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View Full Version : [3.5 base class] The Ur-Thief: Stealing truth and beauty



Dire Panda
2013-03-17, 09:50 PM
My group is starting an all-caster campaign soon, and one of the players expressed interest in playing a magical thief archetype - but one which could maintain parity with full casters throughout a 20-level progression. After searching published material and turning up little (Spellthief is really only good for Master Spellthief dips), I decided to ask myself exactly what a mystic thief would steal... and the answer I came up with was "Everything. Even intangible things. Especially intangible things."

Thus was born the Ur-Thief, a class which focuses to maximum extent on the pure art of theft. No sneak attack here - that's more appropriate for ninjas and Green Berets. Instead, as an ur-thief gains levels she learns to steal love, beauty, and magic itself.

Mechanically, an ur-thief is a hybrid skillmonkey/spellcaster, definitely more of a utility/roleplay character than a combatant, who uses opposed skill checks to resolve her "spells." She stores intangible objects like life force and skill ranks in glyphs tattooed on her body, but can swap them out into special crystal jars, allowing her to gradually build up a repertoire of abilities and customize herself as needed.

Without further ado, here's the ur-thief class! Comments and criticisms are welcome, especially as this is my first homebrew class of such magnitude.

New Base Class: The Ur-Thief

“Gold, you say? Any half-wit can steal gold. One glance at the rabble who call themselves thieves nowadays should be enough to turn you from that path. Most would sooner cut your throat from the shadows for a few coppers than devote themselves to the way of true thievery. But you... you're a bright girl. You might have what it takes to steal more than mere gold...”

The ur-thief is no mere cutpurse, but nor is she quite a mage, as she has no spells of her own. Rather, her brand of mystical thievery is focusing on stealing intangible things – love, beauty, and even magic itself. She stores these things in glyphs tattooed on her body. A powerful ur-thief can steal both objects and intangibles from a distance, and her tattoos will someday hold the spells of archmages and the authority of emperors. An ur-thief with access to external storage (in the form of crystal jars) can swap out stolen abilities to customize her powers.

Ur-thieves generally avoid combat, though they are as useful as any rogue in overcoming a dungeon's traps. An ur-thief who can get the drop on enemies is an asset to the party, but not for direct damage. Rather, her heists – mystical theft abilities – allow her to weaken or overcome enemies. Off the battlefield and out of the dungeon, few characters can outshine an ur-thief when it comes to manipulating powerful figures. An ur-thief's abilities rely on Intelligence (as well as the skill points gained from a high INT mod), but good Dexterity and Constitution scores also contribute to her survivability.

There is much debate among scholars as to what ancient figure first developed the ur-thief's unique talents, but in the Sondrian Empire it is whispered that the elven Lady Sheallia, an early consort of the god-empress Karris'tine, may have gained her position through this sort of mystic trickery. Certainly she had the proper tattoos, her renowned intellect was up to the task, and her sudden disappearance shortly before several historical policy shifts raises questions...

Class Features
d6 hit die
8+INTmod skill points per level
Class skills: All core
Weapon proficiencies: All simple
Armor proficiencies: Light only

{table]Level | BAB | Fort | Ref | Will | Class abilities | Heists known | Tattoo glyphs
1 | 0 | 0 | 2 | 2 | Minor heists, tattoo glyphs, touch finesse, Improved Disarm, trapfinding | 1 | 1
2 | 1 | 0 | 3 | 3 | Thief's Hand | 2 | 2
3 | 2 | 1 | 3 | 3 | Evasion, mystic eye | 2 | 3
4 | 3 | 1 | 4 | 4 | Improved thief's hand (force) | 3 | 4
5 | 3 | 1 | 4 | 4 | Cloak of indifference -2, quick pockets | 3 | 5
6 | 4 | 2 | 5 | 5 | Common heists | 4 | 7
7 | 5 | 2 | 5 | 5 | Improved thief's hand (legerdemain) | 4 | 9
8 | 6 | 2 | 6 | 6 | Steal light and sound | 5 | 11
9 | 6 | 3 | 6 | 6 | Improved thief's hand (sight) | 5 | 13
10 | 7 | 3 | 7 | 7 | Cloak of indifference -3, improved mystic eye (identify) | 6 | 15
11 | 8 | 3 | 7 | 7 | Major heists | 7 |18
12 | 9 | 4 | 8 | 8 | Improved evasion, improved thief's hand (knock) | 7 | 21
13 | 9 | 4 | 8 | 8 | Shadow effigy | 8 | 24
14 | 10 | 4 | 9 | 9 | Hide in plain sight | 8 | 27
15 | 11 | 5 | 9 | 9 | Cloak of indifference -4, improved mystic eye (analyze) | 9 | 30
16 | 12 | 5 | 10 | 10 | Legendary heists | 10 | 34
17 | 12 | 5 | 10 | 10 | Steal corporeality | 10 | 38
18 | 13 | 6 | 11 | 11 | Improved thief's hand (holding) | 11 | 42
19 | 14 | 6 | 11 | 11 | Steal self | 11 | 46
20 | 15 | 6 | 12 | 12 | Cloak of indifference -5, steal time | 12 | 50
[/table]

Heists: An ur-thief's mystic arts enable to her to steal intangibles such as memories and spells – and eventually a victim's very soul! These techniques are known as heists, and while the ur-thief can use them at will, the number she knows at any given time is limited. Intangibles are stored in tattoo glyphs on the ur-thief's skin until used, but they can also be transferred to special crystalline jars (see below). Each heist specifies the number of empty tattoo glyphs it requires. Heists are divided into four tiers: minor, common, major, and legendary. An ur-thief starts play knowing a single minor heist and can begin learning common heists at level 6, major heists at level 11, and legendary heists at level 16.

