-~*Psithief Base Class*~- [Archive] - Wizards Community

Post/Author/DateTimePost
Devin, The Rogue Princess

02-05-06, 10:47 PM
Alright, I recently got my hands on the Complete Adventurer, where I learned of the Spellthief class. While reading the information, I noticed a little sidebar that spoke of creating a Psithief class that acted like a Spellthief, only using Psionics instead. Since I can't find an already version , I'm giving it a go! Forgive me for any simple mistakes I make... :(
Psithief
http://i29.photobucket.com/albums/c270/Devin_RoguePrincess/umm.jpg
Picture by Me...and yes, you can laugh...

Psithief

Psithieves use skill and mind-based powers to drain the abilities of their opponents and turn their foes' own powers against them. Psithieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Because they have such a wide variety of abilities, Psithieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering psionic might of psions nor the brute fighting force of a soulknife. Psithieves never use two powers when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.

Good psithieves use their skills and psionics to entertain themselves, protect those less gifted than themselves, and occasionally serve a cause or nation as a spy. Evil psithieves use their versatile skills to trick and deceive, plague large cities as daring cat burglars, or even use thier powers to compel others to commit atrocities for them.

Adventures: Psithieves adventure because they love a challenge. They see each puzzle, trap, or monster as a new way to test their skills. This does not mean that they are all overconfident. Some are, but many simply have a healthy dose of curiosity and a keen interest in proving their own mastery. Because they have such versatile abilities, they know they have a chance to overcome nearly any kind of challenge. When confronted with a powerful physical foe, a psithief often can't help wanting to know whether his stealth, mind, and cunning could overcome the foe's brute force. When confronted with a clever trap, a psithief can't help wondering whether his speed and skill could overcome the trapmaker's ingenuity and preparation. Like other characters, psithieves are attracted to the wealth that adventuring offers. Living an open, flamboyant (and therefore expensive) lifestyle suits many, if not all, psithieves, and adventuring offers ready rewards both in gold and fame.

Characteristics: Spellthieves use an latent form of psionic power to enhance their versatile talents. They have a broad skill selection and are capable of developing several sets of skills. Many psithieves emphasize stealth and social abilities, perfecting the ability to surprise and deceive their opponents.

In combat, psithieves use a combination of precise attacks and powers to steal abilities from their opponents. At lower levels, a psithief concentrates on flanking foes and delivering sneak attacks. As a psithief progresses in level, his ability to manifest powers grows stronger, allowing him to psionically augment his modest combat abilities. A psithief's most potent ability allows him to temporarily steal powers, psionic effects, and even energy resistances from his opponents.

Alignment: Most psithieves are neutral. They view the world as a place full of challenges and interesting opportunities and rarely give much thought to morality. Even psithieves with genuinely good intentions occasionally get caught up in the challenge of an adventure and fail to see (or decide to intentionally overlook) the moral implications of their actions.

Evil psithieves are callous, cruel, and haughty, using their abilities to trick, blackmail, or destroy anyone who has something they want or stands in the way of their personal agenda.

Religion: Most psithieves don't truely follow a god or goddess, seeing as how there really is no god that sponsors their psionic abilities. However, they might offer a quick prayer to a deity who could possibly represent something the psithief is about to attempt.

Background: Psithieves come from a wide variety of backgrounds, but almost all of them had some exposure to psionics at an early age. Although few places are devoted to the formal training of psithieves, the ones that exist (usually military academies that train a capable corps of espionage and counter-psionic agents) produce especially capable and loyal psithieves. However, most psithieves are self-taught; those that actually find a tutor simply start out their adventures earlier in life.

These mentors are often psithieves of varied backgrounds who wish to pass along their talents to a likely protégé. Others are rogues or wilders who only partially understand their disciple's unique mixture of skills, yet they provide enough guidance and encouragement for a young psithief to develop his own skills. Psithieves from these diverse backgrounds often pride themselves on their blend of skills and magic. They rarely take levels in other classes, viewing their mixture of abilities as something particularly suited to their talent and personality.

