Rizban
2016-02-03, 03:37 AM
Thief of LifeA thief of life seeks to understand the secrets of life and death by ripping it from the very souls of the living. They desire to harness the soul energies of others for their own personal power, often to gruesome and horrific effect. Their ultimate prize is immortality, and there is precious little they will not do to grasp it.
Becoming a Thief of Life
Almost all thieves of life begin as common rogues with an uncommon thirst for knowledge and life or a fascination with death but fear of it. Many dabble in magic, though most who do tend to be meldshapers.
Requirements
To qualify to become a Thief of Life, a character must fulfill the following criteria. Alignment: Any nongood.
Type: Humanoid or Monstrous Humanoid.
Skills: Heal 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (religion) 2 ranks.
Sneak Attack: +2d6
Essentia Pool: 1.
Base Attack
BonusFort
SaveRef
SaveWill
SaveSpecialLifesense1st
+0
+2
+2
+0Immunity to fear, steal vigor
5 ft.2nd
+1
+3
+3
+0Resilient flesh, sneak attack +1d6
10 ft.3rd
+2
+3
+3
+1Rend essentia 1/day
10 ft.4th
+3
+4
+4
+1Consume soul fragment, steal vitality
15 ft.5th
+3
+4
+4
+1Sneak attack +2d6
15 ft.6th
+4
+5
+5
+2Inured to death, rend essentia 2/day
20 ft.7th
+5
+5
+5
+2Lifesight
20 ft.8th
+6
+6
+6
+2Sneak attack +3d6
25 ft.9th
+6
+6
+6
+3Rend essentia 3/day
25 ft.10th
+7
+7
+7
+3Steal immortality
30 ft.
Hit Die: d6
Class Skills (6 + Int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Magic Device, and Use Rope.
Class Features
All of the following are class features of the Thief of Life.
Weapon and Armor Proficiency: A thief of life gains no new proficiency with any weapons, armor, or shields.
Stolen Essentia: When killing or seriously harming another creature, a thief of life steals fragments of that creature's soul. These stolen fragments take the form of Stolen Essentia, which is held in the stolen essentia pool, separate from your normal essentia. Being torn from another creature's soul, it does not readily mix with your own personal soul energies.
Stolen essentia acts as normal essentia and may be invested in soulmelds, class features, feats, and other essentia receptacles just as normal essentia can. If you take essentia damage from any source, you may choose whether to take the damage to either your essential pool or your stolen essentia pool, but all damage must apply to a single pool. If you take more damage than you have essentia in the chosen pool, excess damage is dealt to the other essentia pool. Damage dealt to stolen essentia cannot be healed.
You may only have stolen essentia from one creature at a time. If you steal essentia from another creature, any stolen essentia you already possess is immediately lost. Stolen essentia from different creatures does not stack; however, if you gain stolen essentia from the same creature using different class features, the stolen essentia stacks.
Despite it impermanent nature, stolen essentia is not temporary essentia and therefore stacks with temporary essentia gained from other sources.
You may hold stolen essentia for a number of days equal to your class level, after which it dissipates.
Immunity to Fear (Ex): Your repeated exposure to death fortifies you against the horrors of life. You are immune to fear.
Lifesense (Ex): A thief of life can sense the ebb and flow of life energy around her. You can sense the location of living creatures within 5 feet as tthough you had blindsense, though you can sense only living creatures with this ability. You also instantly know the condition of creatures near death within this range as though you were using the deathwatch spell.
The range of this ability increases by 5 feet at 2nd-level and by another 4 feet at every even level after that.
Steal Vigor (Su): Anytime you reduce a living creature to -1 or fewer hit points with a sneak attack, you gain temporary hit points equal to that creature's Hit Dice. These hit points last for a number of hours equal to the creature's Hit Dice.
You also gain 1 stolen essentia point, which you can immediately invest in any essentia receptacle (even incarnum feats) as a free action.
Resilient Flesh (Ex): Flush with stolen life energy, a thief of life's flesh becomes resistant to extreme damage. As long as you possess at least 1 stolen essentia, you gain a 25% chance to negate critical hits and sneak attacks and Damage Reduction 5/-.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd-, 5th-, and.8th-level.
Rend Essentia (Su): When delivering a sneak attack to a living creature, a thief of life can bypass the flesh to rend the target's very soul. When you use this ability, you may sacrifice sneak attack damage to deal Charisma damage to the target creature. For each die of sneak attack you choose to forfeit, you deal 1 Charisma damage. If a creature has an essentia pool, you may choose to deal essentia damage instead of Charisma damage. If you deal more damage than the creature has essentia, the excess damage is dealt as Charisma damage.
You gain 1 point of stolen essentia for every point of Charisma or essentia damage that you deal to the target.