Using a heist is a standard action which requires physical contact with the target. Touching an unwilling target requires a melee touch attack but does not provoke an attack of opportunity. Heists are resolved using opposed skill checks; each heist specifies an offensive skill and a list of defensive skills. Rather than the usual ability modifier, the ur-thief uses her INT mod with her offensive skill. The target may use any one skill on the defensive list to resist, and may use his choice of INT, WIS, or CHA modifier instead of the usual ability score. Should the target prefer, they can make a Will save instead. If the ur-thief's check beats the target's, the heist is successful. A target unaware of the ur-thief takes a -2 penalty on his check. A sleeping or otherwise unconscious target does not automatically fail, but takes a -5 penalty on his check and awakens if he beats the ur-thief. In case of a tie, both parties reroll. A willing target can voluntarily forfeit his opposed check.

An ur-thief's effective caster level when using heists – or any other class ability – is equal to her class level. Heists are vulnerable to spell resistance, but gain a +5 bonus to overcome it. Ur-thieves can craft magic items if they have the appropriate feats and have stolen any requisite spells; such spells are not expended from their tattoo glyphs until the item is complete.

For roleplaying purposes, these opposed contests should be visualized as mystical/metaphorical uses of their relevant skills. A heist with Open Lock or Disable Device as its offensive skill might involve bypassing mental defenses, and one with Craft might represent creating a thought or concept to replace something about the target. Defending with Bluff or Disguise might represent misdirecting the ur-thief's efforts, while using Tumble might re-arrange your aura to avoid her altogether.

For example, Sheallia the ur-thief has infiltrated the lair of a sleeping dragon and outwitted its defenses. She wants the location of the legendary red dragon graveyard, so she uses the Steal Memory heist. She rolls a 19 on her caster level check, overcoming the dragon's SR. The offensive skill for that particular heist is Gather Information, which she has seven ranks in. Her INT mod is +4 and she rolls a 13, for a total of 24. The DM reviews the dragon's stat block and the list of defensive skills, picking Bluff (its highest relevant skill, with 12 ranks) and a CHA mod (+2). Luckily for her, the dragon only rolls an 11, and with the -5 penalty for being asleep the total comes to 20. Sheallia mystically steps into the dragon's mind, outwits its subconscious attempts to misdirect her, and follows the threads of its thoughts to quickly grab what she wants before it awakens. That memory is now stored in one of the tattoo glyphs on her body, and she can choose to erase it from the dragon's mind before the heist ends. She decides that there's no advantage to doing so and departs unnoticed.

Tattoo Glyphs: The first step down the road of the ur-thief is to tattoo one's body with mystic inks, forming a receptacle for stolen intangibles. Tattoo designs vary from thief to thief, but are usually geometric or “tribal” and many incorporate an empty space at their center. When the tattoo glyph is successfully filled with an intangible, the tattoo gives off some sign that is obvious to knowledgeable observers – a slight glow from the entire tattoo, a new symbol appearing in the formerly empty center, or even slight movement of a stylized animal's head. If the filled tattoo is visible, the ur-thief takes a -4 penalty on Disguise checks against characters with at least 5 ranks in Knowledge (arcana). Once the tattoo is emptied again, this change vanishes. Tattoo glyphs do not need to be visible to be used, but at high levels very little of the ur-thief's body is likely to remain untattooed.

The ur-thief can discard the contents of any number of glyphs as a move action. If a single heist has filled multiple glyphs (such as Steal Soul taking one glyph per level or HD), all of those glyphs must be emptied at once. Emptying a glyph releases the intangible inside; it usually returns to whoever it was stolen from unless otherwise specified. Killing an ur-thief empties all of their glyphs immediately – possibly with disastrous results if they contained multiple spells! A successful targeted Dispel Magic or similar effect on an individual glyph releases its contents and the contents of all linked glyphs.

An ur-thief may have as many mundane tattoos as she likes, but the number of functional glyphs on her body is limited by class level.

Touch Finesse: Ur-thieves gain the Weapon Finesse feat for touch attacks and unarmed strikes only.

Improved Disarm: Ur-thieves avoid combat whenever possible, but when forced into it they focus on disabling foes rather than dealing damage. If they should happen to swipe a shiny new weapon in the process, well, that's just gravy. An ur-thief gains Improved Disarm as a bonus feat.

Trapfinding: As the rogue ability. Most ur-thieves also receive a tattoo around at least one of their eyes.

Thief's Hand: At second level, the ur-thief gains a special tattoo on one of her hands (character's choice) which allows her to project its life-force and use heists at a distance. As a standard action, her hand can spawn a ghostly version of itself which functions in all ways like the Spectral Hand spell except that it has one hit point per ur-thief level, cannot travel more than thirty feet from the ur-thief and instead of losing hit points, she loses the use of that hand until the thief's hand is dispelled or destroyed. In the latter case, she takes 1d4 damage. Returning the Thief's Hand to the physical hand is a move action.

Evasion: As the rogue ability. Most ur-thieves also receive a tattoo around at least one of their ankles or on their feet.

Mystic Eye: At third level, the ur-thief gains a special tattoo around one or both eyes (or even on the eye itself, in some cultures!) allowing her to make a special Spot check as a move action to notice the presence of magic on an object or creature. The DC for this check is 25 minus the level of the most powerful spell or magical effect present on the target. This ability only reveals the presence or absence of magic, not finer details.

Improved Thief's Hand (Force): At fourth level, the ur-thief receives a more intricate tattoo on her hand. Her thief's hand can now manipulate small objects as by the Mage Hand spell. Her maximum range also improves to fifty feet. Finally, a minor force shield protects the hand from those pesky Magic Missiles and all variants thereof.

