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[3.5 Base Class] The Essence Thief [PEACH]The Essence Thief
"All these... things you call magic or whatnot... they seem so different and strange to you, but I see beyond the veil to what they really are. Energy. Power.
And, it is all mine for the taking. And there is nothing you can do to stop me..." Dinar tu Zinssar, Essence Thief
Essence Thieves are people who are given gifts, someone would call curses, to take the powers that drive the universe and convert it for theirr own use. Some consider them as bad as vampires, stealing both life and magic to give them more power to do it all over again. Others see them as a balance to everything wrong with magicians and their ilk, the universes medicine to those who are the true thieves stealing from the very underpinnings that keeps everything moving. Whatever the truth, Essence Thieves are wild creatures who can make the powerful weak to power their own strength without knowing where their talent comes from.
Religion: Essence Thief as a rule aren’t an especially religious group but tend to be drawn to Gods of chaotic and passionate natures.
Background: Virtually all Essence Thief tend to be loners and on the run from scared villagers, who are fearful of their power to take both magic and life from unsuspecting victims.
Races: Humans, with their short and chaotic lives, make up the majority of Essence Thief, with half-elves and halfings comprising the largest groups after humans.
Other Classes: Essence Thief generally get on best with more marital classes, who appreciate their ability to hamper those with magical powers. Mystic users, on the other hand, tend to despise the thought of someone who can strip them of their power
Role: An Essence Thief tends to be a foil to enemy users of mystic powers. Their varied powers and, depending on what enemies they run up against, can change an Essence Thief’s flexibility on a day-to-day basis.
GAME RULE INFORMATION
Essence Thieves have the following game statistics
Abilities: Charisma, the force of personality that drives his powers, is the most important ability for an Essence Thief.
Alignment: Any but Essence Thieves are rarely lawful and, even more rarely, good.
Hit Die: D8
Starting Age: As sorcerer
Starting Gold: As sorcerer
Pathfinder Class Skills: Bluff, Craft, Disguise, Fly, Intimidate, Kn:Arcana, Kn:The Planes, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device.
3.5 D&D Class Skills: Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Kn:Arcana, Kn:The Planes, Listen, Move Silently, Profession, Psicraft, Sense Motive, Spellcraft, Spot, Use Magic Device, Use Psionic Device.
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
Level BAB Fort Ref Will Special Invocations Known Absorption Pool 1st +0 +2 +0 +2 Essence blast 1d6, Invocation (least), Mystic Theft 1 2 2nd +1 +3 +0 +3 Detect Mysticism 2 5 3rd +2 +3 +1 +3 Essence blast 2d6 2 9 4th +3 +4 +1 +4 Deceive item, Steal Life 3 14 5th +3 +4 +1 +4 Essence blast 3d6, Steal energy resistance 10, Steal Ability 3 20 6th +4 +5 +2 +5 New invocation (least or lesser), Steal Vitality 4 27 7th +5 +5 +2 +5 Essence Blast 4d6, Penetrating Blast 4 35 8th +6/+1 +6 +2 +6 Steal Resistance 20, Mystic Absorption 5 44 9th +6/+1 +6 +3 +6 Essence blast 5d6 5 54 10th +7/+2 +7 +3 +7 steal energy resistance 30 6 65 11th +8/+3 +7 +3 +7 Essence Blast 6d6, new invocation (least, lesser or greater) 7 77 12th +9/+4 +8 +4 +8 Death’s Insight 7 90 13th +9/+4 +8 +4 +8 Essence blast 7d6 8 104 14th +10/+5 +9 +4 +9 Mystic Backlash 8 119 15th +11/+6/+1 +9 +5 +9 Steal Energy Resistance 40, Essence blast 8d6 9 135 16th +12/+7/+2 +10 +5 +10 New invocation (least, lesser, greater, or dark) 10 152 17th + 12/+7/+2 +10 +5 +10 Essence blast 9d6 10 170 18th +13/+8/+3 +11 +6 +11 Mystic Absorption (Immediate) 11 189 19th +14/+9/+4 +11 +6 +11 Essence blast 10d6 11 209 20th +15/+10/+5 +12 +6 +12 Steal Energy Immunity, Absorption Sphere 12 230
Weapon and Armor Proficiency: Essence Thieves are proficient with all simple weapons and with light armor but not with shields. Because the somatic components required for Essence Thieves invocations are relatively simple, an Essence Thieves can use any of his invocations while wearing any armor without incurring the normal arcane spell failure chance. A multiclass Essence Thieves still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Note: Many abilities of the Essence Thief refer to “Mystic” or “Mystic abilities” in its description. “Mystic” refers to power manifesting, Essentia/Soulbound using, supernatural, spell-like abilities along with both arcane and divine magic.
