while your target loses a daily use of Rage, which he regains a minute later. If this is his only use of Rage remaining for the day, he immediately stops Raging and may not begin again until he regains the use of the Rage. You may not steal another use of Rage from the same target until he has regained that use after the minute. When you Rage, use your target's Con modifier to determine its length. Note that unless he is simultaneously Raging, his Con modifier is not increased and therefore the bonus you get to Con does not increase the duration of your Rage.

Rage counts as a 3rd level spell for the purposes of the maximum number of spells you can steal. Greater Rage counts as a 6th level spell. Mighty Rage counts as a 9th level spell.

Further, Intimidate is added to the Spellthief's class skills for you.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to Rage 2/day. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Rage-granting classes (any class that grants additional uses of Rage, improved Rage features, or alternative types of Rage) for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Rage-granting classes and Arcane spellcasting classes stack for the purposes of the feat.

Enhanced Theft

Prerequisites:
  • Steal Spell
  • ability to add enhancement bonuses to weapons and/or armor
Benefit:

You can use your steal spell ability to steal the enhancement bonuses your victim's armor or weapon. Your target's armor or weapon loses one enhancement bonus or special ability, and you can add that bonus or ability to your own weapon or armor as appropriate. For enhancement bonuses, you may take an enhancement bonus up to the total enhancement bonus of the item, but otherwise only a single ability may be taken. The victim's item functions as if it does not have this enhancement or special ability for one minute, and your own functions as if it does for one hour. If the target's weapon or armor is reduced to a +0 enhancement bonus, this does not prevent the other special abilities on the item from functioning (as an exception to the rule that an item must be at least +1 before gaining any special abilities).

This enhancement bonus or special ability counts as a spell of a level equal to twice its enhancement cost (thus, a +3 equivalent ability counts as a 6th level spell) for the purposes whether or not you can steal it and how many total spell levels you can steal.

Graverobbery

Prerequisites:
  • Steal Spell
  • Turn Undead
Benefit:

You can use your steal spell ability to steal uses of turn undead from your victim. Your target loses one use of turn undead for the day, and you gain a use of it that you must use within the next hour (or it is lost with no effect). When using this turn undead attempt, use the original target's relevant statistics for resolving the attempt. This turn undead attempt may not be used for Divine feats.

This turn undead attempt counts as a spell of level equal to half the victim's turning level for the purposes of whether or not you can steal it and how many total spell levels you can steal.

Further, Knowledge (Religion) becomes a Spellthief class skill for you.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with 2nd level Divine. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Divine spellcasting classes for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Divine and Arcane spellcasting classes stack for the purposes of the feat.

Healing Extortion

Prerequisites:
  • Steal Spells
  • Lay on Hands
Benefit:

You may steal a use of Lay on Hands with your steal spell ability. Instead of taking a spell, you may gain Lay on Hands that you may use once within an hour, while your target loses a daily use of Lay on Hands for one minute. When using the Lay on Hands ability, treat your Charisma to be that of your target and your class level in whatever gave Lay on Hands to be the same as your target's.

This counts as a spell equal to half the target's Lay on Hands level (the one that is multiplied by her Charisma).

Further, you add Heal to your Spellthief class skill list.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to Lay on Hands for 3 times your Charisma bonus per day. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Lay-on-Hands-granting classes (any class that grants additional uses of Lay on Hands, improved Lay on Hands healing, or alternative types of Lay on Hands) for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Lay-on-Hands-granting classes and Arcane spellcasting classes stack for the purposes of the feat.

Industrial Espionage

Prerequisites:
  • Steal Spells
  • able to use Infusions
Benefit:

You can use your steal spell ability to steal infusions your target. On any successful use of Steal Spell, you may instead take an Infusion. The Infusion counts as a spell of its level for the purposes of determining whether or not you can steal it and for the purposes of determining how many spell levels you may steal. The Infusion must be of a level that you yourself may use, based on your Infusion-using class level.