Cloak of Indifference: To strangers, a fifth-level ur-thief seems to blend into the background. This is no accident – her magic subtly siphons the awareness of nearby individuals. Creatures and characters who have not personally interacted with the ur-thief before take a -2 penalty on Spot, Listen, Search, and Sense Motive checks against her. This is a mind-affecting effect. Cloak of Indifference only affects 'normal' skill checks, not checks used to resist her heists. Most ur-thieves also receive a subtle facial tattoo, only slightly different from their skin color, resembling a mask.

At tenth level, these penalties increase to -3; at fifteen level -4; at twentieth, -5.

Quick Pockets: An ur-thief with this ability can draw a weapon or other handheld item as a swift action (as by the Quick Draw feat), but may also store any such item as a swift action – even into an extradimensional space.

Improved Thief's Hand (Legerdemain): At seventh level, the ur-thief receives tattoos on her fingers which unlock greater dexterity in her thief's hand. The ghostly hand can now perform delicate tasks such as picking locks or pockets: it may use any one-handed skill (such as Open Lock, Disable Device, Sleight of Hand, or even Craft), using the ur-thief's INT mod rather than DEX for all purposes.

Steal Light and Sound: An eighth-level ur-thief receives mystic tattoos on her eyelids and ears, granting her the ability to siphon away light and sound from her surroundings. As a move action, she may toggle one or both abilities. All light and/or noise within five feet of her are suppressed; in dark, quiet areas this effectively grants her invisibility and silence, as the spells. In lit or noisy areas, this ability may be a liability – guards are bound to notice a free-floating spot of darkness or a direction from which no noises seem to be coming. Use the table below for the effects of prevailing conditions. The Listen check DCs below supersede the ur-thief's Move Silently checks if she is stealing sound.

{table]Condition | Light | Sound
Darkness/quiet | Invisibility | Silence
Dim light/background noise | 50% concealment | DC 30 Listen check to locate
Full light/noisy area | +10 on Spot checks to notice, but also 20% concealment | DC 20 Listen check to locate
[/table]

See Invisible and similar effects such as True Seeing bypass this ability, and it is ineffective against blindsight and blindsense. However, stealing sound does dampen vibrations and grants 50% concealment against creatures with tremorsense unless they have some other way of targeting the ur-thief.

Improved Thief's Hand (Sight): At ninth level, the ur-thief receives a tattoo of an eye on her hand. Her thief's hand now sends her images of its surroundings as though she were glimpsing them herself. This is identical to the spell Clairvoyance, except that it is centered on the hand and lasts as long as the hand does. The hand's range also increases to seventy feet.

Improved Mystic Eye (Identify): A tenth-level ur-thief receives more intricate eye tattoos, often radiating a good distance across her face. She can now discern the number of effects present, strength of each, and school of each when using her mystic eye ability. She can also try to identify a magic item (as by the spell) by making a Spot check as a full-round action. The DC is 20+item's caster level. If she fails, she cannot attempt to identify that item again until she gains a rank in Spot.

Improved Evasion: As the rogue ability. This is usually accompanied by wing tattoos on the ur-thief's heels or back.

Improved Thief's Hand (Knock): At twelfth level, an ur-thief receives small tattoos of keys on each of her chosen hand's fingers. Her thief's hand can now enter a lock of arbitrary complexity and manipulate it from within, functioning as the Knock spell, as a standard action.

Shadow Effigy: A thirteenth-level ur-thief has a sigil representing the Plane of Shadow tattooed somewhere on her body. Whenever she takes possession of an object – whether physically or by using her thief's hand – she can leave behind an illusory duplicate formed of shadow-stuff. Replicating the appearance of particularly complex objects may require an appropriate Craft check, at the DM's discretion. The object appears real until interacted with, at which point a character can make a Will save (DC 10+1/2 ur-thief's class level+ur-thief's INT mod) to discern its illusory nature. These objects can be carried and manipulated, but attempting to use the effigy for its intended purpose – using a sword's effigy in combat, eating effigy food, and the like – causes it to immediately unravel into shadows.

Hide in Plain Sight: As the assassin/shadowdancer ability. This is an evolution of the ur-thief's cloak of indifference ability and often comes with a more detailed – but still barely perceptible – mask tattoo.

Improved Mystic Eye (Analyze): At fifteenth level, the ur-thief puts the finishing touches on her eye tattoos. She can now determine all the magical properties of an object or creature, as by the spell Analyze Dweomer, by making a Spot check as a full-round action. Its DC is equal to 20+the caster level of an effect or item, but can be repeated in subsequent rounds if failed. She also automatically senses the presence or absence of magic in one creature or object each round as a free action.

Steal Corporeality: A seventeenth-level ur-thief places a tattoo resembling half of herself, cut vertically, somewhere on her body. As a standard action, she can take away her own corporeality or return to her solid form. The ur-thief's gear becomes incorporeal with her. Armor, shield, and natural armor bonuses no longer apply, but all magic items continue to function and she gains a deflection bonus equal to her INT mod. While incorporeal, an ur-thief has a fly speed of 30 feet (perfect). She cannot interact with solid objects, though her thief's hand may still do so.

Improved Thief's Hand (Holding): At eighteenth level, the ur-thief tattoos a stylized infinity symbol on her chosen hand. Her thief's hand now functions similarly to a Bag of Holding and is capable of storing any single object weighing up to fifty pounds and whose largest dimension is no longer than five feet. Storing or retrieving an object is a swift action. If the hand is dispelled or destroyed, the object reappears at its location. Her thief's hand's range is also extended to one hundred feet.

