( ⇪ Classes )

Much like spellthieves, psithieves use skill and psionics to drain the abilities of their opponents and turn their foes’ own powers against them. Psithieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Because they have such a wide variety of abilities, psithieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering psionic might of psions nor the brute force of fighters. Psithieves never manifest two powers when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.

Good psithieves use their skills and psionics to entertain themselves, protect those less gifted than themselves, and occasionally serve a cause or nation as a spy. Evil psithieves use their versatile skills to trick and deceive, or plague large cities as daring cat burglars.

Adventures: Psithieves adventure because they love a challenge. They see each puzzle, trap, or monster as a new way to test their skills. This does not mean that they are all overconfident. Some are, but many simply have a healthy dose of curiosity and a keen interest in proving their own mastery. Because they have such versatile abilities, they know they have a chance to overcome nearly any kind of challenge. When confronted with a powerful physical foe, a psithief often can’t help wanting to know whether his stealth and cunning could overcome the foe’s brute force. When confronted with a clever trap, a psithief can’t help wondering whether his speed and skill could overcome the trapmaker’s ingenuity and preparation. Like other characters, psithieves are attracted to the wealth that adventuring offers. Living an open, flamboyant (and therefore expensive) lifestyle suits many, if not all, psithieves, and adventuring offers ready rewards both in gold and fame.

Characteristics: Psithieves use an intuitive form of psionics to enhance their versatile talents. They have a broad skill selection and are capable of developing several sets of skills. Many psithieves emphasize stealth and social abilities, perfecting the ability to surprise and deceive their opponents.

In combat, psithieves use a combination of precise attacks and powers to steal abilities from their opponents. At lower levels, a psithief concentrates on flanking foes and delivering sneak attacks. As a psithief progresses in level, his ability to manifest powers grows stronger, allowing him to psionically augment his modest combat abilities. A psithief’s most potent ability allows him to temporarily steal powers, power effects, and even energy resistances from his opponents.

Alignment: Most psithieves are neutral (Path of Equity). They view the world as a place full of challenges and interesting opportunities and rarely give much thought to morality. Even psithieves with genuinely good intentions occasionally get caught up in the challenge of an adventure and fail to see (or decide to intentionally overlook) the moral implications of their actions.

Evil psithieves are callous and cruel, using their abilities to trick, blackmail, or destroy anyone who has something they want or stands in the way of their personal agenda.

Religion: Most psithieves prefer to rely on their own wits and skill rather than pay homage to a higher power. Occasionally, when planning a particularly daring raid, a psithief makes a one-time offering or prayer to a deity with power over the night or thievery. Others sometimes seek divine protection before attempting to rob or raid a temple, but even these observances are more a chance for a psithief to even the odds than a true attempt at devotion. Some particularly evil psithieves devote themselves to Vecna (the god of secrets), using their abilities to wrest information from their opponents and exploit them for blackmail or more serious crimes.

Background: Psithieves come from a wide variety of backgrounds. Although few places are devoted to the formal training of psithieves, the ones that exist (usually military academies that train a capable corps of espionage agents) produce especially capable and loyal psithieves. These agents of the crown are the exception rather than the rule, however; most psithieves acquire their training from one or more solitary mentors.
These mentors are often psithieves of varied backgrounds who wish to pass along their talents to a likely protégé. Others are rogues or sorcerers who only partially understand their disciple’s unique mixture of skills, yet they provide enough guidance and encouragement for a young psithief to develop his own skills. Psithieves from these diverse backgrounds often pride themselves on their blend of skills and psionics. They rarely take levels in other classes, viewing their mixture of abilities as something particularly suited to their talent and personality.

Races: Humans are more likely than members of other races to become psithieves. Their flexible nature and varied interests make them well suited to the specialties of the psithief. Elves also make excellent psithieves, benefiting from their natural grace. Halflings and gnomes find the psithief’s combination of manifesting abilities and skill selection a good match for their small size. Many gnomes, with their affinity for illusion magic, enjoy the versatility offered by the psithief class, and they often use their combination of stealth and manifesting to develop a formidable repertoire of practical jokes. Halflings, on the other hand, usually take advantage of the class’s skill selection and stealth abilities, viewing their powers as a way to boost their ability to slip past dangerous traps and monsters.

