Spirit Thief
“Harken to Nature's Blessing! See as it denies the wicked their strength, and protects fair folk.”
-Koike Sara, Keeper of the Daarian Lakes
Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Lore : Those who peer into the Font of Growth, deep into the Daarian rainforests, often go swiftly insane as they are denied by the power of the Font, who seeks balance in everything and refuses the zealotry of greed, law or righteousness. Those who survive the process, however, gain unique insights to the flow of power and vitality between individuals.
Restriction : A spirit thief has to have at least one Neutral alignment.
Hit Dice: d12
Class Skills : The Spirit Thief's class skills are; Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int), and Swim(Str).
Skill Ranks per Level : 6 + Int modifier.
Weapon and Armor Proficiency: Spirit Thieves are proficient in all Simple and Martial weapons, Spiked Chains, Kusari-Gama, Flying Talons and Light Armour. They are not proficient with Shields. Shiroishuju Spirit Thieves are proficient with Halfling Rope-Shots, and Kuroishuju Spirit Thieves are proficient with Dorn Dergars.
Class Features: All of the following are class features of the Spirit Thief.
Pool: A Spirit Thief has a maximum Pool equal to their maximum hit points. Their Pool starts at zero. Pool only changes when points are actively added to or subtracted from it – it does not reset or grow naturally other than its maximum size.
True Neutrality: A True Neutral Spirit Thief gains an Insight bonus equal to half their level to saves against being Charmed or controlled. This perk is lost if the character moves away from True Neutral.
Druidic Balance: If a character somehow loses their Neutral alignment, they can no longer gain levels in this class, and any animal companions they might have will leave them.
Stealing I: At first level, the Spirit Thief gains the ability to steal their targets' life force as a standard action. By making a Touch Attack and expending a number of Chi Points up to a maximum of their character level, they may inflict 1d4 per chi point of untyped damage to a target. If the target is willing, they do not need to make an attack roll. They then add the amount of damage dealt to their Pool up to their maximum. If the amount of damage dealt is greater than the remaining depth of their Pool, reduce the amount of damage dealt by the difference – a Spirit Thief whose Pool is full cannot inflict damage with Stealing. The Spirit Thief may target themselves with this ability.
Relinquishing I: At first level the Spirit Thief gains the ability to restore a living creature's hit points as a standard action. By making a Touch Attack and expending Pool up to a maximum of 1d6/level, they may heal the target by a number of hit points equal to the Pool expended. If the target is willing, they do not need to make an attack roll. Using Relinquishing provokes an Attack of Opportunity. The Spirit Thief may target themselves with this ability.
Minor Blessing of Growth: At second level, the Spirit Thief gains the ability to enhance living or once-living objects in various ways. As a standard action, they may activate each of the following abilities by expending 1 Chi Points and touching the target they wish to affect;
Feeding: The touched handful of foodstuffs expands until it is sufficient to feed a medium or smaller creature for one day. The effect lasts 12 hours.
Carrying: The touched creature triples its carrying capacity. The effect lasts for six hours.
Tumbling: The touched creature gains a +10 bonus on Acrobatics checks. The effect lasts for one hour.
Sensing: The touched creature gains a +4 bonus on Perception checks and doubles its visual range in poor lighting conditions. The effect lasts for six hours.
Enhance Animal: At third level, the Spirit Thief may use their abilities to form a bond with up to three animals whose combined hit dice total no more than her character level. To bond to an animal, the Spirit Thief must touch them and expend 10 Pool over five rounds. If the animal is unwilling, this requires the Spirit Thief to maintain a grapple with the target animal. Once the animal is bonded, they
immediately become loyal and faithful companions who will obey their commands to the best of their ability. The Spirit Thief may Handle their bonded animals as a free action, and Push one of them as a move action. They also gain a +4 bonus to Handle Animal checks with animals of their companion's type. In addition, the bonded animals each gain a bonus to Strength, Dexterity and Natural Armour equal to half the Spirit Thief's class level, and their base attack bonus, base save bonusses and maximum HP are treated as being equal to the Spirit Thief's. Finally, each learns a number of additional tricks equal to the Spirit Thief's level divided by two. These tricks do not require any training time or handle animal checks to learn, and they don't count towards the maximum number of tricks known by the animal.