Invocations: An Essence Thief does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy he absorbs from his environment. An Essence Thief can use any invocation he knows at-will, with the following qualifications:
An Essence Thief’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An Essence Thief is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. An Essence Thief can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Essence Thief’s invocations are subject to spell resistance unless an invocation's description specifically states otherwise. An Essence Thief’s caster level with his invocations is equal to his Essence Thief level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Essence Thief’s Charisma modifier. Since spell-like abilities are not actually spells, an Essence Thief cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. An Essence Thief begins with knowledge of one invocation, which must be of the lowest grade (least). As an Essence Thief gains levels, he learns new invocations, as summarized on the advancement table and described below.
At any level when an Essence Thief learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, an Essence Thief can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, an Essence Thief can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, an Essence Thief can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Invocations are taken from the Dragon Adept, Warlock and Essence Thief lists of Invocations.
Finally, like other spell-like abilities, invocations are not subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.
Essence Blast (SP): Essence blast is a ray with a 60ft range. It is a ranged touch attack that affects a single target and does not allow a saving throw. It deals 1d6 points of damage plus your Charisma modifier at first level and an additional 1d6 of damage at each odd level. Essence Blast is subject to spell resistance, although spell penetration and other effects that improve caster level checks to overcome spell resistance also applies to Essence Blast. Any ability, feat or item that could be applied to a Warlocks Eldritch Blast can also be applied to an Essence Thief’s Essence Blast.
Mystic Theft (SP): When an Essence Thief uses his Essence Blast, he can forgo some or all of the damage to siphon mystic energy away from his target and use it himself. An Essence Thief who hits an opponent with a successful Essence Blast can choose to forgo dealing 1d6 points of Essence Blast damage and instead steal a spell , the potential to cast a specific known spell, a Psionic Power, 3 Psionic Power Points per 1d6 damage forgone, a bound Soulmeld, or 1 Essentia per 1d6 damage forgone from his target into his Absorption Matrix. If the target is willing, an Essence Thief can steal mystic energy into his Absorption Matrix with a touch as a standard action.
The target of a Mystic Theft attack loses a 1st-level power, one 0-level or 1st-level spell from memory if she prepares spells ahead of time, one 0-level or 1st-level spell slot if she is a spontaneous caster, a psionic power if a manifester or a bound Soulmeld if an Incarnum user. A spontaneous caster also loses the ability to cast the stolen spell, a manifester loses the ability to use the power, an invocation user loses the ability to use the invocation, or an Incarnum user loses the ability to use the Soulbind for 1 minute. If the target has no spells prepared, has no remaining spell slots if she is a spontaneous caster, power points available if a Manifester, this ability has no effect. An Essence Thief can choose which power, Soulbind, or spell to steal; otherwise, the DM determines the stolen mystic ability randomly. If an Essence Thief tries to steal a power, Soulbind or spell that isn't available, the stolen mystic ability is determined randomly from among those the target has available.
For example, a 1st-level Essence Thief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful Mystic Theft attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same Essence Thief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).
After stealing a Mystic Ability, an Essence Thief can use the Mystic Ability on himself on a subsequent turn. Treat the Mystic Ability as if it were used by the original owner of the Mystic Ability for caster/manifester levels, save DC’s and so forth. An Essence Thief cast this Mystic Ability even if he does not have the minimum ability score normally required to use the Mystic Ability. The Essence Thief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the Mystic Ability. An Essence Thief must cast a stolen spell or manifest the stolen power within 1 hour of stealing it; otherwise, the extra spell or power energy fades harmlessly away.
As an Essence Thief gains levels, he can choose to steal higher-level spells and powers. At 3rd level, he can steal spells/powers of up to 2nd level, and for every two levels gained after 3rd, the maximum spell or power level stolen increases by one (up to a maximum of 9th-level spells and powers at 17th level).
An Essence Thief can't apply metamagic or metapsionic feats or other effects to the stolen spell or power unless the specific spell or power stolen was prepared with such an effect. For example, an Essence Thief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. An Essence Thief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
Absorption Matrix (SU): An Essence Thief can only hold so much mystic energy at any one give time, as detailed in the above table. An Essence Thief can only expend as much mystic energy as they have in their Absorption Matrix.