Neither dwarves nor half-orcs make particularly good psithieves, since most members of those races prefer physical power over skill or subterfuge. Dwarves who do become psithieves often emphasize their ability to find and disable traps to the exclusion of other skills.

Other Classes: Psithieves work well with members of almost any other class. Their powers and class skills help them play a variety of roles in an adventuring group. Because they’re not suited to act as front-line melee combatants, they enjoy working with fighters and barbarians more than other classes.

Role: Psithieves can fill any number of diverse roles in an adventuring group, depending on the skills and abilities of the other members of the party. They can at times function as a group’s expert on psionics. With the right skill selection, a psithief can act as a group’s primary scout and its master of stealth. Because his abilities overlap with those of manifesters and rogues, a psithief might have a hard time finding a niche in a group that already includes one character of each kind. In such a case, a psithief usually concentrates on using his powers to augment his class abilities and combat prowess and ends up pairing with the rogue in most endeavors. The two can scout almost anywhere with little chance of being detected, and their ability to flank an opponent and both deal sneak attack damage makes them a deadly duo in combat.

Game Rule Information

Psithieves have the following game statistics.

Abilities: Charisma determines which powers a psithief can manifest and how hard those powers are to resist. Dexterity helps him avoid blows in combat despite his light armor. Psithieves who prefer melee combat benefit from high Strength or Constitution scores.

Alignment: Any, although many psithieves tend toward neutrality.

Hit Die: d6.

Starting Gold: 4d4×10 gp.

Class Skills

A psithief’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Psicraft (Int), Search (Int), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at Each Level: 8 + Int modifier (includes the normal increase)

Table: The Psithief
Level BAB Fort Save Ref Save Will Save Class Features PP/Day Powers Known Max Lvl
1 +0 +0 +0 +2 Sneak attack +1d6, steal power (1st), trapfinding
2 +1 +0 +0 +3 Detect psionics, powergrace +1, steal power effect
3 +2 +1 +1 +3 Steal energy resistance 10
4 +3 +1 +1 +4 Steal power (2nd) 0 1 1st
5 +3 +1 +1 +4 Sneak attack +2d6, steal psi-like ability 0 2 1st
6 +4 +2 +2 +5 Steal power (3rd) 1 3 1st
7 +5 +2 +2 +5 Absorb power 1 4 1st
8 +6 / +1 +2 +2 +6 Steal power (4th) 1 5 2nd
9 +6 / +1 +3 +3 +6 Psychic sight, sneak attack +3d6 1 6 2nd
10 +7 / +2 +3 +3 +7 Steal power (5th) 4 7 2nd
11 +8 / +3 +3 +3 +7 Powergrace +2, steal energy resistance 20 4 8 2nd
12 +9 / +4 +4 +4 +8 Steal power (6th) 9 9 3rd
13 +9 / +4 +4 +4 +8 Discover powers, sneak attack +4d6 9 10 3rd
14 +10 / +5 +4 +4 +9 Steal power (7th) 10 11 3rd
15 +11 / +6 / +1 +5 +5 +9 Steal power resistance 17 12 4th
16 +12 / +7 / +2 +5 +5 +10 Steal power (8th) 20 13 4th
17 +12 / +7 / +2 +5 +5 +10 Sneak attack +5d6 25 14 4th
18 +13 / +8 / +3 +6 +6 +11 Steal power (9th) 26 15 4th
19 +14 / +9 / +4 +6 +6 +11 Steal energy resistance 30 41 16 4th
20 +15 / +10 / +5 +6 +6 +12 Absorb power (immediate manifesting), powergrace +3 48 17 4th

Class Features

All of the following are class features of the psithief.

Weapon and Armor Proficiency: Psithieves are proficient with all simple weapons and with light armor but not with shields.