Rapid Expansion: At fourth level as a move action, the Spirit Thief may cause thesmselves or a held object to increase in size by expending 2 CP per category, to a maximum of two size categories. Theeffect lasts as long as the Spirit Thief is holding the item, or for a number of rounds equal to their class level plus their Wisdom modifier, whichever is shorter. If insufficient room is available for the desired growth, the object attains the maximum possible size and is constrained without harm by the materials enclosing it. If the Spirit Thief uses this ability on themselves, they gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC and a 5' bonus to their base speed due to their increased size. If they achieve Large size, their space and reach increases to 10'.
Melee weapons affected by this ability deal more damage (see Table: Medium/Large Weapon Damage). Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability. If a weapon is
more than one size category larger than the creature wielding it, that weapon must be wielded two-handed. If it is two sizes larger, the Spirit Thief suffers a -4 penalty to attack rolls with that weapon. If it is three sizes larger, it cannot be wielded at all.
Stealing II: At fifth level, the Spirit Thief gains the ability to steal more advanced aspects of their targets' life force as a standard action. By making a Touch Attack and expending a number of Chi Points up to a maximum of their character level, they may inflict 1 per chi point of ability damage to a target. If the target is willing, they do not need to make an attack roll. They then add four times the amount of damage dealt to their Pool up to their maximum.. If the amount of points added is greater than the remaining depth of their Pool, reduce the amount of damage dealt by the difference – a Spirit Thief whose Pool is full cannot inflict damage with Stealing. The Spirit Thief may target themselves with this ability.
Relinquishing II : At fifth level the Spirit Thief gains the ability to restore a living creature's ability scores as a standard action. By making a Touch Attack and expending Pool up to a maximum of 4/level, they may heal the target's ability score by a number of points equal to one quarter the Pool expended. If the target is willing, they do not need to make an attack roll. Using Relinquishing provokes an Attack of Opportunity. The Spirit Thief may target themselves with this ability.
Burst I: At sixth level, the Spirit Thief gains the ability to empower their allies beyond their natural limits. The number of HP they can Relinquish to another creature is no longer limited by the target's maximum hit points, although additional hit points above the maximum are temporary, and fade at a rate of 1 per minute.
Bonus Feat: At sixth level, and every three levels thereafter, the Spirit Thief gains a bonus feat. This is chosen from the list of Fighter Bonus Feats, including [Chi Focus] feats.
Moderate Blessing of Growth: At seventh level, the Spirit Thief's ability to enhance living or once-living objects expands. By expending 4 CP, they may activate one of the following effects with a range of Touch. Unwilling recipients must be hit with a Touch Attack.
-Armour: The touched creature or object gains a +3 bonus to their Natural Armour or hardness
respectively. This effect lasts for one hour.
-Power: The touched creature gains a +4 bonus to any one ability score. This effect lasts for one hour.
-Heavy: The touched creature suffers the penalties for being Heavily Encumbered, and cannot fly if it
otherwise would be able to. This effect lasts for thirty minutes.
-Supply: The touched creature gains 4 CP.
Bloodspinning I: At eighth level, the Spirit Thief gains the ability to activate their Stealing ability after hitting and causing damage with a melee weapon attack or unarmed strike, or their Relinquishing ability after hitting with a melee attack or unarmed strike (although they need not cause damage). No additional attack roll is needed –simply apply the effects of Stealing to the target.
Contagion: At ninth level, the Spirit Thief gains the ability to corrupt the target's immune system, reactivating diseases they have suffered and spurring endemic illnesses to run rampant. The Spirit Thief expends a number of CP up to their level, then makes a Touch Attack against the target, who must then pass a Fortitude save with a DC equal to 10 + the number of CP expended. If the save is failed, the subject
contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects.
Rapid Expansion II: At tenth level, the Spirit Thief may use Rapid Expansion on other creatures as a standard action. Unwilling creatures must be hit with a Touch Attack. The effect lasts for a number of rounds equal to their class level multiplied by their wisdom modifier. In addition, the limitations of the ability are relaxed. The target object or creature can now be expanded a number of size categories equal to the Spirit Thief's level divided by two.
