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Thread: Trissociate [3.5 Base Class] (PEACH)

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    Default Re: Trissociate [3.5 Base Class] (PEACH)

    Precision and Skill Associations


    Cunning Association
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    This is my attempt at incorporating the Factotum Inspiration system. I have decided to rename it as Cunning, since it has become quite different mechanically. You get more Cunning points than Inspiration (and they refresh every round), but their applications are not nearly as broken (e.g. no Cunning Surge action nova). Mostly, it makes adds your Intelligence bonus (or other mental stat if you take the Archaic Cunning feat) to various numbers. It also provides Swashbuckler class features as options.

    Cunning Association Progression (Based on Associate Level)
    Level Cunning Points Special
    Starter 0 Standard Cunning Abilities
    1 1 Learnt Cunning Ability (+1, total 1)
    2 1
    3 2 Learnt Cunning Ability (+1, total 2)
    4 2
    5 3 Learnt Cunning Ability (+1, total 3)
    6 4
    7 5 Learnt Cunning Ability (+1, total 4)
    8 5
    9 6 Learnt Cunning Ability (+1, total 5)
    10 7
    11 8 Learnt Cunning Ability (+1, total 6)
    12 8
    13 9 Learnt Cunning Ability (+1, total 7)
    14 10
    15 11 Learnt Cunning Ability (+1, total 8)
    16 12
    17 13 Learnt Cunning Ability (+1, total 9)
    18 14
    19 16 Learnt Cunning Ability (+1, total 10)

    Cunning Skills: Add Balance, Escape Artist, Sleight of Hand and Tumble to your Trissociate class skill list.

    Cunning Points (Ex): A Cunning Associate fights using his mind and his wits. You gain a pool of Cunning Points following the progression in the table above. This pool refills completely at the start of your turn, and any previously unused Cunning Points are lost. You qualify for the following feats:

    Archaic Cunning
    Requirements: Trissociate Cunning Associate
    Benefits: You may use your Wisdom bonus, or your Charisma bonus, instead of your Intelligence bonus (whichever of the 3 is highest), to determine the bonus for your Cunning Abilities.
    Special: You may buy this feat with Focus Features.

    Extra Cunning Points
    Requirements: Trissociate Cunning Associate
    Benefits: You gain 2 additional Cunning Points. This feat can be taken multiple times and its effects stack.
    Special: You may buy this feat with Focus Features.

    Standard Cunning Abilities (Ex): Cunning Points may be spent to augment your abilities in a variety of ways. All Cunning Associates know the following Cunning Abilities by default. Even if they have 0 Cunning Points from their Cunning Association, they may still be able to activate these abilities from Cunning Points gained from other sources, such as the Extra Cunning Points feat. Unless otherwise stated, the use of Cunning Points is an extraordinary ability, that requires a free action, and which provides an untyped bonus that does not stack with itself.

    Lesser Cunning Attack: When making an attack roll, you may spend 1 Cunning Point to add your Intelligence bonus to the roll. If you can make multiple attack rolls (e.g. iteratives from high BAB), each roll must be boosted separately.

    Lesser Cunning Damage: After successfully hitting a target with any weapon (including melee weapons, ranged weapons and natural weapons), but before you roll for weapon damage, you may spend 1 Cunning Point to add your Intelligence bonus to weapon damage. You can use this ability even when your weapon damage is not determined by rolling, e.g. because your weapon only deals 1 point for base damage. If you hit multiple times per round (e.g. iteratives from high BAB), each weapon damage roll must be boosted separately.

    Lesser Cunning Reduction: After successfully hitting a target with any weapon (including melee weapons, ranged weapons and natural weapons), but before you roll for weapon damage, you may spend 1 Cunning Point to lower your target's Damage Reduction or Hardness by an amount equal to your Intelligence bonus, for the purposes of calculating weapon damage. If you hit multiple times per round (e.g. iteratives from high BAB), each weapon damage roll must apply Lesser Cunning Reduction seperately.

    Lesser Cunning Dodge: You can spend 1 Cunning Point to add your Intelligence bonus to your Armor Class against one opponent, which lasts until the start of your next turn. This is an untyped bonus that applies against touch attacks, and even when you are flat-footed. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe. You may gain this benefit even while wearing medium or heavy armor, or while carrying shields. You may activate this ability only during your turn.

    Lesser Cunning Resistance: When making a saving throw, you may spend 1 Cunning Point to add your Intelligence bonus to the result. This can be used even when it is not your turn. This bonus also applies to any rerolls for that same saving throw, such as rerolls gained from Greater Cunning Resistance.