Races: Humans are more likely than members of other races to become psithieves. Their flexible nature and varied interests make them well suited to the specialties of the psithief. Dromites also make excellent psithieves, benefiting from their inborn psionic ability and their small size to aid in stealthy endevours. Xephs occasionally become psithieves, using their Burst of Speed ability to rush in, steal a power, and rush back out before an enemy knows what hit them. The Gith races are almost never psithieves: those that do become them are always outcasts who never had the chance to fully learn to exploit their psionic abilities.

Neither duergar nor half-giants make particularly good psithieves, since most members of those races prefer physical power over skill or subterfuge. Duergar who do become psithieves often emphasize their ability to find and kill Illithids to the exclusion of other skills.

Other Classes: Psithieves work well with members of almost any other class. Their psionics and class skills help them play a variety of roles in an adventuring group. Because they're not suited to act as front-line melee combatants, they enjoy working with fighters and barbarians more than other classes. Thy tend to not be so keen on paladins, who may get annoyed with a psithieves occasional urge of breaking and entering.

Role: Psithieves can fill any number of diverse roles in an adventuring group, depending on the skills and abilities of the other members of the party. They can at times function as a group's expert on psionic powers. With the right skill selection, a psithief can act as a group's primary scout and its master of stealth. Because his abilities overlap with those of psionic manifesters and rogues, a psithief might have a hard time finding a niche in a group that already includes one character of each kind. In such a case, a psithief usually concentrates on using his powers to augment his class abilities and combat prowess and ends up pairing with the rogue in most endeavors. The two can scout almost anywhere with little chance of being detected, and their ability to flank an opponent and both deal sneak attack damage makes them a deadly duo in combat.

GAME RULE INFORMATION

Psithieves have the following game statistics.
Abilities: Charisma determines which psionic powers a psithief can manifest, and how hard those powers are to resist. Dexterity helps him avoid blows in combat despite his light armor. Psithieves who prefer melee combat benefit from high Strength or Constitution scores.
Alignment: Any, although many psithieves tend torwards neutrality.
Hit Die: d6.
Starting Gold: 4d4 x 10 gp

Class Skills
A psithief's class skills (and they key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Psicraft (Int), Use Psionic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +0 +0 +2 Sneak attack +1d6, steal power (1st), trapfinding, Wild Talent
2nd +1 +0 +0 +3 Detect psionics, psigrace +1, steal psionic effect
3rd +2 +1 +1 +3 Steal energy resistance 10
4th +3 +1 +1 +4 Steal power (2nd)
5th +3 +1 +1 +4 Sneak attack +2d6, steal psi-like ability
6th +4 +2 +2 +5 Steal power (3rd)
7th +5 +2 +2 +5 Absorb power
8th +6/+1 +2 +2 +6 Steal power (4th)
9th +6/+1 +3 +3 +6 Aura sight, sneak attack +3d6
10th +7/+2 +3 +3 +7 Steal power (5th)
11th +8/+3 +3 +3 +7 Psigrace +2, steal energy resistance 20
12th +9/+4 +4 +4 +8 Steal power (6th)
13th +9/+4 +4 +4 +8 Discover powers, sneak attack +4d6
14th +10/+5 +4 +4 +9 Steal power (7th)
15th +11/+6/+1 +5 +5 +9 Steal power resistance
16th +12/+7/+2 +5 +5 +10 Steal power (8th)
17th +12/+7/+2 +5 +5 +10 Sneak attack +5d6
18th +13/+8/+3 +6 +6 +11 Steal power (9th)
19th +14/+9/+4 +6 +6 +11 Steal energy resistance 30
20th +15/+10/+5 +6 +6 +12 Absorb power (immediate manifesting), psigrace +3

Power Points per Day Powers Known / Max Level
Level Points Available
1st - - -
2nd - - -
3rd - - -
4th 0 3 1st
5th 0 3 1st
6th 2 5 1st
7th 2 5 1st
8th 6 7 2nd
9th 6 7 2nd
10th 11 9 2nd
11th 11 9 3rd
12th 17 11 3rd
13th 17 11 3rd
14th 25 13 4th
15th 25 13 4th
16th 35 15 4th
17th 35 15 4th
18th 46 17 4th
19th 46 17 4th
20th 58 19 4th

CLASS FEATURES

All of the following are class features of the psithief.