Steal Self: A nineteenth-level ur-thief receives a strange tattoo of her own hand on her back. In a process taking eight hours, she can craft an idol of that hand from precious materials costing 4,000gp and mystically link it to her new tattoo. Once she has linked such an idol, she can call out to it to steal her as a standard action, effectively mimicking the spell Word of Recall with the hand as the destination. An ur-thief can have a number of linked idols equal to INT modifier (minimum 1). Upon disappearing, she leaves behind a shadow effigy of herself which continues to fight until sustaining damage, at which point it unravels. Should a linked idol be destroyed, the ur-thief takes 5d6 damage.

Steal Time: At twentieth level, an ur-thief learns to steal time itself. She tattoos an hourglass or other timepiece somewhere on her body and gains the ability to cast Time Stop as an immediate action. She may do this once per day without risk. However, the timestream rebels against such abuses, and the second use per day takes 1d4 years off of the ur-thief's maximum lifetime. Each additional use of this ability per day takes twice the toll of the previous use – so the second use would take 1d4, the third 2d4, the fourth 4d4, and the like. These years can come from time stored in glyphs if the ur-thief has any. An ur-thief who dies by using this ability crumbles to dust when the time stop ends and cannot be resurrected without extreme measures such as epic spells or divine intervention. Immortal ur-thieves cannot use this ability more than once per day.

Multiclass notes: An ur-thief who has levels in a prepared spellcasting class can scribe a stolen spell into her spellbook if it appears on that class's spell list, as though copying from a scroll. This use erases that spell from her glyphs.

Ur-thieves qualify for prestige classes which require a caster level. If such a class improves spells known/per day, it instead improves the ur-thief's heists known/tattoo glyphs. It does not, however, grant any other features of the class.

Dire Panda
2013-03-17, 09:53 PM
Heists

Minor

Steal Sense [Mind-Affecting]
Offensive skill: Open Lock
Defensive skills: Concentration, Listen, Spot, Bluff
Glyph use: 1
You reach out and seize control of one of a target's senses. You may choose sight or hearing at no penalty, or another sense such as blindsight at a -2 penalty. If the heist is successful, the sense is stored in one of your glyphs. The target loses access to that sense (and takes the appropriate penalties for being blinded or deafened, as appropriate) and its essence is stored in one of your glyphs. As long as it remains in your glyph, you may use that sense from the target's position - “seeing through their eyes”, as it were. Releasing the glyph instantly restores that sense to the victim. A Remove Blindness/Deafness spell cast on the victim recovers that sense and empties your glyph.

Steal Spell
Offensive skill: Spellcraft
Defensive skills: Spellcraft, Concentration, Forgery, Knowledge (arcana, religion, or nature)
Glyph use: 1 for a 0th-3rd level spell, 2 for a 4th-6th, 3 for a 7th-9th
You snatch a prepared spell or spell slot from a caster's mind. Before attempting this heist, you must declare which spell you are trying to steal. Should the heist succeed, if you named a spell currently prepared (or known, for a spontaneous caster), you steal one use of that spell, and the prepared spell or spell slot is expended from the target's mind. If you named a spell which the target did not have prepared or did not know, you instead steal a randomly-determined spell of the same level (or lower, if no other spell of the same level exists). The ur-thief can then cast that spell as a standard action. Unlike most glyphs, emptying a stored spell without taking the standard action to properly cast it can have explosive results – if the spell targets an area, it is centered on the ur-thief and oriented in a random direction, while if it targets a creature or object, a random appropriate subject within its range is chosen. If no other creature fits the bill, the ur-thief suffers its effects. If she is an inappropriate target for the spell, she instead takes 1d6 damage per spell level. (Campaigns which use random magical effect tables may roll on those instead of dealing damage)
(DM note: Campaigns which make use of psionics, Tome of Battle, or similar systems are strongly encouraged to either create an equivalent version of this heist for those systems, or to allow Steal Spell to affect psionic powers, maneuvers, and the like.)

Steal Action
Offensive skill: Disable Device
Defensive skills: Concentration, Tumble, Escape Artist, Bluff
Glyph use: 1
You rip the potential for proactive action out of a creature. Should this heist succeed, the victim is not helpless but cannot take any actions besides defending themselves (total defense), not even moving. Each subsequent turn, as a full-round action, the subject can attempt to end the effect by winning another opposed check. A natural 20 on one of these subsequent checks succeeds automatically. You can also voluntarily end the effect as an immediate action to gain a free move action.

Steal Life
Offensive skill: Heal
Defensive skills: Escape Artist, Heal, Knowledge (religion or nature), Tumble
Glyph use: 1 per 5 hit points
You reach into a victim's body and extract part of their life force, adding it to your own. Should this heist succeed, the victim's current and maximum hit points are reduced by 1d4 per two ur-thief levels you possess (minimum 1d4) and you gain the same amount as a bonus to your current and maximum hit points. Unlike other heists, you can choose to simply discard any or all of the stolen life rather than placing it in your glyphs, in which case the victim does not take a penalty to maximum hit points.

Steal Steel
Offensive skill: Craft (appropriate to the object targeted)
Defensive skills: Appraise, Craft (appropriate), Profession (appropriate), Sleight of Hand
Glyph use: 1
You steal the material properties of a single solid object and swap them with your own flesh. You gain one-fourth the hardness of that material as DR/- and any additional special abilities the material possesses so long as its essence remains in your glyph. In addition, the object loses its hardness and special abilities until the essence is released! For example, an ur-thief who steals the essence of a foe's mithral sword gains DR 3/- and weighs half of what she normally would, while the unfortunate target is suddenly holding a heavy flesh-colored sword and probably feels rather foolish, at least until someone sunders it. Note that trying to steal the essence of certain inherently hazardous objects, such as red-hot iron, may lead to damage at the DM's discretion.