    Learnt Cunning Ability (Ex): You may learn additional Cunning Abilities from the following list:

    Additional Cunning Points:
    You gain an additional 2 Cunning Points. This ability can be taken multiple times, and its effects stack.

    Improved Cunning Attack:
    This works like Lesser Cunning Attack, except that you can spend 3 Cunning Points to add your Intelligence bonus to all attack rolls until the start of your next turn. This does not stack with Lesser Cunning Attack.

    Greater Cunning Attack: (Requires: Improved Cunning Attack)
    When making an attack roll, after making the initial roll, but before its results are known (i.e. whether it hits or misses), you may spend 8 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

    Improved Cunning Damage:
    This works like Lesser Cunning Damage, except that you can spend 3 Cunning Points to add your Intelligence bonus to all weapon damage rolls until the start of your next turn. This does not stack with Lesser Cunning Damage.

    Improved Cunning Reduction:
    This works like Lesser Cunning Reduction, except that you can spend 3 Cunning Points to lower your target's Damage Reduction or Hardness by an amount equal to your Intelligence bonus for all your weapon damage rolls, until the start of your next turn. This does not stack with Lesser Cunning Reduction.

    Improved Cunning Dodge:
    This works like Lesser Cunning Dodge, except that you can spend 3 Cunning Point to add your Intelligence bonus to your Armor Class against all opponents, which lasts until the start of your next turn. This does not stack with Lesser Cunning Dodge.

    Improved Cunning Resistance:
    This works like Lesser Cunning Resistance, except that you can spend 3 Cunning Point to add your Intelligence bonus to all saving throws, which lasts until the start of your next turn. This does not stack with Lesser Cunning Resistance.

    Greater Cunning Resistance: (Requires: Improved Cunning Resistance)
    When making a saving throw, after making the initial roll, but before its results are known (i.e. whether it succeeds or not), you may spend 8 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

    Lesser Cunning Penetration:
    When rolling a check against spell or power resistance, you may spend 1 Cunning Point to add your Intelligence bonus to the check result. You can use this ability even when you are not rolling for the check, e.g. through use of the Arcane Mastery (Complete Arcane) feat. This only works for one check against one particular target. If you are rolling multiple checks (e.g. an area spell which affects multiple targets), each check must be boosted separately.

    Improved Cunning Penetration: (Requires: Lesser Cunning Penetration)
    This works like Lesser Cunning Penetration, except that you can spend 3 Cunning Point to add your Intelligence bonus to all checks made to overcome spell or power resistance, until the start of your next turn. This does not stack with Lesser Cunning Penetration.

    Lesser Cunning Brawn:
    When making Strength checks, and checks involving skills based on Strength (such as Climb), you may add your Intelligence bonus to the check result. This does not cost any Cunning Points.

    Improved Cunning Brawn: (Requires: Lesser Cunning Brawn)
    When making Dexterity checks (such as Initiative), and checks involving skills based on Dexterity (such as Hide), you may add your Intelligence bonus to the check result. This does not cost any Cunning Points.

    Lesser Cunning Sense:
    By spending 2 Cunning Points, you gain Blindsense to a distance of your Trissociate level x 5 ft, which lasts until the start of your next turn.

    Improved Cunning Sense (Requires: Trissociate level 7, Lesser Senses)
    By spending 4 Cunning Points, you gain Blindsight to a distance of your Trissociate level x 5 ft, which lasts until the start of your next turn.

    Evasion: (Requires: Trissociate level 3, Your Trissociate base class must have Reflex as a good save)
    You gain Evasion as a Rogue.

    Improved Evasion: (Requires: Trissociate level 11, Evasion)
    You gain Improved Evasion as a Rogue.

    Lesser Cunning Movement:
    You may spend 2 Cunning Points to stand up from Prone as a free action. This does not provoke attacks of opportunity.

    Improved Cunning Movement: (Requires: Trissociate level 7, Lesser Cunning Movement)
    You may spend 4 Cunning Points to move a distance equal to your current speed, as a swift action. This movement does not provoke attacks of opportunity. You may only use this ability to move, and may not take move-equivalent actions.

    Greater Cunning Movement: (Requires: Trissociate level 13, Lesser Cunning Movement)
    This works like Improved Cunning Movement, except that you may now spend 4 Cunning Points to move a distance equal to your current speed as a free action. You may use this ability multiple times per round, provided you have the Cunning Points to support it. This ability can only be used during your turn.