At 3rd level, you may use this ability once per day. The daily uses of this ability increase by 1 at 6th and 9th level.
Consume Soul Fragement (Su): As a full-round action, you may completely consume a fragment of stolen soul energy to gain a temporary boost to yourself. To use this ability, you willingly take at least 1 damage to your stolen essentia pool, which cannot be reduced or prevented. For each point of stolen essentia lost, you immediately heal 5 hit points per class level and heal 1 point of ability or essentia damage to your personal essentia pool. Additionally, you gain a profane bonus on attack rolls, saves, and skill checks equal to the number of stolen essentia consumed that lasts for 1 round per class level.
Steal Vitality (Su): When using her steal vigor ability, a thief of life also becomes immune to fatigue, exhaustion, and sleep effects. If already fatigued or exhausted, you are cured of those conditions. You also gain a profane bonus equal to one half the creature's Hit Dice on saves against disease, poison, paralysis, and stunning.
Additionally, the essentia capacity of one of your essentia receptacles is increased by 1, superseding the normal essentia capacity.
These effects last for a number of hours equal to the creature's Hit Dice, and any essentia invested over the normal maximum at the end of the duration automatically becomes uninvested.
Inured to Death (Ex): You become immune to energy drain and ability damage and drain.
At 9th-level, you become immune to death effects.
Lifesight (Su): As a move action, you may focus your lifesense to pinpoint accuracy. For a number of rounds equal to your Constitution modifier, you can see living creatures within your lifesense area as though you hand blindsight.
Steal Immortality (Su): You can take advantage of a dying creature to temporarily cheat death. Whenever you reduce a creature to -10 or fewer hit points with a sneak attack, in addition to stealing its life energy, you consume a portion of its soul. If the slain creature's Hit Dice equal or exceed your own, you become effectively immortal for the next year. Your body does not age (delaying the onset of ability score penalties but not mental ability score improvements) and cannot be magically aged. You also need not eat, drink, or sleep, and even the need to breathe is greatly reduced such that you can go without breathing for ten times the normal duration before suffering the effects of suffocation. You also become immune to poison, disease, paralysis, and stunning effects.
You also gain temporary stolen points equal to one-half the slain creature's Hit Dice, which you can immediately invest in any essentia receptacle (even incarnum feats) as a free action.
Any creature slain by this attack cannot be brought back to life except by means of a miracle, true resurrection, wish, or similar magic. Furthermore, you become instantly aware of any creature you have slain in this way being brought back to life, though you don't necessarily know where the resurrection occurs.
Becoming a Thief of Life
Almost all thieves of life begin as common rogues with an uncommon thirst for knowledge and life or a fascination with death but fear of it. Many dabble in magic, though most who do tend to be meldshapers.
Requirements
To qualify to become a Thief of Life, a character must fulfill the following criteria. Alignment: Any nongood.
Type: Humanoid or Monstrous Humanoid.
Skills: Heal 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (religion) 2 ranks.
Sneak Attack: +2d6
Essentia Pool: 1.
Base Attack
BonusFort
SaveRef
SaveWill
SaveSpecialLifesense1st
+0
+2
+2
+0Immunity to fear, steal vigor
5 ft.2nd
+1
+3
+3
+0Resilient flesh, sneak attack +1d6
10 ft.3rd
+2
+3
+3
+1Rend essentia 1/day
10 ft.4th
+3
+4
+4
+1Consume soul fragment, steal vitality
15 ft.5th
+3
+4
+4
+1Sneak attack +2d6
15 ft.6th
+4
+5
+5
+2Inured to death, rend essentia 2/day
20 ft.7th
+5
+5
+5
+2Lifesight
20 ft.8th
+6
+6
+6
+2Sneak attack +3d6
25 ft.9th
+6
+6
+6
+3Rend essentia 3/day
25 ft.10th
+7
+7
+7
+3Steal immortality
30 ft.
Hit Die: d6
Class Skills (6 + Int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Magic Device, and Use Rope.
Class Features
All of the following are class features of the Thief of Life.
Weapon and Armor Proficiency: A thief of life gains no new proficiency with any weapons, armor, or shields.
Stolen Essentia: When killing or seriously harming another creature, a thief of life steals fragments of that creature's soul. These stolen fragments take the form of Stolen Essentia, which is held in the stolen essentia pool, separate from your normal essentia. Being torn from another creature's soul, it does not readily mix with your own personal soul energies.
Stolen essentia acts as normal essentia and may be invested in soulmelds, class features, feats, and other essentia receptacles just as normal essentia can. If you take essentia damage from any source, you may choose whether to take the damage to either your essential pool or your stolen essentia pool, but all damage must apply to a single pool. If you take more damage than you have essentia in the chosen pool, excess damage is dealt to the other essentia pool. Damage dealt to stolen essentia cannot be healed.