Detect Mysticism (SP): An Essence Thief of 2nd level or higher can use Detect Magic or Detect Power a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster or manifester level is equal to his Essence Thief class level.
Steal Life (SP): At 4th level and higher when an Essence Thief uses his Essence Blast, he heals one quarter of the amount of total hit point damage done by the Essence Blast.
Steal Energy Resistance (Su): Beginning at 5th level, an Essence Thief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). An Essence Thief 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) up his maximum, as shown on the chart. If the target is willing, an Essence Thief can steal energy resistance with a touch as a standard action. At 20th level, an Essence Thief can steal a targets energy immunity.
Steal Ability (SU): Beginning at 5th level, an Essence Thief uses his Essence Blast, he can forgo can siphon mystic energy away from his target and use it himself. An Essence Thief who hits an opponent with a successful Essence Blast can choose to forgo dealing 1d6 points of Essence Blast damage and instead gain one use of an Invocation, a Psi-Like Ability, Spell-Like Ability, Supernatural Ability or a Soulmeld. If the target is willing, an Essence Thief can steal one of these abilities with a touch as a standard action.
This 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 Essence Thief’s class level. An Essence Thief can select a specific 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 Essence Thief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the Essence Thief can't steal it.
An Essence Thief can use a stolen ability once. For all purposes (caster level, save DC, and so on), treat the ability as if it were being used by the original possessor of the ability. An Essence Thief must use the stolen ability within 1 minute of acquiring it, or it is lost harmlessly. Until the Essence Thief uses the ability (or until the minute elapses), the target cannot use the stolen ability.
Deceive Item (Ex): At 6th level and higher, an Essence Thief has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic/Psionic Device check, an Essence Thief can take 10 even if distracted or threatened.
Steal Vitality (SP): At 6th level and higher when an Essence Thief uses his Essence Blast, he can forgo normal damage to instead inflict ability damage. With a successful hit with his Essence Blast he can deal 1 points of ability damage to an ability of the Essence Thief’s choice for every 1d6 Essence Blast he forgoes.
Alternatively, for every 3d6 of Essence Blast damage an Essence Thief forgoes, he can deal 1 points of ability damage to an ability of the Essence Thief’s choice while either healing himself 1 point of ability damage of his choice or providing a +1 competence boost to an ability of his choice, with multiple boosts stacking up to Ľ his Essence Thief class level (minimum 1). The ability boost has a duration 1 hour per charisma bonus at the time of theft.
Steal Resistance (Su): Beginning at 8th level, an Essence Thief can use an Essence Blast to temporarily steal some or all of a creature's spell or power resistance. An Essence Thief who hits an opponent with an Essence Blast can choose to forgo 3d6 points of Essence Blast damage and instead reduce the target's spell or power resistance by 10. The Essence Thief also gains spell or power resistance (dependent on what was stolen) equal to 10 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, an Essence Thief steal the spell or power resistance with a touch as a standard action that provokes attacks of opportunity.
The stolen spell or power resistance benefits the Essence Thief for a number of rounds equal to the Essence Thief’s Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell or power resistance is derived from a temporary effect (such as a spell), the stolen spell or power resistance disappears when the effect elapses. An Essence Thief can't use this ability on the same creature again until the creature's stolen spell or power resistance returns.
Mystic Absorption (SU): Beginning at 8th level, if an Essence Thief makes a successful save against a spell, power, supernatural or spell-like effect that targets him, he can attempt to absorb the mystic energy for later use. This ability affects only Mystic abilities that have the Essence Thief as a target, not effect or area effects. An Essence Thief can't absorb a Mystic ability of a higher level than he could steal with his Mystic Theft ability (see above).
To absorb a Mystic ability that targets him, an Essence Thief must succeed on a level check (1d20 + Essence Thief class level) against a DC of 10 + the spell's caster level. Failure indicates that the Mystic ability has its normal effect. Success means that the Essence Thief suffers no effect from the Mystic ability and can use the Mystic ability later (or power his Absorption Matrix) as if he had stolen the Mystic ability with his Mystic Theft ability.
At 18th level or higher, an Essence Thief can choose to use the stolen Mystic Ability as an immediate action either to reuse the original Mystic Ability or to use one of his own Mystic Ability known using the stolen Mystic Ability energy.