    Cunning Luck:
    Once per day, you may re-roll any failed attack roll, skill check, ability check, or saving throw. You must take the result of the re-roll, even if it's worse than the original roll. This does not cost any Cunning Points. Unlike Greater Cunning Resistance or Greater Cunning Attack, this occurs after you learn the result of the roll, and it is free action rather than an immediate action. This ability may be taken multiple times, and you gain one additional reroll per day each time.

    Lesser Cunning Critical: (Requires: Trissociate level 11, Lesser Cunning Critical)
    When you score a critical hit against a creature, you also deal 2 points of Strength damage to that creature. Creatures immune to critical hits are immune to this effect. This ability does not cost Cunning Points.

    Improved Cunning Critical: (Requires: Trissociate level 15, Lesser Cunning Critical)
    This works like Lesser Cunning Critical, except that you now deal a total of 2 points of Strength damage, and 2 points of Constitution damage, when you score a critical hit.

    Acrobatic Charge:
    You may charge over difficult terrain that normally slow movement, and through squares occupied by allies. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to succeed on the appropriate checks (such as Balance, Jump or Tumble) to successfully move over the terrain. This ability does not cost Cunning Points.

    Improved Flanking:
    When you are flanking an opponent, you gain a +4 bonus on attacks instead of a +2 bonus on attacks. Other characters flanking with you do not gain this increased bonus. This ability does not cost Cunning Points.

    Automatic Mastery Talents
    Boost Cunning Points: As a free action, you may spend 1 Mastery point to gain 2 Cunning Points. This does not require Mastery Meditation. As per normal, these Cunning Points are lost if not used by the start of your next turn. You may use this ability even when it is not your turn.



    Rogue Association
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    Rogue Association Progression (Based on Associate Level)
    Level Rogue Sneak Attack Special
    Starter +1
    1 +1d6
    2 +1d6
    3 +1d6 +1d4 Rogue-Trap Sense +1
    4 +1d6 +1d4
    5 +2d6 +1d2 Rogue-Uncanny Dodge
    6 +2d6 +1d2
    7 +3d6 Rogue-Trap Sense +2
    8 +3d6
    9 +3d6 +1d4 Rogue-Improved Uncanny Dodge
    10 +3d6 +1d4
    11 +4d6 +1d2 Rogue-Trap Sense +3
    12 +4d6 +1d2
    13 +5d6 Rogue-Special Ability 1
    14 +5d6
    15 +5d6 +1d4 Rogue-Trap Sense +4
    16 +5d6 +1d4
    17 +6d6 +1d2 Rogue-Special Ability 2
    18 +6d6 +1d2
    19 +7d6 Rogue-Trap Sense +5

    Rogue Skills: Add Balance, Escape Artist, Sleight of Hand, Tumble and Use Magic Device to your Trissociate class skill list.

    Rogue Class Features: You gain Rogue class features, which works just like a normal Rogue except as noted here. Your Rogue class features are gained according to the progression in the table above.
    Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).

    Others: Your Rogue Association starter ability is a single point of sneak attack damage.

    Automatic Mastery Talents
    Boost Sneak Attack: You gain the Boost Sneak Attack talent as described above.



    Scout Association
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    Scout Association Progression (Based on Associate Level)
    Level Scout Skirmish Special
    Starter - Scout-Battle Fortitude +1 (Bonus to Fort and Initiative)
    1 +1d3, +0 AC
    2 +1d3, +0 AC
    3 +1d6, +0 AC Scout-Uncanny Dodge
    4 +1d6, +0 AC
    5 +1d6, +1 AC Scout-Fast Movement +10 ft
    6 +1d6, +1 AC
    7 +1d6+1d3, +1 AC Scout-Trackless Step
    8 +1d6+1d3, +1 AC
    9 +2d6, +1 AC Scout-Battle Fortitude +2
    10 +2d6, +1 AC
    11 +2d6, +2 AC Scout-Flawless Stride
    12 +2d6, +2 AC
    13 +2d6+1d3, +2 AC Scout-Fast Movement +20 ft
    14 +2d6+1d3, +2 AC
    15 +3d6, +2 AC Scout-Camouflage or Scout Blindsense 60 ft
    16 +3d6, +2 AC
    17 +3d6, +3 AC Scout-Battle Fortitude +3
    18 +3d6, +3 AC
    19 +3d6+1d3, +3 AC Scout-Hide in Plain Sight or Scout Blindsight 60 ft

    Scout Skills: Add Balance, Escape Artist and Tumble to your Trissociate class skill list.

    Scout Class Features: You gain Scout class features (Complete Adventurer pg 10), which works just like a normal Scout except as noted here. Your Scout class features are gained according to the progression in the table above.