Steal Appearance
Offensive skill: Disguise
Defensive skills: Spot, Disguise, Bluff, Forgery
Glyph use: 1
This heist must be used on a character of the same type as yours. You steal their appearance and can disguise yourself as an exact duplicate of them (as by the spell Disguise Self) and change back, each as a standard action, at will so long as their appearance remains in your glyph. If you desire, you can also place a permanent Disguise Self on your target so that they appear to be an exact duplicate of you. If you release the glyph, both are dispelled; if the subject's disguise is dispelled, the glyph is also released.

Common

Steal Memory [Mind-Affecting]
Offensive skill: Gather Information
Defensive skills: Bluff, Concentration, Disguise, Forgery, plus an appropriate Knowledge skill if the memory is religious, concerns arcane or scientific theories, or similar
Glyph use: 1 per memory
You probe your victim's mind, searching for a single memory and extracting it. You must specify what you are looking for, at least in general terms (ie, “the location of the red dragon graveyard”), or the heist automatically fails. If the ur-thief was misinformed and the target does not have an appropriate memory, the heist also fails. Should it succeed, however, you can re-live the memory as the subject experienced it, and can store a perfect record in one of your glyphs for later recall. At your option, you can also erase the memory from the target's mind, though intelligent creatures will likely become aware of significant gaps in their memory and seek out answers. Note that, at the DM's discretion, memories may be biased or inaccurate depending on the creature's mental state.

Steal Heart [Mind-Affecting]
Offensive skill: Diplomacy
Defensive skills: Bluff, Concentration, Gather Information, Sense Motive
Glyph use: 1 per 3 HD of subject
This heist's name isn't entirely accurate, but it describes a fairly common use. Should the heist succeed, the subject regards the ur-thief as a trusted friend or lover (ur-thief's choice, subject to the target's preferences) as by the Charm Person spell. This effect lasts until the glyph is released or until some action is taken which breaks the charm. The subject remembers being magically manipulated afterward.

Steal Active Spell
Offensive skill: Spellcraft
Defensive skills: Spellcraft, Concentration, Forgery, Knowledge (arcana, religion, or nature)
Glyph use: 1 for a 0th-3rd level spell, 2 for a 4th-6th, 3 for a 7th-9th
As Steal Spell, but you instead strip away a spell currently affecting the target and add it to yourself. The original caster can no longer dismiss it. The spell lasts its usual duration or until the glyph is released. Spells which cannot affect the ur-thief instead immediately dissipate. Alternatively, this heist can be used to remove one active spell from the ur-thief herself, dissipating the magic as though its duration had expired.

Steal Shape
Offensive skill: Disguise
Defensive skills: Spot, Disguise, Bluff, Forgery
Glyph use: 2
As Steal Appearance, but the changes are not illusory, and Alter Self is used as a template instead of Disguise self.

Steal Appendage
Offensive skill: Disable Device
Defensive skills: Concentration, Heal, Sleight of Hand, Survival
Glyph use: 2
You interrupt a subject's control over his limbs, issuing your own commands. You must specify one arm, leg, tail, tentacle, wing, or similar appendage when using this heist. You may not target the head. If it is successful, you may immediately use that limb as though it were your own to perform one standard action. You may do the same on future turns for as long as you retain the appendage's control in your glyphs, but it requires a standard action on your part. If you choose not to control the limb on a given turn, it hangs limply. Arms or any limb with a natural weapon may be used to attack (including making the creature attack itself). If you control an appendage essential to a creature's move speed, it is either slowed to half (in the case of quadrupeds) or unable to use that move speed altogether. Should the subject die, your glyphs are released automatically.

Sleepwalk Heist [Mind-Affecting]
Offensive skill: Open Lock
Defensive skills: Bluff, Concentration, Disguise, Forgery
Glyph use: 3
This heist must be used on a sleeping creature (or an elf in trance). Should the heist succeed, you take control of the target's body and may force them to carry out actions while sleepwalking; the subject remembers the experience as an unusually vivid dream. The subject takes a -5 penalty on attacks, saves, checks, and AC while sleepwalking and cannot speak or cast spells, but you have full access to its senses. If the subject takes any damage or is shaken awake by allies, it automatically awakens; otherwise, the heist lasts until the subject would naturally awaken. This can be a dangerous heist to use, however, because if the subject wins the opposed check it turns its dreams against you, and you spend the next minute dazed by nightmarish visions.

Major

Swap Skill [Mind-Affecting]
Offensive skill: Sleight of Hand
Defensive skills: The skill in question
Glyph use: 1 per 5 ranks
You deftly switch your own talents with those of a target. You must specify a skill before using this heist. If it is successful, you exchange ranks in that skill with your target and store the acquired ranks in one or more glyphs. Should the glyphs be emptied, you and the target immediately return to your normal number of ranks.

Steal Feat [Mind-Affecting]
Offensive skill: Disguise
Defensive skills: Bluff, Disguise, Spot, Tumble
Glyph use: 4 per feat
You transform part of your own aura to match the subject's, while distorting their own. Declare a feat you wish to steal before using this heist. If the subject does not have this feat, you will instead steal a random feat which the subject possesses for which you meet the prerequisites (if no such feat exists, the heist fails). If the subject does have the feat, you can steal it regardless of whether you meet the prerequisites (certain very powerful feats may be blocked at the DM's discretion). Should the heist succeed, you gain the use of that feat for as long as you retain it in your glyphs, and the subject loses access to it (which may mean he no longer qualifies for other feats or prestige classes!) for that period.

Steal Breath
Offensive skill: Heal
Defensive skills: Concentration, Heal, Survival, Tumble
Glyph use: 10
You reach into the subject's lungs and steal their potential for breath. Should this heist succeed, the subject struggles to breathe until you release their breath from your glyphs. They may take one round of actions normally, but afterward they fall to the ground and struggle to breathe (treat as dazed, though they may choke out words). This heist cannot actually kill the subject, but effectively disables them. Creatures which do not need to breathe, such as undead and elementals, are unaffected.

