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Quasar Knight - Abstract Thief

The document details the Abstract Thief class for the Pathfinder Roleplaying Game, highlighting its unique abilities, skills, and spellcasting mechanics. It outlines the class's characteristics, motivations for adventuring, and various special abilities such as Sneak Attack and Abstraction. Additionally, it includes information on the class's proficiency with weapons and armor, spell preparation, and the use of abstraction points to enhance abilities.

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Robert Marler
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0% found this document useful (0 votes)
118 views21 pages

Quasar Knight - Abstract Thief

The document details the Abstract Thief class for the Pathfinder Roleplaying Game, highlighting its unique abilities, skills, and spellcasting mechanics. It outlines the class's characteristics, motivations for adventuring, and various special abilities such as Sneak Attack and Abstraction. Additionally, it includes information on the class's proficiency with weapons and armor, spell preparation, and the use of abstraction points to enhance abilities.

Uploaded by

Robert Marler
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Abstract

Thief

Written by Ray Chapel


Artwork by Matt Morrow
and Gary Dupuis
The Abstract Thief Publishing, LLC, and the Pathfinder Roleplaying
Game and the Pathfinder Roleplaying Game
Credits Compatibility Logo are trademarks of Paizo Pub-
Written by: Ray Chapel lishing, LLC, and are used under the Pathfinder
Editing: Ray Chapel Roleplaying Game Compatibility License. See
Artwork: Gary Dupuis, Matt Morrow http://paizo.com/pathfinderRPG/compatibility for
more information on the compatibility license.
Special Thanks: All the folks at minmaxboards.
com who helped evaluate this base class for
improvement, as well as spotting errors and dis-
crepancies in the grammar and game mechanics.

Product Identity: The following items are hereby


identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, reg-
istered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations,
characters, and trade dress. (Elements that have
previously been designated as Open Game Con-
tent are not included in this declaration.)

Open Content: Except for material designated


as Product Identity (see above), the game me-
chanics of this Quasar Knight Enterprises game
product are Open Game Content, as defined in
the Open Gaming License version 1.0a Section
1(d). No portion of this work other than the mate-
rial designated as Open Game Content may be
reproduced in any form without written permis-
sion.

Compatibility with the Pathfinder Roleplaying


Game requires the Pathfinder Roleplaying Game
from Paizo Publishing, LLC. See http://paizo.com/
pathfinderRPG for more information on the Path-
finder Roleplaying Game. Paizo Publishing, LLC
does not guarantee compatibility, and does not
endorse this product.

Abstract Thief is © 2014 Ray Chapel, Quasar


Knight Enterprises. Open Gaming License
Copyright © 2007 Wizards of the Coast. All rights
reserved.

Artwork is © Gary Dupuis and Matt Morrow, Pur-


ple Duck Games.

Pathfinder is a registered trademark of Paizo


1
There are many who use arcane magic for de-
ceitful and larcenous purposes, but rarely do peo- Class Skills
ple manage to reach the level of skill as effective-
ly as an abstract thief. Combining the mundane The Abstract Thief’s class skills are Acrobatics
arts of cloak and dagger tactics with a versatile (Dex), Appraise (Int), Bluff (Cha), Climb (Str),
assortment of spells, the abstract thief can take Craft (Int), Diplomacy (Cha), Disable Device (Int),
people’s lives and valuables alike with frightening Disguise (Cha), Escape Artist (Dex), Knowledge
alacrity. (Arcana, Local), Linguistics (Int), Perception
(Wis), Profession (Wis), Sense Motive (Wis),
Adventures: Abstract thieves go on adventures Sleight of Hand (Dex), Spellcraft (Int), Stealth
for a variety of reasons. Many seek material (Dex), Swim (Str), and Use Magic Device (Cha).
wealth and glory, selling their skills to the high-
est bidder as robbers and assassins. Others Skill Ranks per Level: 6 + Int modifier.
are thrill seekers, pursuing the next big heist or
untouchable well-guarded treasure just because
they can. And some dedicate themselves to
“worthier” causes, such as commandoes helping
rebels fight tyranny, or assassins slaying dissi-
dents on behalf of said tyrant. Regardless of
their motivations, abstract thieves are alternative-
ly valued and despised for the talents they wield.