    Others: Your starter ability is Battle Fortitude +1.

    Scout-Camouflage or Scout Blindsense (Ex): You may choose to gain one of the following abilities. Either: Camouflage as a Scout, or Blindsense as described below.
    Scout Blindsense (Ex): You gain Blindsense to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsense as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Scout-Hide in Plain Sight or Scout Blindsight (Ex): If you previously selected the Camouflage ability, you now gain Hide in Plain Sight. If you previously selected Scout Blindsense, you now gain Blindsight as described below.
    Scout Blindsight (Ex): You gain Blindsight to a distance equal to your Trissociate level x 5 ft.
    Special: If you already have Blindsight as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

    Automatic Mastery Talents
    Boost Skirmish: As a free action, you may spend Mastery points to increase the damage dealt by a successful Skirmish. You activate this ability after making a successful Skirmish (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Skirmish dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). This ability can only be used once per round.



    Shadow-Adept Association
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    For a variant that gains Shadow SLAs instead of maneuvers, see the Shadow-Blooded Association.

    Shadow-Adept Association Progression (Based on Associate Level)
    Level Shadow Mantle Shadow-Adept Highest Maneuver Level Shadow-Adept Maneuvers Known Shadow-Adept Stances Known Shadow-Adept Sublime Point Pool Maximum (Recovery) Special
    Starter - - - - - (-) Shadow-Adept Chosen Energy Resistance, Low light vision
    1 - 1 1 1 3 (1) Dark Vision 60 ft
    2 - 1 1 1 3 (1)
    3 - 2 2 1 6 (1) Shadow Hide in Plain Sight (Lesser)
    4 - 2 2 1 6 (1)
    5 - 3 2 2 9 (2) Improved Dark Vision (60 ft)
    6 - 3 2 2 9 (2)
    7 - 4 3 2 12 (2) Shadow Hide in Plain Sight (Improved)
    8 - 4 3 2 12 (2)
    9 - 5 3 3 15 (3)
    10 - 5 3 3 15 (3)
    11 10% 6 4 3 18 (3) Shadow Hide in Plain Sight (Greater)
    12 10% 6 4 3 18 (3)
    13 20% 7 4 3 21 (4) Shadow Speed Boost (+10 ft)
    14 20% 7 4 3 21 (4)
    15 30% 8 5 4 24 (4)
    16 30% 8 5 4 24 (4)
    17 40% 9 5 4 27 (5)
    18 40% 9 5 4 27 (5)
    19 50% 9 6 4 30 (5) One With Shadow

    Shadow-Adept Skills: Add Balance, Disguise, Escape Artist, Martial Lore, Sleight of Hand and Tumble to your Trissociate class skill list.

    Shadow Mantle (Su): At will, you can conceal yourself with shifting shadows. This ability provides concealment according to the table above. You can can dismiss or resume this effect as a free action. Darkvision and low-light vision offer no help in piercing the Shadow Mantle, but any creature that can see in magical darkness can ignore the miss chance, as can a creature with blindsight or true seeing. The shadows make it difficult to specifically target you, but your enemies are aware of your position. Hence you cannot use Shadow Mantle to make Hide checks. Shadow Mantle does not function in bright daylight, or similiar effects such as a daylight spell. It counts as the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.

    Shadow-Adept Chosen Energy Resistance (Ex): Select one of the following energy types (Cold). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.
    Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.
    Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

    Shadow-Adept Maneuvers and Stances: You gain maneuvers from the Shadow Hand discipline, with your initiator level equal to your Trissociate level. For Shadow Hand maneuvers which have a save DC that is normally based on Wisdom, the save DC is instead based on your highest mental ability score (Intelligence, Wisdom or Charisma). Your maneuvers known and stances known are detailed in the table above. You always ready all the Shadow Hand maneuvers that you know (hence there is no maneuvers readied column). Whenever you gain another Trissociate level, you may swap out one of your current Shadow Hand maneuvers for another Shadow Hand maneuver which you qualify for. You may not swap out your Shadow Hand stances.
    Special: With DM permission, you may swap out Shadow Hand for another discipline that is appropriate for a Shadow-Adept.

    Shadow-Adept Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Shadow-Adept maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.
    Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.
    Note: Because you ready all the Shadow-Adept association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Shadow-Adept association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

    Extra Sublime Points:
    Requirements: Trissociate Shadow-Adept Associate
    Benefit: Your Sublime Point Pool Maximum size increases by 3. You can take this feat multiple times, and its effects stack. Additionally, your Sublime Point Pool Recovery rate increases by the number of times you took this feat, divided by 2, round down (e.g. +1 when you have taken this feat twice).
    Special: You may buy this feat with Focus Features.