Weapon and Armor Proficiency: Psithieves are proficient with all simple weapons and with light armor but not with shields.

Sneak Attack (Ex): A psithief 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 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the Player's Handbook. If a psithief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Steal Power (Su): A psithief can siphon psionic energy away from his target 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 spell from memory, and is unable to manifest that power for 1 minute. The target also loses a number of power points equal to the amount of power points normally needed to manifest the stolen power. If the target has no power points remaining, this ability has no effect. A psithief can choose which spell 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 the target has available.

For example, a 1st-level psithief who uses this ability against a 1st-level psion could choose to steal matter agitation. Assuming the psion knew that power, a successful steal power attack would temporarily prevent her from manifesting matter agitation, as well as eliminating 1 power point (the amount neccesary to manifest that power) from the psion's reserves.

After stealing a power, a psithief can manifest the power himself on a subsequent turn, using the power points stolen at the same time. These stolen power points may only be used to manifest this power. Treat the power as if it were manifested by the original owner of the power for the purpose of determining manifester level, save DC, and so forth. A psithief can manifest this power even if he doesn't have the minimum ability score normally required to manifest a power of that level. The psithief exhibits all the displays noted in the power's description. Alternatively, a psithief of 4th level or higher can use the stolen power's power points to manifest any psithief power that he knows of the same power point cost or less (effectively, this gives the psithief one free manifesting of a known power). A psithief must manifest a stolen power (or use its power points to manifest one of his own powers) within 1 hour of stealing it; otherwise, the knowledge of the power and the extra power points fade harmlessly from his memory.

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

At any one time, a psithief can possess a maximum number of stolen power levels equal to his class level. For instance, a 4th-level psithief can have two stolen 2nd-level powers, or one 2nd-level power and two 1st-level power, or any other combination of 1st-level, and 2nd-level powers totaling four levels. If he steals a power that would cause him to exceed this limit, he must choose to lose stolen powers sufficient to reduce his total number of stolen power levels to no more than his maximum.

A psithief cannot augment stolen powers, or apply metapsionic feats or other effects to the stolen power.

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

Trapfinding (Ex): A psithief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature in the Player's Handbook.

Wild Talent: A psithief gains the bonus feat Wild Talent (see bottom of post), to represent his latent psionic powers that allow him to manifest the powers he steals.

Detect Psionics (Psi): A psithief of 2nd level or higher can use detect psionics a number of times per day equal to his Charisma bonus, if any (minimum 1). His manifester level is equal to his psithief class level.

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

Steal Psionic Effect (Su): Beginning at 2nd level, a psithief can siphon an active psionic 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 effect with a touch as a standard action.

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

Upon stealing a psionic 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 psionic effect's duration hasn't expired by this time, the psionic effect returns to the creature that originally benefited from it.

A psithief can steal the effect of a power only if the power could be cast on him by the original caster. For example, a psithief couldn't gain the effect of a manifested painful strike power (since that spell's range is personal). If a psithief tries to steal the effect of a power not allowed to him, the effect is still suppressed on the original target of the power for 1 minute per psithief class level.

This ability does not work on psionic effects that are immune to dispel psionics (such as ectoplasmic cocoon).

Steal Energy Resistance (Su): Beginning at 3rd level, a psithief can siphon off some or all of a 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 temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a psithief 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 psithief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a psithief 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 psithief 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 psithief 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 psithief 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 psithief 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.

Powers: Beginning at 4th level, a psithief gains the ability to manifest a small number of psionic powers, which are drawn from a subset of the psion/wilder spell list (see below for details). He can use any power he knows, as long as he has enough power points to manifest that power.

To learn or manifest a power, a psithief must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level powers, Cha 12 for 2nd-level powers, and so on). The DC for a saving throw against a psithief's power is 10 + spell level + psithief's Cha modifier.

Like other manifesters, a psithief can manifest only a certain number of powers per day based on the amount of power points he has. His base daily allotment of power points is given in the table above. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. When the table indicates that a psithief gets 0 power points per day, he gains only the bonus power points he would be entitled to based on his Charisma score for his character level.