Characteristics: Abstract thieves overall tend


to be anti-establishment “think outside the box”
types. Their skill set necessitates involvement in
activity frowned upon by more honorable ele-
ments of society, and their ability to avoid detec-
tion teaches them to spot alternative solutions
and pathways overlooked by most people. They
also have a reputation as introverts and people
who shy away from confrontation, although this is
due more to their training than dominant person-
ality traits.

Alignment: Any. The art of stealth is inherently


an amoral activity, even if it is adopted by many
disreputable sorts. What matters is how the
abstract thief utilizes her talents for the desired
means and ends.

Role: An abstract thief specializes in misdirecting


enemies, throwing them off balance, and bringing
misfortune to them with her talents in order to
better help fellow party members exploit enemy
defenses and perceptions. Abstract thieves also
make great scouts and negotiators, being skilled
in the more subtle arts of larceny and social ma-
nipulation.

Hit Die: d8.


2
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th
1st 0 0 0 2 Spells, Cantrips, 3 1 - - - - -
Steal the Ab-
stract
2nd 1 0 0 3 Sneak Attack 4 2 - - - - -
1d6, Trapfinding
3rd 2 1 1 3 Abstraction 4 3 - - - - -
4th 3 1 1 4 Dark Step 4 3 1 - - - -
5th 3 1 1 4 Sneak Attack 4 3 2 - - - -
2d6, Preternatu-
ral Precision
6th 4 2 2 5 Silent Spell, Ab- 4 4 3 - - - -
straction
7th 5 2 2 5 Fool the Unbeat- 4 4 3 1 - - -
ing Heart
8th 6 2 2 6 Sneak Attack 4 4 3 2 - - -
3d6
9th 6 3 3 6 Nondetection, 4 5 4 3 - - -
Abstraction
10th 7 3 3 7 Hide in Plain 4 5 4 3 1 - -
Sight
11th 8 3 3 7 Sneak Attack 4 5 4 3 2 - -
4d6
12th 9 4 4 8 Abstraction 4 5 5 4 3 - -
13th 9 4 4 8 Still Spell 4 5 5 4 3 1 -
14th 10 4 4 9 Sneak Attack 4 5 5 4 3 2 -
5d6
15th 11 5 5 9 Unseen Attacker, 4 5 5 5 4 3 -
Abstraction
16th 12 5 5 10 Extend Spell 4 5 5 5 4 3 1
17th 12 5 5 10 Sneak Attack 4 5 5 5 4 3 2
6d6
18th 13 6 6 11 Abstraction 4 5 5 5 5 4 3
19th 14 6 6 11 Persistent Imag- 4 5 5 5 5 4 3
es
20th 15 6 6 12 Sneak Attack 4 5 5 5 5 4 3
7d6, Legendary
Deceiver

3
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.

An abstract thief can cast only a certain number


of spells of each spell level per day. Her base
daily spell allotment is given on Table: Abstract
Thief. In addition, she receives bonus spells per
day if she has a high Intelligence score.

An abstract thief may know any number of spells.


She must choose and prepare her spells ahead
of time by getting 8 hours of sleep and spending
1 hour studying her spellbook. While studying,
the abstract thief decides which spells to prepare.

Cantrips: An abstract thief can prepare a number


of cantrips, or 0-level spells, each day, as noted
on Table: Abstract Thief under “Spells per Day.”
These spells are cast like any other spell, but
they are not expended when cast and may be
used again.