You may only have stolen essentia from one creature at a time. If you steal essentia from another creature, any stolen essentia you already possess is immediately lost. Stolen essentia from different creatures does not stack; however, if you gain stolen essentia from the same creature using different class features, the stolen essentia stacks.
Despite it impermanent nature, stolen essentia is not temporary essentia and therefore stacks with temporary essentia gained from other sources.
You may hold stolen essentia for a number of days equal to your class level, after which it dissipates.
Immunity to Fear (Ex): Your repeated exposure to death fortifies you against the horrors of life. You are immune to fear.
Lifesense (Ex): A thief of life can sense the ebb and flow of life energy around her. You can sense the location of living creatures within 5 feet as tthough you had blindsense, though you can sense only living creatures with this ability. You also instantly know the condition of creatures near death within this range as though you were using the deathwatch spell.
The range of this ability increases by 5 feet at 2nd-level and by another 4 feet at every even level after that.
Steal Vigor (Su): Anytime you reduce a living creature to -1 or fewer hit points with a sneak attack, you gain temporary hit points equal to that creature's Hit Dice. These hit points last for a number of hours equal to the creature's Hit Dice.
You also gain 1 stolen essentia point, which you can immediately invest in any essentia receptacle (even incarnum feats) as a free action.
Resilient Flesh (Ex): Flush with stolen life energy, a thief of life's flesh becomes resistant to extreme damage. As long as you possess at least 1 stolen essentia, you gain a 25% chance to negate critical hits and sneak attacks and Damage Reduction 5/-.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd-, 5th-, and.8th-level.
Rend Essentia (Su): When delivering a sneak attack to a living creature, a thief of life can bypass the flesh to rend the target's very soul. When you use this ability, you may sacrifice sneak attack damage to deal Charisma damage to the target creature. For each die of sneak attack you choose to forfeit, you deal 1 Charisma damage. If a creature has an essentia pool, you may choose to deal essentia damage instead of Charisma damage. If you deal more damage than the creature has essentia, the excess damage is dealt as Charisma damage.
You gain 1 point of stolen essentia for every point of Charisma or essentia damage that you deal to the target.
At 3rd level, you may use this ability once per day. The daily uses of this ability increase by 1 at 6th and 9th level.
Consume Soul Fragement (Su): As a full-round action, you may completely consume a fragment of stolen soul energy to gain a temporary boost to yourself. To use this ability, you willingly take at least 1 damage to your stolen essentia pool, which cannot be reduced or prevented. For each point of stolen essentia lost, you immediately heal 5 hit points per class level and heal 1 point of ability or essentia damage to your personal essentia pool. Additionally, you gain a profane bonus on attack rolls, saves, and skill checks equal to the number of stolen essentia consumed that lasts for 1 round per class level.
Steal Vitality (Su): When using her steal vigor ability, a thief of life also becomes immune to fatigue, exhaustion, and sleep effects. If already fatigued or exhausted, you are cured of those conditions. You also gain a profane bonus equal to one half the creature's Hit Dice on saves against disease, poison, paralysis, and stunning.
Additionally, the essentia capacity of one of your essentia receptacles is increased by 1, superseding the normal essentia capacity.
These effects last for a number of hours equal to the creature's Hit Dice, and any essentia invested over the normal maximum at the end of the duration automatically becomes uninvested.
Inured to Death (Ex): You become immune to energy drain and ability damage and drain.
At 9th-level, you become immune to death effects.
Lifesight (Su): As a move action, you may focus your lifesense to pinpoint accuracy. For a number of rounds equal to your Constitution modifier, you can see living creatures within your lifesense area as though you hand blindsight.
Steal Immortality (Su): You can take advantage of a dying creature to temporarily cheat death. Whenever you reduce a creature to -10 or fewer hit points with a sneak attack, in addition to stealing its life energy, you consume a portion of its soul. If the slain creature's Hit Dice equal or exceed your own, you become effectively immortal for the next year. Your body does not age (delaying the onset of ability score penalties but not mental ability score improvements) and cannot be magically aged. You also need not eat, drink, or sleep, and even the need to breathe is greatly reduced such that you can go without breathing for ten times the normal duration before suffering the effects of suffocation. You also become immune to poison, disease, paralysis, and stunning effects.
You also gain temporary stolen points equal to one-half the slain creature's Hit Dice, which you can immediately invest in any essentia receptacle (even incarnum feats) as a free action.
Any creature slain by this attack cannot be brought back to life except by means of a miracle, true resurrection, wish, or similar magic. Furthermore, you become instantly aware of any creature you have slain in this way being brought back to life, though you don't necessarily know where the resurrection occurs.