Bloodspinning II: At eleventh level, the Spirit Thief may move their own hit points directly into their Pool freely as a move action.
Draw Vileness: At twelfth level, the Spirit Thief gains the ability to transfer hostile effects onto themselves. By expending 4 CP and making a Ranged Touch Attack with a range of 20'+5'/lvl, they may cure a target of all effects of diseases and poisons they are suffering, filling their Pool by two per condition drawn. However, they then immediately suffer the full penalties that they removed from the target, and will continue to worsen.
Burst II: At thirteenth level, the Spirit Thief's ability to enhance their allies improves. The amount of ability score points they can Relinquish to another creature is no longer limited by the target's normal ability score. Additional ability score points above the normal score fade at a rate of 1 per hour.
Alleviation: At fourteenth level, the Spirit Thief gains the ability to coax a body to recover beyond its normal limits. By expending a number of CP up to their level, they may attempt to cure poisons and diseases. The subject must pass a Fortitude save with a DC equal to 30 – the number of CP spent. If the save is passed, they immediately recover from all effects of one disease or poison they are suffering from or have previously suffering from. This includes permanent effects such as the Blindness caused by Blinding Sickness.
Greater Blessing of Growth: At sixteenth level, the Spirit Thief's ability to enhance living or once-living objects expands. By expending 8 CP, they may activate one of the following effects with a range of Touch. Unwilling recipients must be hit with a Touch Attack roll.
-Awaken: Target gains a +2 bonus on all rolls, a +2 bonus to special ability Dcs, bonus HP equal to half
the Spirit Thief's, and a +4 bonus to AC and all ability scores. This effect lasts 30 minutes.
-Spines: Creatures attacking the target with melee weapons, unarmed strikes or natural weapons,
including touch attacks, take 3d6+15 damage. Creatures grappling the target take 6d6+15 damage every
round the pin is maintained. This effect lasts 1 hour.
-Revert: Targets not in their true form revert to their true form.
-Protect: Targets gain Damage Reduction 20/Adamantine. This effect lasts for 1 hour.
-Remember: Target wooden object becomes a Treant under your control. This effect lasts 30 minutes.
Regeneration: At seventeenth level, the Spirit Thief's mastery over the body's natural processes improves to the point where they can restore that which is lost. By emptying their Pool by fifty, they may cause a touched creature to regrow one lost limb or repair one lost sense. If the severed limb is available to re-attach, this takes one round, otherwise the effect takes 2d10 rounds to complete, during which the Spirit Thief must remain touching the target for the full duration of the regeneration, or the effect fails completely. The target creature also gains 4d8 HP in the process, the excess of which fades as per Relinquishing.
Relinquish Vileness: At ninetheenth level, the Spirit Thief gains the ability to, as a standard action, transfer any diseases or poisons they are suffering the effects of to a single target within 20+5/lvl feet. They must make a Ranged Touch Attack and expend two Pool per affliction transferred. The target immediately gains all the symptoms and effects of poison and disease the Spirit Thief was suffering from, and the Spirit Thief is immediately cured of those effects.
Avatar of Growth: At twentieth level, the Spirit Thief is on the verge of transcending mortality. They may extend the effects of all Touch range effects they activate to a number of targets in their line of sight equal to their Wisdom modifier. Touch attacks must still be made if necessary, but the target need not be inside the Spirit Thief's reach to be affected. In addition, they constantly exude an aura of vitality that grants everyone within half a mile a +8 bonus to saves against Poison and Disease (although not against the Spirit Thief's own Contagion ability), and are permanently under the effects of a Plant Growth spell. They may change the effects of Plant Growth as a move action, but the Overgrowth version of the ability is always a 100' circle centred on the Spirit Thief.
“Harken to Nature's Blessing! See as it denies the wicked their strength, and protects fair folk.”
-Koike Sara, Keeper of the Daarian Lakes
Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Lore : Those who peer into the Font of Growth, deep into the Daarian rainforests, often go swiftly insane as they are denied by the power of the Font, who seeks balance in everything and refuses the zealotry of greed, law or righteousness. Those who survive the process, however, gain unique insights to the flow of power and vitality between individuals.
