Quasar Knight - Abstract Thief
Quasar Knight - Abstract Thief
Thief
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Weapon and Armor Proficiency: The abstract stract thieves can prepare from memory. An
thief is proficient with all simple weapons, plus abstract thief begins play with a spellbook con-
the hand crossbow, rapier, shortbow, and short taining all 0-level abstract thief spells plus three
sword. They are proficient in light armor, but no 1st-level abstract thief spells of her choice. The
shields. An abstract thief can cast abstract thief abstract thief also selects a number of additional
spells while wearing light armor and use a shield 1st-level abstract thief spells equal to her Intelli-
without incurring the normal arcane spell failure gence modifier to add to her spellbook. At each
chance. Like any other arcane spellcaster, an new abstract thief level, she gains two new spells
abstract thief wearing medium or heavy armor of any spell level or levels that she can cast
incurs a chance of arcane spell failure if the spell (based on her new abstract thief level) for her
in question has a somatic component. A multi- spellbook. At any time, an abstract thief can also
class abstract thief still incurs the normal arcane add spells found in other spellbooks to her own.
spell failure chance for arcane spells received
from other classes. An abstract thief can learn spells from a wizard’s
spellbook, just as a wizard can from an abstract
Spells: An abstract thief casts arcane spells thief’s spellbook. The spells learned must be on
drawn from the abstract thief spell list. An ab- the abstract thief spell list, as normal. An alche-
stract thief must choose and prepare her spells mist can learn formulae from an abstract thief’s
ahead of time. spellbook, if the spells are also on the alchemist
spell list. An abstract thief cannot learn spells
To learn, prepare, or cast a spell, the abstract from an alchemist. Additionally, any wizard spells
thief must have an Intelligence score equal to at they learn are considered to be the abstract
least 10 + the spell level. The Difficulty Class for thief’s version for purposes of spell slots and spell
a saving throw against an abstract thief’s spell is level.
10 + the spell level + the abstract thief’s Intelli-
gence modifier.
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aspects of their character. If the creature suc-
ceeds on its save, then the ability has no effect, Still Spell: At 13th level, an abstract thief gains
and the abstraction points and action are wasted. Still Spell as a bonus feat. If she already has
this feat, she can pick another feat of her choice
provided she meets the prerequisites.
Dark Step (Ex): There are many strange crea-
tures in the world with amazing sensory percep- Unseen Attacker (Su): At 15th level, whenever
tions, and an abstract thief learns how to get an abstract thief successfully deals sneak attack
around these abilities to better remain unde- damage against a flat-footed opponent, they may
tected. At 4th level, an abstract thief can roll a immediately cast an illusion or enchantment spell
Stealth check against a creature with blindsight, with a casting time of 1 standard or move action
blindsense, lifesense, scent, or tremorsense at a as a swift action.
-5 penalty to avoid detection, even if the abstract
thief is within the creature’s sensory radius. Extend Spell: At 16th level, an abstract thief
gains Extend Spell as a bonus feat. If she al-
Preternatural Precision (Ex): An abstract thief’s ready has this feat, she can pick another feat of
sneak attack ability is capable of landing a hit her choice provided she meets the prerequisites.
even when circumstances suggest otherwise. At
5th level, an abstract thief can deal sneak attack Persistent Images (Su): At 19th level, whenev-
damage on targets with concealment, and can er an abstract thief casts an illusion spell with a
make ranged sneak attacks on targets up to 60 duration of “concentration,” it lasts an additional
feet away. Additionally, the abstract thief can number of rounds equal to ½ their abstract thief
use an abstraction as part of a sneak attack by level (rounded down). If the abstract thief also
spending the appropriate amount of abstraction possesses wizard levels and has the illusion
points. arcane school, then this ability stacks with the
“Extended Illusions” ability.
Silent Spell: At 6th level, an abstract thief gains
Silent Spell as a bonus feat. If she already has Legendary Deceiver (Ex): At 20th level, the
this feat, she can pick another feat of her choice abstract thief’s exploits and talents are harnessed
provided she meets the prerequisites. into perfection. She can use two abstractions in
the same round as a standard action by spending
Fool the Unbeating Heart (Su):At 7th level, an abtraction points for both abilities. Additionally,
abstract thief treats constructs, oozes, plants, she can use any application of the Disable De-
and undead creatures with an Intelligence score vice, Disguise, Escape Artist, or Sleight of Hand
as humanoids for the purposes of mind-affect- skills as a swift action.
ing effects, effectively bypassing their immunity
granted by type. Mindless creatures (lacking an
Intelligence score) are still immune, however.