Sneak Attack (Ex): A psithief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the Player’s Handbook. If a psithief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Steal Power (Su): A psithief can siphon psionic energy away from his target and use it himself. A psithief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal the potential to manifest a specific 1st-level power from his target. If the target is willing, a psithief can steal a power with a touch as a standard action.

The target of a steal power attack loses 1 power point. The target also loses the ability to manifest the stolen power for 1 minute. A psithief can choose which power to steal; otherwise, the DM determines the stolen power randomly. If a psithief tries to steal a power that isn’t available, the stolen power (or power slot) is determined randomly from among those the target has available.

For example, a 1st-level psithief who uses this ability against a 1st-level psion could choose to steal energy ray. Assuming the psion knew that power, a successful steal power attack would eliminate one power point and temporarily prevent her from manifesting energy ray.

After stealing a power, a psithief can manifest the power himself on a subsequent turn. A psithief can’t augment a stolen power, even if he has power points available of his own. Treat the power as if it were manifested by the original owner of the power for the purpose of determining manifester level, save DC, and so forth. A psithief can manifest this power even if he doesn’t have the minimum ability score normally required to manifest a power of that level. The psithief must supply any XP cost required for the stolen power. Alternatively, a psithief of 4th level or higher can use the stolen power point to manifest any psithief power that he knows of the same level or lower. A psithief must manifest a stolen power (or use its energy to manifest one of his own powers) within 1 hour of stealing it; otherwise, the extra psionic energy fades harmlessly away.

As a psithief gains levels, he can choose to steal higher-level powers (and with those powers, commensurately more power points). At 4th level, he can steal powers of up to 2nd level, and for every two levels gained after 4th, the maximum power level stolen increases by one (up to a maximum of 9th-level powers at 18th level).

At any one time, a psithief can possess a maximum number of stolen power levels equal to his class level. For instance, a 4th-level psithief can have two stolen 2nd-level powers, or any other combination of 1st-level and 2nd-level powers totaling four levels. If he steals a power that would cause him to exceed this limit, he must choose to lose stolen powers sufficient to reduce his total number of stolen power levels to no more than his maximum. This ability works only against powers. It has no effect on spells or psi-like abilities (but see the steal psi-like ability class feature, below).

Trapfinding (Ex): A psithief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic/psionic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Detect Psionics (Ps): A psithief of 2nd level or higher can use detect psionics a number of times per day equal to his Charisma bonus, if any (minimum 1). His manifester level is equal to his psithief class level.

Powergrace (Su): A psithief of 2nd level or higher gains a +1 competence bonus on his saves against powers. This bonus improves to +2 at 11th level and to +3 at 20th level.

Steal Power Effect (Su): Beginning at 2nd level, a psithief can siphon an active power effect from another creature. A psithief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single power affecting the target. If the target is willing, a psithief can steal a power effect with a touch as a standard action.

The psithief can choose which power effect to steal; otherwise, the DM determines the stolen power effect randomly. If a psithief tries to steal a power effect that isn’t present, the stolen power effect is determined randomly from among those currently in effect on the target. A psithief can’t steal a power effect if its manifester level exceeds his class level + his Charisma modifier.

Upon stealing a power effect, a psithief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the power’s duration expires, whichever comes first). If the power effect’s duration hasn’t expired by this time, the power effect returns to the creature that originally benefited from it.

A psithief can steal the effect of a power only if the power could be manifested on him by the original manifester. For example, a psithief couldn’t gain the effect of a force screen power (since that power’s range is personal). If a psithief tries to steal the effect of a power not allowed to him, the effect is still suppressed on the original target of the power for 1 minute per psithief class level.

This ability does not work on power effects that are immune to dispel psionics.

Steal Energy Resistance (Su): Beginning at 3rd level, a psithief can siphon off some or all of a target’s resistance to an energy type (acid, cold, electricity, fire, or sonic). A psithief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a psithief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature’s resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a psithief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a psithief chooses to steal a type of resistance that the target doesn’t possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a psithief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a power), the stolen resistance disappears when the effect expires.