Restriction : A spirit thief has to have at least one Neutral alignment.
Hit Dice: d12
Class Skills : The Spirit Thief's class skills are; Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int), and Swim(Str).
Skill Ranks per Level : 6 + Int modifier.
Weapon and Armor Proficiency: Spirit Thieves are proficient in all Simple and Martial weapons, Spiked Chains, Kusari-Gama, Flying Talons and Light Armour. They are not proficient with Shields. Shiroishuju Spirit Thieves are proficient with Halfling Rope-Shots, and Kuroishuju Spirit Thieves are proficient with Dorn Dergars.
Class Features: All of the following are class features of the Spirit Thief.
Pool: A Spirit Thief has a maximum Pool equal to their maximum hit points. Their Pool starts at zero. Pool only changes when points are actively added to or subtracted from it – it does not reset or grow naturally other than its maximum size.
True Neutrality: A True Neutral Spirit Thief gains an Insight bonus equal to half their level to saves against being Charmed or controlled. This perk is lost if the character moves away from True Neutral.
Druidic Balance: If a character somehow loses their Neutral alignment, they can no longer gain levels in this class, and any animal companions they might have will leave them.
Stealing I: At first level, the Spirit Thief gains the ability to steal their targets' life force as a standard action. By making a Touch Attack and expending a number of Chi Points up to a maximum of their character level, they may inflict 1d4 per chi point of untyped damage to a target. If the target is willing, they do not need to make an attack roll. They then add the amount of damage dealt to their Pool up to their maximum. If the amount of damage dealt is greater than the remaining depth of their Pool, reduce the amount of damage dealt by the difference – a Spirit Thief whose Pool is full cannot inflict damage with Stealing. The Spirit Thief may target themselves with this ability.
Relinquishing I: At first level the Spirit Thief gains the ability to restore a living creature's hit points as a standard action. By making a Touch Attack and expending Pool up to a maximum of 1d6/level, they may heal the target by a number of hit points equal to the Pool expended. If the target is willing, they do not need to make an attack roll. Using Relinquishing provokes an Attack of Opportunity. The Spirit Thief may target themselves with this ability.
Minor Blessing of Growth: At second level, the Spirit Thief gains the ability to enhance living or once-living objects in various ways. As a standard action, they may activate each of the following abilities by expending 1 Chi Points and touching the target they wish to affect;
Feeding: The touched handful of foodstuffs expands until it is sufficient to feed a medium or smaller creature for one day. The effect lasts 12 hours.
Carrying: The touched creature triples its carrying capacity. The effect lasts for six hours.
Tumbling: The touched creature gains a +10 bonus on Acrobatics checks. The effect lasts for one hour.
Sensing: The touched creature gains a +4 bonus on Perception checks and doubles its visual range in poor lighting conditions. The effect lasts for six hours.
Enhance Animal: At third level, the Spirit Thief may use their abilities to form a bond with up to three animals whose combined hit dice total no more than her character level. To bond to an animal, the Spirit Thief must touch them and expend 10 Pool over five rounds. If the animal is unwilling, this requires the Spirit Thief to maintain a grapple with the target animal. Once the animal is bonded, they
immediately become loyal and faithful companions who will obey their commands to the best of their ability. The Spirit Thief may Handle their bonded animals as a free action, and Push one of them as a move action. They also gain a +4 bonus to Handle Animal checks with animals of their companion's type. In addition, the bonded animals each gain a bonus to Strength, Dexterity and Natural Armour equal to half the Spirit Thief's class level, and their base attack bonus, base save bonusses and maximum HP are treated as being equal to the Spirit Thief's. Finally, each learns a number of additional tricks equal to the Spirit Thief's level divided by two. These tricks do not require any training time or handle animal checks to learn, and they don't count towards the maximum number of tricks known by the animal.
Rapid Expansion: At fourth level as a move action, the Spirit Thief may cause thesmselves or a held object to increase in size by expending 2 CP per category, to a maximum of two size categories. Theeffect lasts as long as the Spirit Thief is holding the item, or for a number of rounds equal to their class level plus their Wisdom modifier, whichever is shorter. If insufficient room is available for the desired growth, the object attains the maximum possible size and is constrained without harm by the materials enclosing it. If the Spirit Thief uses this ability on themselves, they gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC and a 5' bonus to their base speed due to their increased size. If they achieve Large size, their space and reach increases to 10'.