A psithief's selection of powers is extremely limited. A psithief begins play knowing no powers but gains one or more new powers at certain levels, as indicated on the table above(Unlike power points per day, his Charisma does not affect the number of powers he knows; the numbers for Powers Known are fixed.) A psithief can learn any psion/wilder spell from the following disciplines: clairsentiece, psychometabolism, and telepathy. No other psion/wilder powers are on the psithief's class power list (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psithief to learn powers from the lists of other disciplines or even other classes).

At 4th level and higher, a psithief's manifester level for spells is one-half his spellthief level.

Steal Spell-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, a psithief can steal a spell-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 specific psi-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 psithief can't steal the ability. If the target can't use its ability at the present time, the psithief can't steal it.

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 possessor of the ability. A psithief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the psithief uses the ability (or until the minute elapses), the target cannot use the stolen 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 psionic energy for later use. This ability affects only powers that have the psithief as a target, not effect or area spells. A psithief can't absorb a power of a higher power level than he could steal with his steal power ability (see above).

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

At 20th level or higher, a psithief can choose to use the stolen power energy as an immediate action, either to remanifest the original power or to manifest one of his own powers known using the stolen power's power points.

Aura Sight (Psi): Beginning at 9th level, a psithief can use aura sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His manifester level is equal to his spellthief class level.

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

For example, a 13th-level psithief who steals Co-opt Concentration from an enemy wilder would also discover the names of all other 6th-level powers known by that wilder.

Steal Power Resistance (Su): Beginning at 15th level, a psithief can use a sneak attack to temporarily steal some or all of a creature's power resistance. A psithief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's power resistance by 5. The psithief also gains spower resistance equal to 5 + his class level (up to a maximum value equal to the original power resistance of the target). If the target is willing, a psithief can steal spell resistance with a touch as a standard action.

The stolen power resistance benefits the spellthief 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 (such as a power), the stolen power resistance disappears when the effect elapses. A psithief can't use this ability on the same creature again until the creature's stolen power resistance returns.


--------------------------------------------------------------------------


Wild Talent [General]
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
Devin, The Rogue Princess

02-05-06, 10:52 PM
BTW, I do need suggestions on how to manage power points...should he automatically have them or should he temporarily gain the power points needed to manifest the power that he steals?
Nephlite

02-05-06, 11:12 PM
I like the picture, made me laugh lol. You stick figures kinda need work though. One arm is longer than other.

I think it should be done similar to Spellthief he has pp. He can't augment the stolen ones it seems.

I say his pp number at 20 and number of powers is:
PP: 76
Known: 14
When I made my Psionic Paladin: those numbers turned out pretty balanced

But up to you really.

According to variant rules in the CV you can't augment power you steal: Now I'm not sure if it would overpower the Psi-thief to augment it.

Maybe stolen powers are cast as Psi-like abilities with caster equal to 1/2 Psi-thief level. (so auto-augmented for free, but only 1/2 of level for balance).

But just an idea.
Devin, The Rogue Princess

02-05-06, 11:18 PM
I like the picture, made me laugh lol. You stick figures kinda need work though. One arm is longer than other.

I think it should be done similar to Spellthief he has pp. He can't augment the stolen ones it seems.

I say his pp number at 20 and number of powers is:
PP: 76
Known: 14
When I made my Psionic Paladin: those numbers turned out pretty balanced

But up to you really.

According to variant rules in the CV you can't augment power you steal: Now I'm not sure if it would overpower the Psi-thief to augment it.

Maybe stolen powers are cast as Psi-like abilities with caster equal to 1/2 Psi-thief level. (so auto-augmented for free, but only 1/2 of level for balance).

But just an idea.
I was going to make it un-Augmentable. Here's the sidebar in Complete Adventurer:


A campaign that includes psionic characters, as described in the Expanded Psionics Handbook would logically have room for psionic-themed spellthieves.

If psionics are common in your game, you have two options. The first is to allow spellthieves to affect both spells and psionic powers. The second is to create a new class, the psithief, that functions identically to the spellthief except that its special abilities affect psionic powers only.