Spellbooks: An abstract thief must study her


spellbook each day to prepare her spells. She
cannot prepare any spell not recorded in her
spellbook except for read magic, which all ab-
4
Steal the Abstract (Su): An abstract thief draws flanks her target. This extra damage is 1d6 at 2nd
upon a mystical font of energy which allows her level, and increases by 1d6 every three abstract
to take essential elements of others. An abstract thief levels thereafter. Should the abstract thief
thief has a number of abstraction points equal score a critical hit with a sneak attack, this extra
to ½ her abstract thief level (minimum 1) + her damage is not multiplied. Ranged attacks can
Intelligence modifier. The points refresh to their count as sneak attacks only if the target is within
full value once per day when she prepares her 30 feet.
spells.
With a weapon that deals nonlethal damage (like
At 1st level, an abstract thief can spend one ab- a sap, whip, or an unarmed strike), an abstract
straction point as a swift action to grant a +4 bo- thief can make a sneak attack that deals non-
nus on her next Bluff, Disable Device, Disguise, lethal damage instead of lethal damage. She
Escape Artist, Sleight of Hand, or Stealth check. cannot use a weapon that deals lethal damage
In such cases the abstraction is being used at its to deal nonlethal damage in a sneak attack, not
most base form to aid the abstract thief in winning even with the usual –4 penalty. The abstract thief
over the hearts, minds, and valuables of others. must be able to see the target well enough to pick
out a vital spot and must be able to reach such a
At 4th level, an abstract thief can spend one ab- spot. An abstract thief cannot sneak attack while
straction point as a swift action to make a combat striking a creature with concealment.
maneuver check against an opponent, substi-
tuting their Intelligence modifier in place of their An abstract thief’s sneak attack stacks with the
Strength modifier for the check. This maneuver sneak attack progression of other classes. For
can be made within a range of 30 feet, and man- example, an abstract thief 5/rogue 3 deals 4d6
ifests as an invisible conjuration of force which extra damage on a sneak attack.
hinders, knocks over, or otherwise inconvenienc-
es the target. Abstraction (Su): An abstract thief can select an
abstraction, a concept which they can steal from
At 9th level, an abstract thief can undertake a a creature and temporarily gain its essence. Due
10 minute ritual and spend 5 abstraction points to the sheer variety of concepts in the multiverse,
to gain the benefit of a Mage’s Private Sanctum each one must be examined and learned sep-
spell, with the area of cubes centered on the arately for the abstract thief to master. Starting
abstract thief. The abstract thief casts this as a at 3rd level, and every 3 levels thereafter, an
spell-like ability, except that she must provide the abstract thief can select one abstraction of her
necessary material components for the casting. choice provided she meets the prerequisites.
Unless specifically noted in its description, an
Trapfinding (Ex): At 2nd level, an abstract thief abstraction’s duration lasts a number of minutes
adds 1/2 her level to Perception skill checks equal to the abstract thief’s class level, can only
made to locate traps and to Disable Device skill be taken once, and costs 1 abstraction point per
checks (minimum +1). An abstract thief can use use.
Disable Device to disarm magic traps.
In order to use an abstraction, they must spend
Sneak Attack (Ex): At 2nd level, the abstract the proper amount of abstraction points and have
thief gains the sneak attack special ability. If an line of sight to a creature within 30 feet. As a
abstract thief can catch an opponent when he is standard action they can use the abstraction on
unable to defend himself effectively from her at- a creature, and its effects take place if the tar-
tack, she can strike a vital spot for extra damage. get fails a Will save (DC 10 + ½ abstract thief’s
The abstract thief’s attack deals extra damage class level + Int modifier). The temporary loss of
anytime her target would be denied a Dexterity abilities cannot cause a target to lose the use of
bonus to AC (whether the target actually has a feats, prestige class abilities, and other integral
Dexterity bonus or not), or when the abstract thief

5
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.

Nondetection (Sp): At 9th level, the abstract


thief is under the constant benefit of a nondetec-
tion spell with a caster level equal to her charac-
ter level, which can be dismissed and resumed at
will as a free action.

Hide in Plain Sight (Ex): At 10th level, an ab-


stract thief can use the Stealth skill to hide in any
terrain, even while being observed. This is differ-
ent than the rogue advanced talent of the same
name, as it applies to all terrain types.

6
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

7
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

8
the Gamemaster.

Steal Vitality: An abstract thief can steal the life ener-


gy from a living opponent. If successful, she absorbs a
number of hit points equal to triple her abstract thief
level from the target. The effect is instantaneous. If
this would reduce the target past the amount of nega-
tive points necessary for its death, any excess hit points
are lost. For example, a 12th-level abstract thief who
reduces a 1st-level Commoner with 6 hit points and 10
Constitution to -10 hit points would only gain 16 hit
points and not the full value of 36.

Steal Youth: An abstract thief can sap the youthful vig-


or and energy from a target. If successful, the abstract
thief ages the target to the next available age category,
while the abstract thief moves down to the next young-
er age category. The target suffers the associated penal-
ties to physical ability scores but does not benefit from
any bonuses to mental ability scores. This abstraction
cannot put a target past their maximum age, and the
abstract thief cannot regress farther back than the
minimum age requirement for their race and class. If
you regress to a lower age category and suffered penal-
ties to your ability scores as a result, then the effects of
these penalties are reversed for Steal Youth’s duration.
The duration of this abstraction is one day per abstract
thief level, after which both the abstract thief and tar-
get revert to their normal ages. The abstract thief must
be at least 6th level in order to select this abstraction.