A psithief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a psithief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature’s resistance to fire by twice as much).

At 11th level, a psithief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

Powers Known: Beginning at 4th level, a psithief gains the ability to manifest a small number of psionic powers, which are drawn from a subset of the psion/wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psithief to learn powers from the lists of other classes.) A psithief can learn any psion/wilder power from the clairsentience, psychokinesis, psychometabolism, and telepathy disciplines, but none from any other discipline.

The number of powers known is indicated on the table. A psithief can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psithief can manifest in a day is limited only by his daily power points. A psithief simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. At 4th level and higher, a psithief’s manifester level for powers is one-half his psithief level. The DC for a saving throw against a psithief’s power is 10 + power level + psithief’s Cha modifier.

Power Points/Day: A psithief’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Bonus Power Points). When the table indicates that a psithief gets 0 power points per day (for instance, at 4th-level), he gains only the bonus power points he would be entitled to based on his Charisma score.

Maximum Power Level Known: As a psithief attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psithief must have a Charisma score equal to at least 10 + the power’s level.

Steal Psi-Like Ability (Su): At 5th level and higher, a psithief can use a sneak attack to temporarily steal a creature’s psi-like ability. A psithief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target’s psi-like abilities. If the target is willing, a psithief can steal a psi-like ability with a touch as a standard action.

This psi-like ability can originate from the target’s class, race, template, or any other source, and can be of any level up to a maximum of one-third the psithief’s class level. A psithief can select a specific psi-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the psithief can’t steal the ability. If the target can’t use its ability at the present time (such as a summoned demon’s summon ability), the psithief can’t steal it.

A psithief can use a stolen psi-like ability once. For all purposes (manifester level, save DC, and so on), treat the psi-like ability as if it were being used by the original possessor of the ability. A psithief must use the stolen psi-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the psithief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Absorb Power (Su): Beginning at 7th level, if a psithief makes a successful save against a power that targets him, he can attempt to absorb the psionic energy for later use. This ability affects only powers that have the psithief as a target, not effect or area powers. A psithief can’t absorb a power of a higher power level than he could steal with his steal power ability (see above).

To absorb a power that targets him, a psithief must succeed on a level check (3d6 + psithief class level) against a DC of 10 + the power’s manifester level. Failure indicates that the power has its normal effect. Success means that the psithief suffers no effect from the power and can manifest the power later (or use its energy to manifest one of his own powers known) as if he had stolen the power with his steal power ability. His normal limit of total power levels stolen still applies.

At 20th level or higher, a psithief can choose to use the stolen psionic energy as an immediate action, either to remanifest the original power or to manifest one of his own powers known using the stolen psionic energy.

Psychic Sight (Sp): Beginning at 9th level, a psithief can use psychic sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His manifester level is equal to his psithief class level.

Discover Powers (Ex): A psithief of 13th level or higher who steals a power from a manifester with his steal power ability automatically learns the names of all other powers known by the manifester that are of the same power level as the stolen power. This knowledge allows the psithief to better choose which powers to steal on subsequent attacks.

For example, a 13th-level psithief who steals psionic disintegrate from an enemy psion would also discover the names of all other 6th-level powers known by that psion.

Steal Power Resistance (Su): Beginning at 15th level, a psithief can use a sneak attack to temporarily steal some or all of a creature’s power resistance. A psithief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target’s power resistance by 5. The psithief also gains power resistance equal to 5 + his class level (up to a maximum value equal to the original power resistance of the target). If the target is willing, a psithief can steal power resistance with a touch as a standard action.

The stolen power resistance benefits the psithief for a number of rounds equal to the psithief’s Charisma modifier (minimum 1 round) and then returns to the target creature. If the power resistance is derived from a temporary effect (such as a power), the stolen power resistance disappears when the effect elapses. A psithief can’t use this ability on the same creature again until the creature’s stolen power resistance returns.


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