In either case, a spelltheif who can affect psionic powers treats psionic powers as if they were spells of the same level, allowing him to steal steal, absorb, or discover known psionic powers as normal for spells. A spelltheif can't augment a stolen power, even if he has power points avaiable of his own. Treat psi-like abilities as spell-like abilities for the purpose of a spellthief's stealing these abilites.
DrMorganes

02-05-06, 11:23 PM
BTW, I do need suggestions on how to manage power points...should he automatically have them or should he temporarily gain the power points needed to manifest the power that he steals?

Since a spellthief has the ability to cast a limited number of spells, it would follow that a psithief would have a power point reserve of some sort. Check the Psychic Rogue (http://www.wizards.com/default.asp?x=dnd/psm/20040723b) base class for ideas on power points per level and relevant powers. As the spelltheif can use stolen spells to power his own spellcasting, it also follows that a psithief could use somehow use stolen powers in place of his own power point reserve.

After stealing a spell, a spellthief 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 spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away. In essence, the spellthief is stealing both the memorized spell AND the spell energy it contains. For a psithief, then, I'd say that he temporarily gains the ability to use the stolen power once (unaugmented). At 4th level and above, he can opt instead to convert the stolen power into power points to manifest a power he knows of equal or lesser level. He has an hour to make the choice before the power and its associated power points fade away.
Devin, The Rogue Princess

02-06-06, 01:40 PM
Okay, I added Power Points and Powers the psithief would have. Like other psionic characters, he has bonus power points (based on his Charisma), and his powers are drawn from the Wilder's power list.

Here's my idea for how it works:
Whenever a psithief steals a power, he immediately gains the minimum neccasry power points to manifest that power, but those points can only be used to manifest THAT power. Once he learns powers of his own, though, he can instead use those power points he has to manifest a power he knows instead.

Sound okay?
Devin, The Rogue Princess

02-06-06, 03:02 PM
Just checking one last time, everyone okay with what I have posted so far?
Devin, The Rogue Princess

02-06-06, 06:01 PM
Added a whole lot to the "Class Features"...
Koga:The ninja trick

02-06-06, 06:06 PM
Best class The Koga has ever seen! You should be apart of the D&D staff. Maybe things wouldn't suck so bad then.. :cool:
Devin, The Rogue Princess

02-06-06, 06:10 PM
Considering I'm just slightly modifying an existing class... -_-;

Thanks anyway, Koga! ^^
Nephlite

02-06-06, 07:27 PM
I think Koga was saying you made the Psionic version decent and balanced.

Sometimes they (staff) make stuff underpowered for fear of balance (I'm looking at you Swashbuckler and your levels after 3 being not that great)

So I do say I like what you have done in general. I do think 56 pp (+ bonus) at level 20 is a little low, but since they can steal powers: I don't see it a big issue.

You added Aura Sight as an ability? Cool, what made you consider that?

So the Psi-thief can't affect spells? How about at end you put a variant that talks about whether or not to allow spells to be stolen (like they did the variant for Psionic version ) :cool:

Overall, good job. You get a cookie: :cookie:
Koga:The ninja trick

02-06-06, 08:44 PM
I think Koga was saying you made the Psionic version decent and balanced.
If by balanced you mean kissing ass cause The Koga knows she's a girl, then sure.. :P

Also if it's psionics ofcourse it's going to be balanced. Even the erudite which was made before XPH was released only needs a slight-tweaking..
Devin, The Rogue Princess

02-07-06, 11:49 AM
Thanks Koga! :D ^^

I added Aura Sight as an ability because a spellthief has Arcane Sight, and I figured that aura sight was the closest representative of that spell that psionics has.

Anyway, I have the entire class written out, but I'll be updating it in small parts...
Mostly because I want to keep this thread in the first threads as long as possible... -_-;
Devin, The Rogue Princess

02-07-06, 02:44 PM
I just thought of something:

A spellthief can only learn spells from the wizard/sorcerer spell list that are certain schools. I feel as if the psithief should follow that rule by only learning powers from a certain discipline. I was thinking these three would be enough:
Telepathy: Psitheives screw around with peoples' minds, so this naturally makes sense for them.
Psychoportation: Like the rogue counterparts, psitheives like to move around a lot, so this discipline could work for them.
Clairsentience: Don't ask me the exact reason I think they should get this discipline...it just feels like they should.