9
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

0- Arcane Mark, Dancing Lights, Daze, Detect Magic,


Detect Poison, Flare, Ghost Sound, Know Direction,
Light, Lullaby, Mending, Open/Close, Mage Hand, Favored Class Bonuses
Mending, Message, Prestidigitation, Read Magic, Re-
sistance Instead of receiving an additional hit point or skill
rank whenever they gain a level in a favored class, an
1st- Alarm, Animate Rope, Burning Hands, Charm abstract thief of the appropriate race can instead gain a
Person, Color Spray, Comprehend Languages, De- bonus listed below:
tect Secret Doors, Disguise Self, Expeditious Retreat,
Feather Fall, Grease, Hold Portal, Identify, Jump, Magic Dwarves: Add +1 bonus on Stealth checks when using
Aura, Magic Missile, Memory Lapse (*), Mount, Ob- the Dark Step class feature against opponents with the
scuring Mist, Silent Image, Shield, Sleep, True Strike, listed special abilities.
Unseen Servant, Vanish (*)
Drow: Add +1/2 spell to the abstract thief ’s spellbook.
2nd- Alter Self, Arcane Lock, Blur, Cat’s Grace, Dark-
ness, Detect Thoughts, Disguise Other (**), Eagle’s Gnomes: Add +1/2 bonus on Perception and Spellcraft
Splendor, Fox’s Cunning, Glitterdust, Invisibility, Lo- checks when interacting with illusion magic and spells
cate Object, Minor Image, Misdirection, Obscure Ob- with the (shadow) descriptor.
ject, Pyrotechnics, Rope Trick, See Invisibility, Silence,
Spider Climb, Touch of Idiocy, Web, Whispering Wind Halflings: Add +1/3 to the abstract thief ’s dodge bo-
nus to Armor Class when under partial or total con-
3rd- Arcane Sight, Blink, Clairaudience/Clarvoyance, cealment.
Deep Slumber, Dispel Magic, Displacement, Explo-
sive Runes, Haste, Heroism, Hold Person, Invisibility Half-orcs: Add +1 bonus on sneak attack damage and
Sphere, Flight, Major Image, Nondetection, Phantom damage rolled for spells of the illusion school.
Steed, Protection From Energy, Secret Page, Shrink
Item, Suggestion, Tongues, Water Breathing, Wind Humans: Select a single abstraction the abstract thief
Wall knows. Add +1/2 bonus minutes to the abstraction’s
duration.
4th- Arcana Theft (**), Arcane Eye, Charm Monster,
Confusion, Crushing Despair, Detect Scrying, Dimen-
sion Door, Greater Darkvision (**), Greater Invisibility,
Hallucinatory Terrain, Illusory Wall, Locate Creature,
Phantasmal Killer, Rainbow Pattern, Scrying, Secure
Shelter, Shadow Conjuration, Shadow Step (**), Solid
Fog, Wall of Fire, Wall of Ice

5th- Dominate Person, Echolocation (**), False Vision,


Mass Suggestion, Mind Fog, Mirage Arcana, Over-
land Flight, Passwall, Persistent Image, Secret Chest,
Seeming, Shadow Evocation, Shadow Walk, Symbol of
Scrying (**), Telekinesis, Teleport, Wall of Stone

6th- Contingency, Find the Path, Flesh to Stone, Freez-


10
ing deck as dart weapons which deal slashing damage
instead of piercing. They are not treated as improvised
weapons, being just as deadly as any real weapon, and
you can choose to apply your Dexterity modifier in-
stead of your Strength modifier to their damage bonus.
Additionally, once per day you can consult a deck of
cards for insight by performing a minute-long ritual
which takes the effects of playing a card game. At the
end of the ritual, you gain the benefits of an augury
spell as a spell-like ability with a caster level equal to
your character level.

Extra Abstractions [General]


Your mystical font of energy grows, allowing you to
steal essence more often.
Prerequisite: Steal the Abstract class feature
Benefit: You can 2 additional abstraction points.
Special: This feat can be taken more than once. The
effects stack.