Melee weapons affected by this ability deal more damage (see Table: Medium/Large Weapon Damage). Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability. If a weapon is
more than one size category larger than the creature wielding it, that weapon must be wielded two-handed. If it is two sizes larger, the Spirit Thief suffers a -4 penalty to attack rolls with that weapon. If it is three sizes larger, it cannot be wielded at all.
Stealing II: At fifth level, the Spirit Thief gains the ability to steal more advanced aspects of their targets' life force as a standard action. By making a Touch Attack and expending a number of Chi Points up to a maximum of their character level, they may inflict 1 per chi point of ability damage to a target. If the target is willing, they do not need to make an attack roll. They then add four times the amount of damage dealt to their Pool up to their maximum.. If the amount of points added is greater than the remaining depth of their Pool, reduce the amount of damage dealt by the difference – a Spirit Thief whose Pool is full cannot inflict damage with Stealing. The Spirit Thief may target themselves with this ability.
Relinquishing II : At fifth level the Spirit Thief gains the ability to restore a living creature's ability scores as a standard action. By making a Touch Attack and expending Pool up to a maximum of 4/level, they may heal the target's ability score by a number of points equal to one quarter the Pool expended. If the target is willing, they do not need to make an attack roll. Using Relinquishing provokes an Attack of Opportunity. The Spirit Thief may target themselves with this ability.
Burst I: At sixth level, the Spirit Thief gains the ability to empower their allies beyond their natural limits. The number of HP they can Relinquish to another creature is no longer limited by the target's maximum hit points, although additional hit points above the maximum are temporary, and fade at a rate of 1 per minute.
Bonus Feat: At sixth level, and every three levels thereafter, the Spirit Thief gains a bonus feat. This is chosen from the list of Fighter Bonus Feats, including [Chi Focus] feats.
Moderate Blessing of Growth: At seventh level, the Spirit Thief's ability to enhance living or once-living objects expands. By expending 4 CP, they may activate one of the following effects with a range of Touch. Unwilling recipients must be hit with a Touch Attack.
-Armour: The touched creature or object gains a +3 bonus to their Natural Armour or hardness
respectively. This effect lasts for one hour.
-Power: The touched creature gains a +4 bonus to any one ability score. This effect lasts for one hour.
-Heavy: The touched creature suffers the penalties for being Heavily Encumbered, and cannot fly if it
otherwise would be able to. This effect lasts for thirty minutes.
-Supply: The touched creature gains 4 CP.
Bloodspinning I: At eighth level, the Spirit Thief gains the ability to activate their Stealing ability after hitting and causing damage with a melee weapon attack or unarmed strike, or their Relinquishing ability after hitting with a melee attack or unarmed strike (although they need not cause damage). No additional attack roll is needed –simply apply the effects of Stealing to the target.
Contagion: At ninth level, the Spirit Thief gains the ability to corrupt the target's immune system, reactivating diseases they have suffered and spurring endemic illnesses to run rampant. The Spirit Thief expends a number of CP up to their level, then makes a Touch Attack against the target, who must then pass a Fortitude save with a DC equal to 10 + the number of CP expended. If the save is failed, the subject
contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects.
Rapid Expansion II: At tenth level, the Spirit Thief may use Rapid Expansion on other creatures as a standard action. Unwilling creatures must be hit with a Touch Attack. The effect lasts for a number of rounds equal to their class level multiplied by their wisdom modifier. In addition, the limitations of the ability are relaxed. The target object or creature can now be expanded a number of size categories equal to the Spirit Thief's level divided by two.
Bloodspinning II: At eleventh level, the Spirit Thief may move their own hit points directly into their Pool freely as a move action.
Draw Vileness: At twelfth level, the Spirit Thief gains the ability to transfer hostile effects onto themselves. By expending 4 CP and making a Ranged Touch Attack with a range of 20'+5'/lvl, they may cure a target of all effects of diseases and poisons they are suffering, filling their Pool by two per condition drawn. However, they then immediately suffer the full penalties that they removed from the target, and will continue to worsen.