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List of Abstractions: Steal Fortune, Greater: An abstract thief can bestow
incredibly bad luck on a target, and gain great luck in
Steal Aptitude: An abstract thief can take a little bit of turn by spending 2 abstraction points. If successful,
a target’s natural ability and add it to themselves. The the abstract thief can reroll a failed attack roll, skill
abstract thief chooses an ability score to be affected. check, or saving throw and take the better of two re-
If successful, the target suffers four points of ability sults, while the target must reroll and take the worse of
damage on that score, while the abstract thief gains a two results for their next roll. The good luck dissipates
+4 enhancement bonus to that same ability score. The if the abstract thief does not make a d20 roll within a
bonus lasts for 1 minute per level, as does the ability number of minutes equal to their class level; the same
damage for the target (this is an exception to the way duration applies to the target as well for their own
ability damage normally works). reroll. The abstract thief must be at least 9th level and
know Steal Fortune in order to select this ability.
Steal Divination: An abstract thief can take a bit of
insight intended for the target. If successful, the next Steal Knowledge: An abstract thief can steal a target’s
time a beneficial divination spell is cast on the target memorized training in a single area of expertise. She
or by the target, the abstract thief benefits instead as chooses a single Intelligence-based skill to steal from
though she had cast the spell. The original caster still the target. If the target is untrained (has no ranks)
provides the verbal, somatic, material components, in said skill, then another skill is selected at random
and arcane or divine focus. by the DM. If the target has no ranks in any Intelli-
gence-based skills, then this abstraction’s use is wasted.
If a divination spell is not cast by the target or on the If successful the abstract thief absorbs a number of
target within the next 24 hours, then the abstract thief ranks in the skill equal to the abstract thief ’s level or
loses this benefit and must successfully use the abstrac- the total ranks the target possesses, whichever is less,
tion again if she hopes to benefit. The abstract thief and adds it to her own ranks in the skill. The abstract
must be at least 9th level in order to select this abstrac- thief retains these ranks for 10 minutes per abstract
tion. thief level, after which they return to the target. The
abstract thief cannot gain ranks in a skill beyond her
Steal Force: The abstract thief can steal the deadli- character level.
ness of a weapon (manufactured or natural) and add
it to a weapon they possess. Any bonuses the weapon The abstract thief must have Steal Memory in order to
gains from masterwork quality, magical enhancement, select this abstraction.
the keen magical weapon property, or similar effect
which improves/modifies damage is transferred over Steal Life: The abstract thief learns the deadly art of
to a weapon in the abstract thief ’s possession of her severing the bonds which hold all living things togeth-
choice. If used on a magic weapon, the target weap- er. This can only be used on living creatures; the target
on still counts as magical for the purposes of damage creature must succeed on a Will Save or die, and the
reduction and Detect Magic, but otherwise loses its abstract thief gains a number of temporary hit points
enhancement bonus. If the abstract thief ’s desired equal to 2 x the creature’s hit dice. The effect is instan-
weapon already has an enhancement bonus, it uses its taneous. The abstract thief must be at least 9th level
own or that of the target weapon, whichever is greater. and have Steal Vitality in order to select this abstrac-
The abstract thief must be at least 6th level in order to tion.
take this abstraction.
Steal Memory: An abstract thief can forcibly intrude
Steal Fortune: An abstract thief can steal a target’s into a target’s thoughts and take up to 1 minute worth
good fortune. If successful, the abstract thief gains a of memories from the target. The abstract thief has
+2 luck bonus on their next d20 roll, and the target to know what to look for in a general sense (“what’s
suffers a -2 luck penalty on their next d20 roll. This the password to Redstone Fortress?”), and if the target
luck is lost if the abstract thief does not make a d20 roll creature does not possess said memory then this ability
within a number of minutes equal to their class level; automatically fails. If successful, the abstract thief
the same duration applies to the target’s luck penalty. gains the memory, along with the particular senses
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and experiences the target was going through at the within 30 feet of the abstract thief, and automatically
moment. The target creature still has knowledge of the stretches to hit distant creatures. The shadow lasts for
memory. The abstract thief must be at least 6th level to a number of rounds equal to the abstract thief ’s level,
select this abstraction. after which it rejoins the target creature and ceases to
be a monster. The abstract thief can only possess one
Steal Passion: The abstract thief can steal a target stolen shadow at a time. The abstract thief must be at
creature’s emotions and take them into themselves. If least 6th level in order to select this abstraction.
the target creature is under the effects of a fear effect,
a barbarian’s rage, or a morale bonus or penalty from Shadowfriend: An abstract thief can imbue stolen
a spell or spell-like ability, then a successful use of shadows with their own magic to bolster its power. By
this abstraction acts as a calm emotions spell and the spending 2 abstraction points, a shadow taken with
abstract thief takes the effects upon themselves for a the Steal Shadow power becomes Greater Shadow. The
number of minutes equal to their abstract thief level or abstract thief must be at least 12th level and have Steal
until the end of the effect’s normal duration, whichever Shadow in order to select this abstraction.
comes first.
