Mindthief

From Fax Encyclopedicus

Jump to: navigation, search
footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.
HD: d6

Class Skills: (6 + Int, x4 at 1st level): Autohypnosis, Bluff, Concentration, Craft, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (psionics), Listen, Move Silently, Psicraft, Spellcraft, Spot, Swim, Tumble, Use Magic Device, Use Psionic Device

Proficiencies: Mindthieves are proficient with light armor, simple weapons and with their mind blades, but not shields.

Mind Blade (Su): As a move action, a mindthief can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium mindthief materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Mindthieves who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a mindthief can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A mindthief can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A mindthief's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a mindthief can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the mindthief maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the mindthief can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Sneak Attack (Ex): A mindthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 3rd level, 3d6 points at 7th level, 4d6 points at 11th level, 5d6 points at 15th level, and 6d6 at 19th level. See the rogue class feature, page 50 of the Player's Handbook. If a mindthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Steal Spell (Su): A mindthief can siphon spell energy away from his target and use it himself. A mindthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a mindthief can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A mindthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a mindthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level mindthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same mindthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

After stealing a spell, a mindthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A mindthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The mindthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. A mindthief must cast a stolen spell within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a mindthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a mindthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level mindthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

A mindthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a mindthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A mindthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Detect Magic (Sp): A mindthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his mindthief class level.

Steal Spell Effect (Su): Beginning at 2nd level, a mindthief can siphon an active spell effect from another creature. A mindthief 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 spell affecting the target. If the target is willing, a mindthief can steal a spell effect with a touch as a standard action.

The mindthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a mindthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A mindthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a mindthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A mindthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a mindthief couldn't gain the effect of an animal growth spell (unless the mindthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a mindthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per mindthief class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Steal Energy Resistance (Su): Beginning at 3rd level, a mindthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A mindthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a mindthief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a mindthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a mindthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a mindthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A mindthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a mindthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, a mindthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

Free Draw (Su): At 5th level, a mindthief becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Steal Spell-Like Ability (Su): At 5th level and higher, a mindthief can use a sneak attack to temporarily steal a creature's spell-like ability. A mindthief 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 spell-like abilities. If the target is willing, a mindthief can steal a spell-like ability with a touch as a standard action.

This spell-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 mindthief's class level. A mindthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the mindthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the mindthief can't steal it.

A mindthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A mindthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the mindthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Mind Blade Enhancement (Su): At 6th level, a mindthief gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a mindthief can add to his weapon improves to +2, +3, and +4, respectively. A mindthief can choose any combination of weapon special abilities that does not exceed the total allowed by the mindthief’s level.

The weapon ability or abilities remain the same every time the mindthief materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

A mindthief can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the mindthief.

Absorb Spell (Su): Beginning at 7th level, if a mindthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the mindthief as a target, not effect or area spells. A mindthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a mindthief must succeed on a level check (1d20 + mindthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the mindthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

At 20th level or higher, a mindthief can choose to use the stolen spell energy as an immediate action.

Bladewind (Su): At 9th level, a mindthief gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.

As a full attack, when wielding his mind blade, a mindthief can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the mindthief’s regular mind blade.

When using bladewind, a mindthief forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

The mind blade immediately reverts to its previous form after the bladewind attack.

Arcane Sight (Sp): Beginning at 9th level, a mindthief can use arcane sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his mindthief class level.

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

For example, a 13th-level mindthief who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

Steal Spell Resistance (Su): Beginning at 17th level, a mindthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A mindthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The mindthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a mindthief can steal spell resistance with a touch as a standard action.

Level BAB Fort Ref Will Special PP/Day Powers Known Max Power Level
1st +0 +0 +2 +2 Mind Blade, Sneak Attack +1d6, Steal Spell (0 or 1st) 0 1 1st
2nd +1 +0 +3 +3 Detect Magic, Steal Spell Effect 1 2 1st
3rd +2 +1 +3 +3 Sneak Attack +2d6, Steal Energy Resistance 10 2 3 1st
4th +3 +1 +4 +4 +1 Mind Blade, Steal Spell (2nd) 4 3 1st
5th +3 +1 +4 +4 Free Draw, Steal Spell-Like Ability 6 4 2nd
6th +4 +2 +5 +5 Mind Blade Enhancement +1, Steal Spell (3rd) 8 5 2nd
7th +5 +2 +5 +5 Sneak Attack +3d6, Absorb Spell 10 6 2nd
8th +6/+1 +2 +6 +6 +2 Mind Blade, Steal Spell (4th) 12 6 2nd
9th +6/+1 +3 +6 +6 Bladewind, Arcane Sight 16 7 3rd
10th +7/+2 +3 +7 +7 Mind Blade Enhancement +2, Steal Spell (5th) 20 8 3rd
11th +8/+3 +3 +7 +7 Sneak Attack +4d6, Steal Energy Resistance 20 24 9 3rd
12th +9/+4 +4 +8 +8 +3 Mind Blade, Steal Spell (6th) 28 9 3rd
13th +9/+4 +4 +8 +8 Discover Spells 32 10 4th
14th +10/+5 +4 +9 +9 Mind Blade Enhancement +3, Steal Spell (7th) 40 11 4th
15th +11/+6/+1 +5 +9 +9 Sneak Attack +5d6, 48 12 4th
16th +12/+7/+2 +5 +10 +10 +4 Mind Blade, Steal Spell (8th) 56 12 4th
17th +12/+7/+2 +5 +10 +10 Steal Spell Resistance 64 13 5th
18th +13/+8/+3 +6 +11 +11 Mind Blade Enhancement +4, Steal Spell (9th) 76 14 5th
19th +14/+9/+4 +6 +11 +11 Sneak Attack +6d6, Steal Energy Resistance 30 88 15 5th
20th +15/+10/+5 +6 +12 +12 +5 Mind Blade, Absorb Spell (Immediate Casting) 100 15 5th

Contents

Mindthief Power List

1st Level

Astral Traveler Attraction Bolt Burst Catfall Compression Conceal Thoughts Control Light Create Sound Déjà Vu Detect Psionics Detect Secret Doors, Psionic Detect Snares and Pits, Psionic Dimensional Pocket Disable Distract Elfsight Empathy Empty Mind Entangling Ectoplasm Far Hand Float Force Screen Know Direction and Location My Light Precognition, Defensive Precognition, Offensive Prescience, Offensive Sense Link Skate Vigor

2nd Level

Animal Affinity Aversion Body Equilibrium Chameleon Cloud Mind Concealing Amorpha Control Object Control Sound Darkvision, Psionic Detect Hostile Intent Feat Leech Find Traps, Psionic Knock, Psionic Levitate, Psionic Object Reading Read Thoughts Sustenance Thought Shield Tongues, Psionic Wall Walker

3rd Level

Body Adjustment Body Purification Concealing Amorpha, Greater Control Air Dimension Slide Escape Detection Hustle Keen Edge, Psionic Mental Barrier Microkinesis Telekinetic Force Ubiquitous Vision

4th Level

Correspond Dimension Door, Psionic Freedom of Movement, Psionic Steadfast Perception Telekinetic Maneuver Wall of Ectoplasm

5th Level

Adapt Body Feather Weight Power Resistance Remote Viewing Retrieve True Seeing, Psionic

Personal tools
Google AdSense