You may use the Infusion once, determining all effects based on your original victim's scores. You may, however, use your own Action Point to shorten the infusion time as usual (you cannot use your opponent's Action Point). If the infusion has not been used within an hour, you lose the ability to use it. Regardless, your opponent may not use that infusion for one minute following the original theft.

Further, Knowledge (Architecture and Engineering) becomes a Spellthief class skill for you.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to speak 2nd level Infusions. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Infusion-using classes for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Infusion-using classes and Arcane spellcasting classes stack for the purposes of the feat.

Kleptolexicology

Prerequisites:
  • Steal Spells
  • Know Personal Truename
Benefit:

You can use your steal spell ability to steal utterances from your opponent. On any successful use of Steal Spell, you may instead take an Utterance of a level no greater than two-thirds of the highest level spell you can steal, and of a level you are able to learn yourself based on your effective Truenamer level. The Utterance must be from the Lexicon of the Evolving Mind.

You may speak the Utterance once, within the next hour, using your target's Truespeak check and relevant abilities. After using it, or after the hour is up, you lose knowledge of the Utterance unless it is one you know yourself. In addition, your victim may not use this Utterance for one minute after the original theft.

Add one and half times the level of the Utterance to the level of the spells and/or utterances that you have already stolen for the purpose of determining how many levels of either you can steal.

Further, Truespeak becomes a Spellthief class skill for you.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to speak 2nd level Utterances. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Truenaming classes (any class that has Truespeak as a class skill by default) for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Truenaming classes and Arcane spellcasting classes stack for the purposes of the feat.

Martial Mimicry

Prerequisites:
  • Steal Spells
  • Sublime Theft
  • one Maneuver from any Discipline
  • one Stance from any Discipline
Benefit:

You may use your steal spells ability to steal a martial stance from your opponent. You gain the victim's current stance, provided it is of a level equal to or lower than both the highest spell level you can steal and the highest maneuver you can initiate. You may enter the stance as a swift action on a subsequent turn, and you may use the stance for the next hour. Your foe, meanwhile, must use a swift action on a subsequent turn to enter a different stance, and cannot return to the stolen stance until a minute after the theft.

The stance counts as a spell of its level for the purpose of determining how many spell levels you can steal.

Pact Borrowing

Prerequisites:
  • Steal Spell
  • ability to Bind a Vestige
Benefit:

You may use your steal spell ability to instead take a pact that your target has entered into with any vestige whose vestige level is no greater than the highest level spell you can steal nor higher than the highest level vestige you can bind. You gain the benefits of the pact for an hour after the theft, while your target loses those benefits for one minute. In all ways, the pact remains as it was for the original binder: you do not make a binding check, you are not influenced by the vestige (but your opponent is still if he failed his binding check), you do not show the sign of the vestige (but your opponent still does if he had been showing it originally), you may use any of the vestige's abilities that the original binder could have used, etc. The values of any of the vestige's abilities or effects are determined by the original binder's statistics, not your own. After the hour, the pact with the vestige ends.

The pact counts as a spell of the vestige's level for the purpose of determining how many spells you can steal.

Further, Knowledge (The Planes) becomes a Spellthief class skill for you.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to bind 2nd level vestiges. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Binding classes (any class that improves your Effective Binder Level) for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Binding classes and Arcane spellcasting classes stack for the purposes of the feat.

Smite the Smitten

Prerequisites:
  • Steal Spell
  • Smite Evil (or similar)
Benefit:

You may steal a use of Smite Evil (or similar) with your steal spell ability. Instead of taking a spell, you may gain Smite Evil (or similar) that you may use once within an hour, while your target loses a daily use of Smite Evil (...) for one minute. When using the Smite ability, treat your Charisma to be that of your target and your class level in whatever gave Smite to be the same as your target's.

This counts as a spell equal to half the target's Smite damage bonus.

Further, you add Knowledge (Religion) to your Spellthief class skill list.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to Smite for +3 damage. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Smite-granting classes (any class that grants additional uses of Smite, improved Smite damage, or alternative types of Smite) for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Smite-granting classes and Arcane spellcasting classes stack for the purposes of the feat.