Steal Soul: This powerful and insidious abstraction
An abstract thief can also use this to mimic the effects allows the abstract thief to obtain the soul of a living
of a charm person spell on a target creature (“stealing creature killed with Steal Life or Steal Vitality. This
their heart”). mimics the effects of the Trap the Soul spell except that
the abstract thief must still provide the necessary mate-
Steal Proficiency: An abstract thief can take a target’s rial components. The abstract thief must be at least
martial training in a particular weapon, armor, or 15th level and possess the Steal Life and Steal Vitality
shield. If successful, the abstract thief gains Weapon abstractions in order to select this one.
Proficiency as a bonus feat the target is proficient in (a
specific listed weapon, Armor Proficiency in a category Steal Space: An abstract thief can switch places with a
of armor (light, medium, or heavy), shields, or tower target within range. If successful, the abstract thief and
shields) for a number of minutes equal to the abstract target switch squares. This is considered a teleporta-
thief ’s level. If the abstract thief is already proficient in tion effect, and the abstraction automatically fails if the
said equipment, then this abstraction has no benefit, target or abstract thief would be physically incapable of
but it still steals the target’s proficiency. If the target fitting into the new space.
possesses feats or special abilities which require profi-
ciency, then he will lose the use of said abilities for the The abstraction cannot entirely negate falling damage;
abstraction’s duration. if used on a falling target, or on a ground-bound target
if the abstract thief is falling, the falling target takes
Steal Sense: An abstract thief can steal one sensory damage equal to the amount of feet traveled at the time
ability of a target creature. The abstract thief can gain the abstraction was used. Keep in mind that a target
low-light vision, darkvision, blindsight, blindsense, transported to a space in mid-air begins falling.
lifesense, telepathy, tremorsense, or scent, if the target
creature possesses said ability, for a number of minutes Steal Spell: An abstract thief can steal one prepared
equal to the abstract thief ’s level. The abstract thief spell, or one spell slot and use of the spell in the case
must be at least 6th level in order to select this abstrac- of spontaneous spells, from a target creature. If suc-
tion. cessful, the abstract thief can cast that spell with an
effective caster level equal to her abstract thief level.
Steal Shadow: An abstract thief can take the shadow The abstract thief uses her Intelligence modifier for the
cast by a target creature and turn it into the monster of purposes of determining the spell’s Save DC, and must
the same name (see Pathfinder Bestiary). If successful, be cast in a number of minutes equal to the abstract
the shadow is ripped from the target and replaces the thief ’s level or it becomes lost to both abstract thief
abstract thief ’s own. The shadow is of Neutral align- and target creature alike. The spell stolen is chosen by
ment and obeys the abstract thief ’s bidding, includ- the abstract thief provided she knows that the target
ing fighting on her behalf. The shadow must remain possesses said spell, or otherwise chosen at random by
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the Gamemaster.
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Abstract Thief ’s Spell List: ing Sphere, Greater Dispel Magic, Legend Lore, Mass
Cat’s Grace, Mass Eagle’s Splendor, Mass Fox’s Cun-
Spells marked with an asterisk (*) are from the Path- ning, Mislead, Permanent Image, Programmed Image,
finder Advanced Player’s Guide. Spells marked with Project Image, Stone to Flesh, True Seeing, Veil, Wall
two asterisks (**) are from Ultimate Magic of Iron
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thin sheet of lead for the purposes of blocking various
divination spells. Crafting items out of this enchanted
material adds +5 to the Craft DC and +2,000 to the
base price of an item. In the case of buildings and oth-
er large structures, you need to enchant as many cubes
of the material as are necessary to cover the area. For a
completely-covered structure, adjust the base price by
300%.
Special: This feat can be taken more than once. Every
time you take the feat you select an additional material
you can enchant. Despite being an Item Creation feat,
this feat can be taken by characters with no levels in
a spellcasting class. In such a case these people either
learned their trade from prestigious craftsmen (such as
master dwarven artificers), an esoteric guild, or simply
aped the effects of magic through distant observation
and research.
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Abstract Thieves in the World magical power, the very foundations upon which the
city was built.