    Lesser Copy Maneuver: (refer to linked thread)

    Shadow Hide in Plain Sight (Su): You can attempt to hide even while being observed, provided certain other conditions are met. You can even hide yourself from view in the open without anything to actually hide behind:
    Lesser: You can attempt to hide, so long as you are in an area of magical darkness.
    Improved: You can attempt to hide, so long as you are in an area of shadowy illumination or darker, including total mundane darkness and magical darkness.
    Greater: You can attempt to hide, so long as you are in an area that does not have full daylight or similiar effect. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

    Improved Dark Vision (Ex): Your darkvision now lets you see normally even in magical darkness, to a range of 60 ft.

    Shadow Speed Boost (Ex): You gain an untyped bonus to all your movement modes, equal to the number indicated in the brackets. This bonus applies even to movement modes which you gain, that are in temporary in nature, such as flight from a Fly spell.

    One With Shadow (Ex): Your Shadow Hide in Plain Sight ability is now an extraordinary ability, that functions even in an anti-magic field. Additionally, your Shadow Hand maneuvers and stances which are normally supernatural abilities, may now also be used as extraordinary abilities.

    Automatic Mastery Talents
    Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.



    Spellthief Association
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    Spellthief Association Progression (Based on Associate Level)
    Level Spellthief-Steal Spell Highest Spell Level Special
    Starter - Spellthief-Sneak Attack +1
    1 0th Spellthief-Spellgrace +1, Spellthief-Sneak Attack +1d6
    2 0th
    3 1st Spellthief-Steal energy resistance 5, Spellthief-Detect Magic
    4 1st
    5 2nd Spellthief-Steal energy resistance 10, Spellthief-Steal Spell Effect
    6 2nd
    7 3rd Spellthief-Spellgrace +2, Spellthief-Steal Spell-Like Ability
    8 3rd
    9 4th Spellthief-Steal energy resistance 15, Spellthief-Absorb Spell
    10 4th
    11 5th Spellthief-Steal energy resistance 20, Spellthief-Sneak Attack +2d6
    12 5th
    13 6th Spellthief-Spellgrace +3, Spellthief-Arcane Sight
    14 6th
    15 7th Spellthief-Steal energy resistance 25, Spellthief-Discover Spell
    16 7th
    17 8th Spellthief-Steal energy resistance 30, Spellthief-Steal Spell Resistance
    18 8th
    19 9th Spellthief-Spellgrace +4, Spellthief-Absorb Spell (Immediate Casting)

    Spellthief Skills: Add Escape Artist, Spellcraft, Tumble and Use Magic Device to your Trissociate class skill list.

    Spellthief Class Features: You gain Spellthief class features, which works just like a normal Spellthief except as noted here. Your Spellthief class features are gained according to the progression in the table above. You may use your Trissociate level to determine the strength of your Spellthief abilities. The highest level spell you can steal, is indicated in the 'Spellthief-Steal Spell Highest Spell Level' column. If you are a spontaneous caster, you can use the stolen spell power to cast any spontaneous spell that you know of the same level or lower (effectively, this gives you one free casting of a known spontaneous spell). If you are a prepared caster, you can use the stolen spell power to cast any spell in a spell slot of the same level or lower, without expending that spell slot (effectively, this gives you one free casting of a prepared spell). You may use your Intelligence bonus or Wisdom bonus, instead of your Charisma bonus (whichever is the highest), to determine your daily uses of 'Spellthief-Detect Magic' and 'Spellthief-Arcane Sight', the caster level cap for your 'Spellthief-Steal Spell Effect' ability, and the duration of your 'Spellthief-Steal Spell Resistance' ability.
    Psionic Adaptation: As noted in the sidebar for the original Spellthief, if psionics are common in your game, you have two options. The first is to allow Spellthieves to affect both spells and psionic powers. The second is to create a new Association, the Psithief, that functions identically to the Spellthief except that its special abilities affect psionic powers only.
    Others: You qualify for the following feats:

    Steal Supernatural Ability: (refer to linked thread)

    Spellthief-Sneak Attack +1 (Ex): Your Spellthief Association starter ability is a single point of sneak attack damage.

    Automatic Mastery Talents
    Boost Sneak Attack: You gain the Boost Sneak Attack talent as described above.

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    Last edited by JeminiZero; 2014-06-15 at 04:59 AM.