Burst II: At thirteenth level, the Spirit Thief's ability to enhance their allies improves. The amount of ability score points they can Relinquish to another creature is no longer limited by the target's normal ability score. Additional ability score points above the normal score fade at a rate of 1 per hour.
Alleviation: At fourteenth level, the Spirit Thief gains the ability to coax a body to recover beyond its normal limits. By expending a number of CP up to their level, they may attempt to cure poisons and diseases. The subject must pass a Fortitude save with a DC equal to 30 – the number of CP spent. If the save is passed, they immediately recover from all effects of one disease or poison they are suffering from or have previously suffering from. This includes permanent effects such as the Blindness caused by Blinding Sickness.
Greater Blessing of Growth: At sixteenth level, the Spirit Thief's ability to enhance living or once-living objects expands. By expending 8 CP, they may activate one of the following effects with a range of Touch. Unwilling recipients must be hit with a Touch Attack roll.
-Awaken: Target gains a +2 bonus on all rolls, a +2 bonus to special ability Dcs, bonus HP equal to half
the Spirit Thief's, and a +4 bonus to AC and all ability scores. This effect lasts 30 minutes.
-Spines: Creatures attacking the target with melee weapons, unarmed strikes or natural weapons,
including touch attacks, take 3d6+15 damage. Creatures grappling the target take 6d6+15 damage every
round the pin is maintained. This effect lasts 1 hour.
-Revert: Targets not in their true form revert to their true form.
-Protect: Targets gain Damage Reduction 20/Adamantine. This effect lasts for 1 hour.
-Remember: Target wooden object becomes a Treant under your control. This effect lasts 30 minutes.
Regeneration: At seventeenth level, the Spirit Thief's mastery over the body's natural processes improves to the point where they can restore that which is lost. By emptying their Pool by fifty, they may cause a touched creature to regrow one lost limb or repair one lost sense. If the severed limb is available to re-attach, this takes one round, otherwise the effect takes 2d10 rounds to complete, during which the Spirit Thief must remain touching the target for the full duration of the regeneration, or the effect fails completely. The target creature also gains 4d8 HP in the process, the excess of which fades as per Relinquishing.
Relinquish Vileness: At ninetheenth level, the Spirit Thief gains the ability to, as a standard action, transfer any diseases or poisons they are suffering the effects of to a single target within 20+5/lvl feet. They must make a Ranged Touch Attack and expend two Pool per affliction transferred. The target immediately gains all the symptoms and effects of poison and disease the Spirit Thief was suffering from, and the Spirit Thief is immediately cured of those effects.
Avatar of Growth: At twentieth level, the Spirit Thief is on the verge of transcending mortality. They may extend the effects of all Touch range effects they activate to a number of targets in their line of sight equal to their Wisdom modifier. Touch attacks must still be made if necessary, but the target need not be inside the Spirit Thief's reach to be affected. In addition, they constantly exude an aura of vitality that grants everyone within half a mile a +8 bonus to saves against Poison and Disease (although not against the Spirit Thief's own Contagion ability), and are permanently under the effects of a Plant Growth spell. They may change the effects of Plant Growth as a move action, but the Overgrowth version of the ability is always a 100' circle centred on the Spirit Thief.
Class Table
Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Base Attack Bonus
+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 |
Fort Save
+2 +3 +3 +4 +4 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9 +10 +11 +11 +11 +12 |
Ref
Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Will Save
+2 +3 +3 +4 +4 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9 +10 +11 +11 +11 +12 |
Base CP
20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 |
Abilities
Pool, Stealing I, Relinquishing I True Neutrality, Druidic Balance Minor Blessing of Growth Enhanced Animals Rapid Expansion Stealing II, Relinquishing II Burst I, Bonus Feat Moderate Blessing of Growth Bloodspinning I Contagion, Bonus Feat Rapid Expansion II Bloodspinning II Draw Vileness, Bonus Feat Burst II Alleviation Bonus Feat Major Blessing of Growth Regeneration Bonus Feat Relinquish Vileness Avatar of Growth |