Anyone think otherwise?
Ziggaraut

02-07-06, 05:27 PM
Psithieves should be just like spellthieves in retrospect to their power, and spellthieves get transmutation, divination, and enchantment. Well, I don't have the complete adventurer, so they might get illusion instead of divination, im not sure. Anyway, for magic-psionic transparency, these translate into:

Psychometabolism=Transmutation
Clairsentience=Divination
Telepathy=Enchantment

Oddly enough, there isn't one for Illusion.
Devin, The Rogue Princess

02-07-06, 07:44 PM
A spellthief's selection of spells is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 1-3: Spellthief Spells Known. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1-3 are fixed.) A spellthief can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on the spellthief's class spell list.

So, that would mean a psithief can learn:
Abjuration: N/A
Divination: Clairsentience
Enchantment: Telepathy
Illusion: N/A
Transmutation: Psychometabolism


Yep, so you were right...besides, the fact that he's only going to learn around 5 spells of each level makes it not so important how many diciplines he can choose from.


Also, more class info up...and if someone cares to make a sample psithief NPC to show off in the thread, I'd appreciate it (I have too many I'm working on at the moment... -_-; )
Devin, The Rogue Princess

02-08-06, 11:52 AM
Okay, technically, the class is all done! All the information is in, and all that's left is to add the flavor parts to the opening (who would get the class, etc).

I do, however, have a problems with the thread as it is. Check out the "Absorb Power" ability. Something just doesn't sound right with calling it 'absorbing a power'. I'd like to give it a name that sounds more like your mind just defeated the other mind's power, dominating it, but I can't think of the word...

Thanks for the support! ^^ I'll probably give all of you cookies when I'm finally done.
Obscure One

02-08-06, 12:20 PM
Not a bad carry over at all. From the looks of it the function is identical and doesn't throw off anything that I would consider a balance aspect. It springs some ideas about a PrC combining the Spelltheif and Psitheif sorta like a "Cerebrotheif".
Devin, The Rogue Princess

02-08-06, 10:00 PM
How about a class that acts as a mystic theurge does, with the spellthief/psitheif character gaining +1 level of each class (only for determining what spells/powers he can steal...). Anyone else think this a good idea?
Devin, The Rogue Princess

02-10-06, 08:15 PM
Okay, will be posting the flavor details in a sec...I just want to: a) Give people a few moments to look at the class first, and b) finish up 'Battle Royale'... :D
Devin, The Rogue Princess

02-10-06, 08:53 PM
Okay, flavor is up....any critiscims/praises?
Devin, The Rogue Princess

02-11-06, 09:46 AM
:D Alright then! Guess it's time to add it to the Core Class Compendium!
the Slayer of Heroes

02-11-06, 10:52 AM
:D wow just saw this (i don't usually look at the class boards) and it looks amazing! You should put a link up over on the psionics boards.

just one thing of note, In 3.5 psionics no longer has the powers per day table like spellcasters do. Instead, they have a "Maximum Power Level Known" column and a "Number of Powers Known" column.

For Max Power Level Known I'd Suggest:

01st - - NA
02nd - - NA
03rd - - NA
04th - - 1st
05th - - 1st
06th - - 1st
07th - - 1st
08th - - 2nd
09th - - 2nd
10th - - 2nd
11th - - 3rd
12th - - 3rd
13th - - 3rd
14th - - 4th
15th - - 4th
16th - - 4th
17th - - 4th
18th - - 4th
19th - - 4th
20th - - 4th

and for Powers Known i'd go with:

01st - - 0
02nd - - 0
03rd - - 0
04th - - 3
05th - - 3
06th - - 5
07th - - 5
08th - - 7
09th - - 7
10th - - 9
11th - - 9
12th - - 11
13th - - 11
14th - - 13
15th - - 13
16th - - 15
17th - - 15
18th - - 17
19th - - 17
20th - - 19

but other than that, it looks amazing! Keep up the good work!

:D :cool:
Devin, The Rogue Princess

02-11-06, 01:34 PM
Alright! I modified it to fit with Slayer's suggestion...everyone okay with the new stats?
Devin, The Rogue Princess

02-11-06, 10:13 PM
I'll take the lack of responces to mean everyone's fine with it!