Quick Fingers [General]


Your skill at deftly manipulating objects is so swift that
even experienced spellcasters swear that it’s magic!
Prerequisites: Sleight of Hand 5 ranks, Dexterity 15
Benefit: You can perform a Sleight of Hand check as a
move action without taking the normal -20 penalty on
Feats the skill check. Additionally, you can retry Sleight of
Hand attempts against the same target or observer of
Be Quiet and Follow Me [General] your previous check without increasing the DC by 10.
Your knack for spotting potential obstacles helps you Normal: Performing a Sleight of Hand check as a move
guide others when sneaking off to do acts of mischief. action imposes a -20 penalty on the check. After an
Prerequisites: Perception 3 ranks, Stealth 3 ranks. initial failure, a second Sleight of Hand attempt against
Benefit: When making a Stealth check, you can apply the same target (or while you are being watched by the
the results of your roll to all allies within 10 feet of you. same observer who noticed your previous attempt)
This decision must be made before you roll. Addition- increases the DC for the task by 10.
ally, you use the size penalty of the largest ally in the
group (it’s harder to cover for the mistakes of bigger Scry-Proof Item [Item Creation]
friends). You’ve unearthed the hidden qualities in a common
Special: If you have the Hide in Plain Sight advanced material which guards against scrying and similar
talent, you can apply its benefits to allies within 10 feet.
forms of divination magic. Items and structures craft-
If you are under the effects of an invisibility spell or ed by your hands with this material are highly valued
effect, your allies only gain the bonus to stealth rolls if
for this magical immunity.
they’re under an invisibility spell or effect as well. Prerequisites: Craft (any one skill) 7 ranks, Knowledge
(Arcana) 5 ranks, Spellcraft 7 ranks, Use Magic Device
Card Sharp [General] 5 ranks
Your uncanny insight into card games and tricks grants Benefit: Pick a relatively common material from this
additional abilities beyond the realm of entertainment. list: copper, glass, iron, paper, vines, or wood. By
Prerequisites: Profession (Gambler) 3 ranks, Sleight of incanting a minute-long magical ritual over one 10
Hand 3 ranks, Spellcraft 3 ranks foot cube of this material, you “erase” its presence to
Benefit: You can treat the cards in a tarot deck or play- magic and treat it and any material created from it as a

11
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.

12
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.

Jellina was a poor woman born in the city’s working


quarter. At age 13 she was assigned to be an appren-
tice to a coppersmith. After the city watch caught her
stealing, she fell in with the city’s Thieves’ Guild. They
taught her the art of wizardry from stolen scrolls and
spellbooks, and in time she grew to be a great burgler
and con artist. It was said that there was nowhere
she couldn’t reach by lock or by silver tongue. Where
other thieves of her ilk sought only to enrich their ma-
terial wealth, Jellina hoped to steal the wizard-priests’

13
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.

Karshire grew resentful of Sanet’s mockery, and the


two drifted apart to accomplish the work of their god
independently. Without the funding and assistance of
fellow mages, Karshire turned to theft in order to con-
tinue his work. One night, Karshire and a fellow thief
obtained a bagful of scrolls from an inattentive wiz-
ard. Unfortunately the wrathful mage caught up and
summoned a terrible viper which killed his partner.
Karshire fired a spell off to kill the mage and attended
to his dying ally. As he saw the thief ’s life drain from
his eyes, his mind flashed with insight. For the longest
time Karshire tried to create spells which would make
the caster immortal, but he never developed them to
be used on another! It turned out that this was indeed
easier, and he created the first undead in his experi-
mental laboratory by taking away the essence of life.
The first of them were powerful but rebellious, so he
had to develop alternative techniques to rob them of
the essence of will and bend them to his whims. And
so he created walking, non-sentient corpses to serve as
14
his minions. And his God was pleased.

Sanet abandoned his God’s workings, flush with the


trappings of success, and cast his lot in with the Sun
God. When he heard of Karshire’s betrayal he de-
stroyed his creations with burning light. Karshire
retreated to the depths of the earth, and formulated
ways to steal the shadows from the living to better fight
the power of light. He created the first shadows by
taking them from the people of the city, who saw it as
an omen of doom. That night, shadowy forms rose up
from the ground and slaughtered the people of the city.
The God of Death now commanded fear and respect
from mortal and god alike, and he awarded Karshire
with the greatest prestige on his home plane. The God
extended his protection to thieves all over the world,
for it was by the act of stealing that the first undead
came to be.