Soul Stealer

Prerequisites:
  • Steal Spell
  • able to shape Soulmelds
Benefit:

You may steal a soulmeld with your steal spell ability. Instead of taking a spell, you may take any soulmeld that your target has shaped, gaining that soulmeld shaped and occupying the same chakra that it had occupied for your target. You may not steal any soulmeld which has more essentia invested in it than you would be able to invest in it yourself in that slot (in the case of non-totemists stealing totem chakras or totemists stealing soul chakras, the soulmeld may not have more essentia invested in it than you may invest in your lowest capacity chakra). You also take any essentia that your opponent had invested in the chakra. If the chakra had been bound on your opponent, and you do not have a magic item on that chakra (or have the Split Chakra feat for that chakra), you may choose to also have it bound when you steal it. Your opponent loses both the soulmeld and the essentia. This effect lasts for one minute, at which point the soulmeld and the essentia that had been invested in it return to the target, becoming shaped and/or bound exactly as it was before. If you have invested your own essentia in the chakra, that essentia becomes uninvested before losing it, and may be reinvested with a swift action as usual. If you had removed some of the essentia invested in the soulmeld from it, that essentia is returned along with the soulmeld.

The soulmeld comes shaped and with essentia already invested in it. The capacity of the soulmeld, and its ability to be bound to the given chakra, as well as its manifester level and save DCs, are dependent on the target you took it from. You may bind the chakra even if you cannot bind your own soulmelds there, if it was bound by your opponent.

The soulmeld counts as a spell of half the target's meldshaper level, for the purposes of determining whether it can be stolen and for the total number of spells you may steal.

Knowledge (The Planes) also becomes a Spellthief class skill for you.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to invest 2 Essentia into any Soulmeld. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in Meldshaping classes for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both Meldshaping classes and Arcane spellcasting classes stack for the purposes of the feat.

Sublime Theft

Prerequisites:
  • Steal Spell
  • one Maneuver from any Discipline
Benefit:

You may use your steal spell ability to steal any one readied and unexpended (and granted, if applicable) maneuver from your target. The level of the maneuver must be no higher than the highest level spell you can steal nor higher than the highest maneuver you can initiate. For example, a Spellthief 6/Warblade 1 has the ability to steal 3rd level spells but has an initiator level of 4, so he may only steal 1st and 2nd level maneuvers. If he takes another level of Warblade to gain an initiator level of 5, he may then steal 1st, 2nd, or 3rd level maneuvers.

When stolen, the maneuver is considered expended for your foe, and readied for you. Further, your opponent may not ready or recover that maneuver for one minute. Once expended, you lose access to the maneuver entirely (unless you knew it already yourself, in which case the extra use of it is lost and cannot be recovered). If unexpended after one hour, you lose access to it as if you had expended it.

When initiated, treat the maneuver in all ways as if initiated by the original target it was stolen from, with the exception that the weapon damage dealt during a Strike is based on the Spellthief's weapon and abilities.

You may steal a maneuver you already have readied. This would mean you would be able to use that maneuver twice without recovering.

A Spellthief with the Discover Spells class feature may likewise learn the maneuvers readied by any foe from whom they steal a maneuver.

Stolen maneuver levels are added to stolen spell levels for the purpose of determining how many levels worth of spells and/or maneuvers the Spellthief can steal.

Further, Intimidate and Martial Lore become Spellthief class skills for you.

Finally, the Master Spellthief feat (Complete Scoundrel, pg. 79) gains an alternate set of prerequisites for you: instead of 2nd level Arcane spells, you may qualify with the ability to initiate 2nd level Maneuvers. If you do so, then instead of stacking with levels of Arcane spellcasting classes, your Spellthief levels instead stack with levels in martial adept classes for the purposes of that feat. You may now take Master Spellthief another time, if you would like to have both martial adept classes and Arcane spellcasting classes stack for the purposes of the feat.

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