Death’s Insight (SU): Beginning at 12th level, if an Essence Thief lands a killing blow against a mystic opponent, the Essence Thief can focus on the dying mystic’s energy to harness their power as his own, permanently. When Essence Thief lands a killing blow against a mystic opponent and is adjacent to the fallen foe, he can spend a full round action that provokes attacks of opportunity from threatening foes to focus on stealing the last bits of essence from his foe to perform the Death’s Insight rite. If uninterrupted, the Essence Thief can permanently steal the knowledge of 1 spell, power or Soulmeld known or has available at the time of its death. This spell, power or Soulmeld needs to be of a level that the Essence Thief can utilize when the rite is performed. Additionally, while the Essence Thief has the knowledge of the spell, power or Soulmeld the Essence Thief must use his Absorption Matrix pool to empower the spell, power or Soulmeld. The maximum number of spells, powers or Soulmelds known by the Essence Thief is equal to ˝ his Essence Thief level + Charisma bonus. Essence Thieves can use the Mystic ability learned by Death’s Insight to qualify for some prestige classes usually intended for spellcasters, manifesters or Incarnum users. While using Death’s Insight, an Essence Thief can replace a known Mystic ability with a new Mystic ability from a fallen foe.
Imbue Item (Su): An Essence Thief of 13th level or higher can use his mystic power to create magic items, even if he does not know the mystic ability required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device or Use Psionic Device, as appropriate, check (DC 10 + spell/power level) in place of a required mystic ability he doesn't know or can't cast.
Mystic Backlash (SU): Beginning at 14th level, when an Essence Thief uses his Mystic Absorption ability successfully, an Essence Thief can choose to forgo his normal Mystic Absorption ability and can instead redirect the energy back at his assailant in one of several ways. For every level of Mystic ability that redirects back via Mystic Backlash on to his assailant, an Essence Thief can choose to do 2 point of ability drain to an ability of his choice, 3d6 hit point damage, or 1 negative level per 3 levels of Mystic ability redirected.
Absorption Sphere (SU): At 20th level, the Essence Thief achieves the pinnacle of his ability to absorb mystic energy. As a full-round action, an Essence Thief can activate his Absorption Sphere. The sphere is 5 feet for every +2 bonus of the Essence Thief’s Charisma modifier. Within the sphere, any mystic effect including area and ongoing effects can be absorbed into the Essence Thief Absorption Sphere. At the beginning of each subsequent round the Essence Thief can then discharge all of the stored mystic abilities as a standard action. The Essence Thief can channel this stored mystic energy in several ways:
• Redirect the mystic ability back at the original caster, if within range of the effect when cast.
• Redirect all the absorbed mystic abilities at a single target. If beyond the range of the original mystic ability, the energy dissipates harmlessly.
• Overcharge Essence Blast. For every 2 levels of mystic energy absorbed increases the damage by 1d6 and turns the blast into a line effect.
Spoiler: Designer Notes
I've always like the concepts of the Warlock and Spellthieves but always felt their layouts... lacking. I never really liked that Spellthieves had to do a sneak attack, then give up damage, to steal magic. Conceptually, I like th idea of an Eldritch Blast leeching power away from someone.
After years of reading fixes and such, I've decided to give out my own blend but these posts definitely gave me inspiration, probably along with someone I forgot.
Spoiler: Update Log
1. Changed last line of Essence Blast from "Any feat or ability that could be applied to a Warlocks Eldritch Blast can also be applied to an Essence Thief’s Essence Blast." to "Any ability, feat or item that could be applied to a Warlocks Eldritch Blast can also be applied to an Essence Thief’s Essence Blast." 2019-10-10 at 11:41 AM
2. Fixed table to include Steal Ability and noted in description that this comes online at 5th level. 2020-01-19 at 09:40 AM
Last edited by razorback; 2020-01-19 at 12:40 PM.
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Re: [3.5 Base Class] The Essence Thief [PEACH]InvocationsIn process
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Re: [3.5 Base Class] The Essence Thief [PEACH]Feats
You can use your Essence Blast to create an entangling mesh of energy.
When you use your Essence Blast, you can choose to enmesh your target instead of producing its normal effect. Your Essence Blast deals only half its normal damage; however, any creature that takes damage from your Essence Blast becomes entangled and takes an extra 1d6 points of damage each round at the start of your turn. This effect lasts for 1d4 rounds. If your Essence Blast doesn't deal hit point damage (due to other abilities such as Steal Vitality), creatures hit be the initial Essence Blast are still entangled but don't take additional damage on later rounds.