And so ends the tale of the first necromancer and the


first abstract thief. The tale’s factual accuracy is widely
disputed, especially by necromantic wizards and clerics
who refuse to believe that their art came from such ac-
cidental beginnings. Still, the power to create shadows,
steal souls, and ravage others with the passages of time
definitely bear necromantic similarities, leading histo-
rians to theorize that the God of Death’s favor might
indeed be present among abstract thieves.

15
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owner of such Trademark or Registered Trademark. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn,
The use of any Product Identity in Open Game Con- based on material by Jonathan Tweet, Monte Cook,
tent does not constitute a challenge to the ownership of and Skip Williams.
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Open Game License v 1.0a Copyright 2000, Wizards of L. Sutter, Russ Taylor, Penny Williams, Skip Williams,
the Coast, Inc. Teeuwynn Woodruff.

System Reference Document. Copyright 2000, Wiz- Pathfinder Roleplaying Game Advanced Player’s
ards of the Coast, Inc.; Authors Jonathan Tweet, Monte Guide. © 2010, Paizo Publishing, LLC; Author: Jason
Cook, Skip Williams, based on material by E. Gary Bulmahn
Gygax and Dave Arneson.
Pathfinder Roleplaying Game Advanced Race Guide.
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© 2011, Paizo Publishing, LLC; Author: Paizo Publish- Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam
ing, LLC. Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Ja-
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17
Stephens, Todd Stewart, and Russ Taylor. Path of the Magi. © 2002 Citizen Games/Troll Lord
Games; Authors: Mike McArtor, W. Jason Peck, Jeff
Pathfinder Roleplaying Game NPC Codex. © 2012, Quick, and Sean K Reynolds.
Paizo Publishing, LLC; Authors: Jesse Benner, Jason
Bulmahn, Adam Daigle, Alex Greenshields, Rob Mc- Skreyn’s Register: The Bonds of Magic. © 2002, Sean
Creary, Mark Moreland, Jason Nelson, Stephen Rad- K Reynolds.
ney-MacFarland, Patrick Renie, Sean K Reynolds, and
Russ Taylor. The Book of Experimental Might. © 2008, Monte J.
Cook. All rights reserved.
Pathfinder Roleplaying Game Ultimate Magic. ©
2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tome of Horrors. © 2002, Necromancer Games, Inc.;
Tim Hitchcock, Colin McComb, Rob McCreary, Jason Authors: Scott Greene, with Clark Peterson, Erica Bals-
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olds, Owen K.C. Stephens, and Russ Taylor. male, Travis Hawvermale, Patrick Lawinger, and Bill
Webb; Based on original content from TSR.
Pathfinder Roleplaying Game Ultimate Campaign.
© 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Kobold Quarterly Issue 7, © 2008, Open Design
Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam LLC, www.koboldquarterly.com; Authors: John Baic-
Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, htal, Wolfgang Baur, Ross Byers, Matthew Cicci, John
Ryan Macklin, Colin McComb, Jason Nelson, Richard Flemming, Jeremy Jones, Derek Kagemann, Phillip
Pett, Stephen Radney-MacFarland, Patrick Renie, Sean Larwood, Richard Pett, and Stan!
K Reynolds, F. Wesley Schneider, James L. Sutter, Russ
Taylor, and Stephen Townshend.
The Abstract Thief, © 2014, Quasar Knight Enterpris-
Pathfinder Roleplaying Game Ultimate Combat. © es; Authors: Ray Chapel.
2011, Paizo Publishing, LLC; Authors: Dennis Baker,
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Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt,
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Renie, Sean K Reynolds, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Equipment.


© 2012 Paizo Publishing, LLC; Authors: Dennis Bak-
er, Jesse Benner, Benjamin Bruck, Ross Byers, Brian
J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz,
Jim Groves, Tracy Hurley, Matt James, Jonathan H.
Keith, Michael Kenway, Hal MacLean, Jason Nelson,
Tork Shaw, Owen KC Stephens, and Russ Taylor.

Anger of Angels. © 2003, Sean K Reynolds.

Book of Fiends. © 2003, Green Ronin Publishing; Au-


thors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J.
Schwalb.

The Book of Hallowed Might. © 2002, Monte J. Cook.

Monte Cook’s Arcana Unearthed. © 2003, Monte J.


Cook.

18
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advertisements for the product in which it features.
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tion.

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as they see fit to work within the publication provided
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19
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!

Within this book you’ll find:

A new base class

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!

20

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