Steal Magic Essence
Offensive skill: Craft (appropriate to the item)
Defensive skills: Appraise, Craft (appropriate), Profession (appropriate), Spellcraft
Glyph use: 1 per 5,000gp of item cost
This heist literally rips the magic from a non-artifact, non-intelligent magic item and stores it in your glyphs. Should it succeed, the item becomes nonmagical until you release those glyphs. As an alternative to releasing it, you may instead spend one hour per glyph imbuing a different item with this magical essence, permanently disenchanting the victim item and creating a new magic item. The items must be compatible in all ways (for example, you cannot place weapon enchantments onto armor, nor can you make a slashing weapon of disruption), but it is perfectly valid, for example, to use this heist to transfer a steel sword's enchantment to an adamantine one.

Steal Belief [Mind-Affecting]
Offensive skill: Gather Information
Defensive skills: Bluff, Concentration, Disguise, Forgery, plus an appropriate Knowledge skill if the belief is religious, concerns arcane or scientific theories, or similar
Glyph use: 3 per belief
As Steal Memory, except that you steal one of the subject's beliefs. If the belief is core to the subject's identity (player or DM discretion), it gains a +4 bonus on its skill check. Should the heist succeed, the subject no longer holds that point of view and is dazed for 1d4 rounds as it attempts to rebuild its identity. The stolen belief will likely be replaced by a logical or emotional conclusion drawn from the subject's remaining beliefs and senses; thus, if a trivial belief (“The sky is blue”) is stolen, the subject may quickly replace it. The ur-thief may steal additional beliefs during the daze period as long as she has enough glyphs, extending the period and most likely driving the victim further from his original identity. A subject with enough core beliefs stolen may regress to a childlike state and accept the advice of anyone nearby in forming new ones. Should the glyphs be released, the victim immediately regains his old belief(s), though considerable cognitive dissonance may occur if time has passed – in extreme cases, this may even cause a split personality to form.

Steal Love [Mind-Affecting]
Offensive skill: Bluff
Defensive skills: Bluff, Diplomacy, Intimidate, Sense Motive
Glyph use: DM discretion (as a guide, a commoner would be barely worth one glyph, a famous hero between five and ten, and a powerful emperor up to twenty or even more)
This possibly world-shaking heist allows you to transfer the positive feelings inspired by another character to yourself. Should the heist be successful, all creatures who have personally interacted with the subject must make Will saves (DC 10+1/2 ur-thief level+INT mod) upon interacting with you or treat you as though you were the character whose love you stole. Similarly, they do not recognize the victim unless they make their save. Their memories are temporarily modified as necessary (“Of course the Hero of Ravenswood is a woman! How much mead have you been drinking?”) though cognitive dissonance may well kick in once you are no longer around, and characters who notice the ruse may make plans to stay away from you until they can undo this heist. Characters whose attitude towards the victim were negative are unaffected. Should you release the glyphs, or if the subject dies or performs some act that made him as noteworthy as he was before, the effect ends and all affected individuals remember being duped.

Legendary

Steal Future
Offensive skill: Heal
Defensive skills: Heal, Hide, Knowledge (the planes), Survival
Glyph use: One year per glyph
You mystically pry around in the target's body for sources of vitality, ripping the target's future from the timestream and adding it to your own. If this heist is successful, the target immediately ages 2d4 years and you store a year of life in one of your glyphs. Should the target be killed by this effect, they cannot be resurrected by anything short of an epic spell or divine intervention. Immortal targets are immune to this heist. As long as you have at least one glyph on your body with time remaining, you do not age; instead, the time in the glyph is slowly used up. Many evil ur-thieves have gained psuedo-immortality by feeding on prisoners in this way.

Steal Soul
Offensive skill: Knowledge (religion)
Defensive skills: Concentration, Escape Artist, Knowledge (religion), Knowledge (the planes)
Glyph use: One per level or HD of the target
You snatch the very soul from a victim, leaving his body alive but unconscious. If the heist is successful, his soul is stored in your glyphs. Once per round as a free action, you may speak a sentence to the imprisoned soul, but it is under no compulsion to answer. As a full-round action, you may attempt to probe the imprisoned soul for one memory or fact, but it gets a Will save (DC 10+1/2 your class level+your INT mod) to resist. If released, the soul returns to its body (if alive) or travels to the appropriate afterlife (if not). The imprisoned soul can be used for all sorts of villainous activities if your DM allows it (see the Book of Vile Darkness for examples).

Steal Body [Mind-Affecting]
Offensive skill: Disable Device
Defensive skills: Bluff, Concentration, Escape Artist, Tumble
Glyph use: One per level or HD of the target
You reach into your target's mind and sever its control over his body, using your glyphs to remotely control it. Once you have stolen a body, you can switch between controlling it and controlling your own as a swift action; without your control, either body lies unconscious. A stolen body retains all senses and natural, extraordinary, and supernatural abilities, but not spells, psionic powers, or similar abilities. You gain no special knowledge of the body's memories, nor can you use its skills or feats. If a body under your control is killed, the glyphs are immediately emptied. You immediately die if your natural body is killed, regardless of whether you are controlling it at the time.