Love and hate, life and death, success and failure,
insight and ignorance. To use the art of magic to foil Eventually Jellina made it into the Grand Palace itself,
the very concepts of the multiverse is a difficult one, at outwitting its numerous wards and sharp-eyed guards.
best. No two abstract thieves practice the same arcane First she stole the King’s heart, earning his trust. Then
techniques: some subject themselves to academic rigor, she stole his knowledge, learning the rituals necessary
pouring over musty old tomes penned by planar schol- for the mightiest spells and hidden sanctum where
ars. Others adopt meditative practices to gain greater the King performed them. Then she stole his shadow,
awareness of the links between all things. Some com- so that the demons guarding the sanctum’ chambers
bine experimental magical theory with existing spells believed her to be the King which bound them. She
to make something altogether different. With enough stole the demon’s claws and infernal vision, granting
effort and talent, the abstract thief can take the core as- her terrible might. Upon performing the ritual, she
pects of others, stealing what was previously thought to stole the King’s power and bonded the city to her, mak-
be inviolate. Any common criminal can steal another’s ing her the new Queen of the land as it was written in
possessions, and an enchanter can steal one’s free will. the ritual’s codex. The King was furious, but once he
But to steal someone’s luck, someone’s youth, some- moved against her he found that his spells were of no
thing less tangible; that is not so simple. To be able use, his demonic guards loyal to another master. And
to steal these things are what abstract thieves strive to so Jellina stole the only thing left of him, his life.
accomplish.
Jellina proved to be a fair ruler. She extended the ben-
Depending upon the campaign world, abstract thieves efits of magic to all, so that no family would go hungry
might be inheritors of a magical legacy, students of and no worker would have to toil all day for a pittance
a long-lost art, unorthodox wizards, an elite order of of pay. Nobody knows if this city really existed, or
magical spies and infiltrators, or any other possibility how it fell, but some bards tell that Jellina’s own magi-
you or the Game Master might think up! Below are cal secrets were hidden from the rest of the populace,
a few suggestions to better customize them for your knowing of the terror it would wrought in the wrong
gaming sessions: hands. Many abstract thieves swear that this story is
true, that all knowledge of abstractions stem from her
The Legend of Jellina: In millennia past, a magnificent own precocious talents and research. Many arcanists,
city of golden spires and might archmages proudly abstract thief or not, seek to find the lost city so that
stood in the deserts of the south. It was a bastion of they can claim the power of the ancients in Jellina’s and
civilization in an inhospitable land, but even it had the wizard-priests’ spellbooks.
its cast-offs and underprivileged. Where magic gems
were a more precious commodity than gold, and its But perhaps these are all just stories, and there is no
wizard-priests used extensive rituals to achieve immor- need to fear of some mage thief ’s power falling into the
tality, those who were not fortunate enough to be born wrong hands. Only time will tell.
with sorcery or studious enough to learn wizardry
were subject to the whims of an arrogant magocracy.
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The First Necromancer: It is said that before the world
was formed, the progenitors of mortal kind lived as
insubstantial souls and elementals in the planes. The
deities were still carving out the earth of the Material
Plane for a world to populate, and their faithful waited
for that day. Karshire, a soul serving under the one
who’d become the God of Death, worried over this
prospect and what it entailed. Putting souls into the
limited forms of flesh and blood bodies would drasti-
cally reduce their might. His God listened, and tasked
Karshire to help Sanet, a fellow minion, with creating a
hidden outlet for mortals to escape these limitations.
Once the gods finished forming the world and the first
mortal civilizations arose, Karshire and Sanet spent
many years learning among the mages and clerics who
came to dominate the cities. Sanet took naturally to
wizardry, of the schools of transmutation to shape the
land, abjuration to guard against the predators outside
the gates, and conjuration to call forth the minions of
the gods in times of crisis. Karshire was skilled as well,
but not on Sanet’s level; he developed a series of for-
mulas which could potentially dilute the bonds of mor-
tality in an individual and make them neither living
nor dead. Sanet did not take much stock in Karshire’s
revolutionary formulas, believing that the already-de-
veloped schools of magic to be of most use to their
God, and downplayed his “wild, untested theories”
amid the magical scholars.
15
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Steal the Unstealable!
The Abstract Thief is a new base class for the Pathfinder Role-Playing Game. Utilizing the con-
nection of ideas which make up reality, abstract thieves can steal intangible concepts from oth-
ers! Life, youth, knowledge, luck, all are within easy reach of one who masters the esoteric art of
Abstractions.
In addition to being skilled in mundane cloak-and-dagger skills, the abstract thief has a versatile
assortment of spells to better confound and outwit their enemies. Introducing the abstract thief
into your game is great for both Player and Game Masters alike, as it provides new sneaky tricks
for the party and formidable adversaries for future adventures!
18 Abstractions, the unique abilities which allow the abstract thief to take a target’s good for-
tune, hit points, weapon proficiencies, skills, souls, spells, and more!
5 new feats, from Be Quiet and Follow Me which helps the sneakier members of your party
to keep the entire party concealed, to Scry-Proof Item which masks equipment and structures
from the prying eyes of diviners.
Two sample legends for how the art of abstract thieves came to be known in the world.
Get the jump on the opposition and buy The Abstract Thief!
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