Reconstruct Mind [Mind-Affecting]
Offensive skill: Craft (any)
Defensive skills: Bluff, Sense Motive, Forgery, Perform
Glyph use: Five
Heist time: Ten minutes
This heist requires a sleeping, helpless, or willing target. By selectively stealing and replacing memories, you can radically alter the target's self-image, personality, and the like. Almost any degree of mental manipulation is possible, including alignment change and implanting false histories, but class levels cannot be added or removed. (You can, for example, convince a wizard that he is a simple goat herder and make him forget where he left his spellbook, but you cannot actually remove his spellcasting abilities) The stolen memories are stored in your glyphs, and if later released the effect of the heist is entirely undone. Extreme measures such as Greater Restoration or Psychic Chirurgery can also restore a target, and will automatically empty those glyphs. During the process, you may examine any of the target's memories and store them in additional glyphs for later retrieval (as by the Steal Memory heist).

Steal Essence
Offensive skill: Knowledge (appropriate to creature type)
Defensive skills: Heal, Disguise, Knowledge (appropriate to creature type), Tumble
Glyph use: One per level or HD of target
Your extensive knowledge of the target allows you to peel its magical abilities off from its aura and add them to your own. Each use of this heist may target one of the following: damage reduction, energy resistance/immunity, subtype, one spell-like ability, one supernatural ability, one extraordinary ability, one sense mechanism, deflection bonus, or magical movement speed. If the heist is successful, the target loses this ability and it is stored in your glyphs, granting it to you for as long as it remains there. You are subject to all of the creature's restrictions; for example, a daring ur-thief who steals a dragon's breath may only use it once every 1d4 rounds. Certain powerful abilities (such as Wish) may be more difficult to steal, take up more glyphs, or be completely unavailable if the DM desires.

Swap Ability [possibly Mind-Affecting]
Offensive skill: Any skill linked to chosen ability
Defensive skills: Any skill linked to that ability
Glyph use: One per point of ability modifier
Through skill and cunning, you outmatch a target where they would ordinarily be superior to you, and claim their power as prize. If this heist is successful, you swap one ability score with the target (chosen before using the heist). Recalculate all relevant statistics for both parties. The essence of their ability is stored in your glyphs, and if released the scores are swapped back. It is possible that your victim's lowered ability score may prevent them from using class features. Attempting to swap INT, WIS, or CHA is a mind-affecting effect.

Dire Panda
2013-03-17, 09:56 PM
Feats

Tattoo feats: These special tattoos grant you special abilities at the cost of one or more glyph slots.

Extra Heist
You have extensively studied the ur-thieves of the past, and can now duplicate their techniques.
Prerequisites: Ur-thief level 6
Benefit: You gain knowledge of one additional heist. This heist must be of a tier lower than your maximum. For example, an twelfth-level ur-thief could choose a new minor or common heist.
Special: You may take this feat multiple times. Its effects stack.

Extra Glyphs
You can maintain more glyph tattoos than you otherwise could.
Prerequsites: Ur-thief level 4
Benefit: You gain one glyph tattoo per four levels of ur-thief you have (round down). This benefit continues to accumulate as you gain levels.
Special: You may take this feat twice. Its effects stack.

Tattoo of Ambidexterity [Tattoo]
You duplicate your chosen hand's tattoos on the other hand, allowing you to maintain two thieves' hands simultaneously.
Prerequisites: Improved Thief's Hand (legerdemain), Concentration 8 ranks
Benefit: You may project two thieves' hands with the same action. As a full-round action, you may use both hands. However, if you use two heists simultaneously, you take a -5 penalty on each skill check, and cannot target the same creature with both.
Penalty: You have two fewer glyphs than usual.

Tattoo of the Vortex [Tattoo]
You place a special tattoo on your chest which allows you to absorb incoming spells, at the cost of some glyphs.
Prerequisites: Ur-thief level 12
Benefit: If you successfully save against a targeted spell (not an area spell), you absorb the spell's essence and store it in your glyphs as though you had used the Steal Spell heist. If the spell had consequences which apply even on a successful save, they do not affect you.
Penalty: You have three fewer glyphs than usual.

Tattoo of Omniscience [Tattoo]
You inject magically-charged gem dust into the iris of one or both eyes. Not only do your eyes always sparkle, but you can now sense magic through walls.
Prerequisites: Improved Mystic Eye (identify)
Benefit: You can use your mystic eye ability despite the presence of obstructions. If you use the ability, you become aware of all magical auras within 30 feet, even those behind walls or other cover, and may choose one to focus on.
Penalty: You have two fewer glyphs than usual.

Magic Items

Crystal Jars
These wondrous jars are magically forged from several precious gems and a large quantity of quartz, resulting in a seamless jar with an iridescent sparkle. The lid is forged from meteoric iron inscribed with runes of warding, and does not actually come off, making the jar useless for storing mundane objects. The jar's true use is to store intangibles stolen by ur-thieves. Each jar has a capacity equivalent to one or more glyph tattoos. An ur-thief can, over the course of one minute per glyph, either fill a jar with intangibles from her glyphs or fill her glyphs from a jar. Intangibles stored within a jar cannot be used without being first transferred to a glyph; for example, an ur-thief who steals the shape of her rival and then stores her shape in a jar cannot transform into that character until she pulls the shape back out into one of her glyphs. An intangible which requires more than one glyph cannot be broken up; for example, the soul of a 2HD creature must be moved in two-glyph increments and could not be distributed between two one-glyph jars. A jar can contain more than one intangible, and any ur-thief who touches it knows exactly what it contains. A jar with stored intangibles also changes visually; it fills with a gleaming mist which occasionally displays shapes relevant to what is stored. Should a jar be broken or its magic dispelled, the intangible within (if any) is released.

{table]Jar | Capacity | Cost | Caster Level | Abjuration Aura | Size
Minor | 1 | 1,000gp | 1 | Weak | Diminutive
Small | 3 | 4,000gp | 3 | Weak | Tiny
Common | 5 | 10,000gp | 5 | Weak | Tiny
Large | 10 | 25,000gp | 10 | Moderate | Small
Major | 20 | 60,000gp | 15 | Strong | Small
Immense | 50 | Artifact | 20 or higher | Overwhelming | Medium
[/table]

Glyph Amulet
This amulet is an intricate mass of woven gold and platinum wires, forming glyphs which resemble a famous ur-thief's tattoos. Glyph amulets come in three varieties - minor, lesser, and greater - and allow characters to store intangibles on their person. Unlike crystal jars, a character wearing a glyph amulet actually gains the benefit of the stored essence as though she were an ur-thief with the essence stored in her glyphs. An ur-thief who wears this amulet may store stolen essences in it as though it were her own glyph(s). Transferring an essence to or from a glyph amulet takes one minute of concentration per glyph occupied. A minor glyph amulet can store a single glyph's worth of essence, while the lesser version can hold up to three and the greater version can store five. Legends speak of the Periapt of Sheallia, an artifact with a significantly higher capacity...
Cost: 3,000gp (minor), 12,000gp (lesser) or 30,000gp (greater). CL 10th, creator must be an ur-thief, weak abjuration (minor and lesser) or moderate abjuration (greater)

Spells

In a world where ur-thieves stalk and deceive, traditional casters have developed several countermeasures. If your campaign includes psionics or similar non-core systems, it is strongly suggested that you develop equivalents to these spells.

Protection from Heists
Abjuration
Level: Clr 1, Pal 1, Sor/Wiz 1, Brd 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
This spell fortifies a subject's aura, making it resistant to intrusion by ur-thieves. She gains a +4 bonus on all skill checks made to resist heists.
Arcane material component: A small replica of a lock

Protection from Heists, Greater
Abjuration
Level: Clr 4, Pal 3, Sor/Wiz 5, Brd 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
As protection from heists, but the subject gains a +8 bonus.
Arcane material component: A small silver replica of a lock, costing 25gp

Heist Shield
Abjuration
Level: Clr 6, Pal 4, Sor/Wiz 7, Brd 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
This spell hides its subject's aura from ur-thieves, preventing them from using heists on her. To target the subject with a heist, the ur-thief must have the Improved Mystic Eye (identify or analyze) and must spend a full-round action “scanning” the subject's concealed aura.
Arcane material component: A small golden shield containing a replica lock, costing 50gp

Glyphsever
Abjuration
Level: Clr 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft per 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Known to many mages as “Karris'tine's Final Retort” after its creator's famous use in her battle with the would-be usurper Lady Sheallia, this spell is designed to expunge magical essences from the target's glyphs. Should the target fail her Will save, each glyph on her body is immediately emptied – often with catastrophic results if she was storing multiple spells! This was Karris'tine's strategy in her duel; she allowed her foe to siphon spells from her at a distance, knowing that Sheallia could not survive their sudden release. Accounts differ on the exact outcome, but it is generally agreed upon that Sheallia's body could not be recovered as it had been evenly distributed over several provinces of the empire.

Seal Hand
Abjuration
Level: Clr 4, Pal 3, Sor/Wiz 5, Brd 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft per 2 levels)
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
This spell forges a mystic cage around an ur-thief's hand, preventing them from using their thief's hand abilities with that hand. Should a thief's hand already exist, it is dispelled. Should she have some ability that allows her to use both hands to project thieves' hands, she can still use the other unless it is also bound.
Arcane material component: A tiny set of manacles

Dire Panda
2013-03-17, 09:57 PM
[Reserved]

Feel free to start posting now.

Khatoblepas
2013-03-18, 01:38 AM
This looks amazing. It's thematically consistent, it's power seems to scale all the way to 20th level, and every heist is one I'd like to take.

Though, there is something I've noticed:


The ur-thief can then cast that spell as a standard action. Unlike most glyphs, emptying a stored spell without taking the standard action to properly cast it can have explosive results – if the spell targets an area, it is centered on the ur-thief and oriented in a random direction, while if it targets a creature or object, a random appropriate subject within its range is chosen. If no other creature fits the bill, the ur-thief suffers its effects, even if it could not ordinarily affect her!

This passage looks like it could be abused with a few clever spell memorisations. For instance, gaining Hardness (http://www.d20srd.org/srd/divine/spells/hardening.htm), NI Hit Dice (http://www.d20srd.org/srd/spells/awaken.htm), turning into a Treant (http://www.d20srd.org/srd/spells/liveoak.htm), store a spell (http://www.d20srd.org/srd/spells/spellstaff.htm) inside yourself...

It can also make creatures want to possess you (http://www.d20srd.org/srd/spells/sympathy.htm), which is funny.

To remain sensible, you might want to clarify that it only affects the ur-thief for creature-targeting spells. Though, that still leaves Awaken... hmm...

Dire Panda
2013-03-19, 06:00 PM
Good catch! I ended up just dealing straight damage if the spell can't affect you, though if your campaign uses random magical fumbles this is the perfect chance to get some use out of them.

Update: Clarified some multiclassing issues and added another magic item.

Silva Stormrage
2013-03-19, 07:17 PM
Love this class's fluff and crunch amazing job! One question on balance though, the heist steal action seems a bit too strong if I it works like how I read it. What it seems like it does is force the opponent to take only the total defense action until he can beat the ur thief's skill check with a full round action correct?

You might want to make it have a duration because otherwise I could see plenty of characters being permanently unable to take an action due to not having tumble, bluff, escape artist or concentration as trained skills.

Dire Panda
2013-03-22, 07:29 PM
Yeah, Steal Action was supposed to be the ur-thief's answer to Hold Person, but in hindsight I agree that's a bit too strong. I added a clause stating that a natural 20 on the victim's attempt to break free is an automatic success.

Doorhandle
2013-03-22, 08:35 PM
Looking good! Always liked the idea of being able to steal basically everything.