Thief/Phantom Thief

A Thief Archetype by Ask (Knight Dude) Link

A Port of Phantom Thief for ffd20

Also known as gentleman thieves or lady thieves, phantom thieves don’t know the desperation of a hard life like many rogues. Instead, they come from the ranks of the elite, having grown bored with their finery, and seek thrills from acts of daring, skill, and crime. Phantom thieves often perform acts such as breaking into a secure vault for the thrill, though perhaps the money is nice as well. Phantom Thieves are masters of skills and of the fundamentals of magic.

## Refined Education (Ex)

A phantom thief adds Handle Animal, Drive, Heal, Pilot, Repar, Ride, Spellcraft, Survival, and all Knowledge skills to her list of class skills. Furthermore, she selects one of her class skills and adds half her thief level (minimum +1) on all skill checks using that skill. At 3rd level and every 2 thief levels thereafter, she selects an additional class skill and adds half her thief level on all skill checks using that skill as well.

This ability alters the thief’s class skills and replaces mark and measure the mark.

## Lesser Caster

A Phantom Thief casts fundamental spells which are drawn from Black Mage, White Mage, Red Mage, Astrologian, Geomance, Illusionist, Necromancer and Time Mage spell lists. A Phantom Thief begins play with 3 1st level spells from the above lists of his choice. The Phantom Thief also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his list of spells. Each time a character attains a new thief level, he gains two spells of his choice to add to his list of spells. The two free spells must be of first level. Unlike most mages however, a Phantom Thieves can’t find or purchase scrolls with spells to add to his repertoire. Unlike other caster the Phantom Thief does not normally learn spells of a spell level beyond 1st and can’t learn them from scrolls.

For the purposes of using Scrolls or Wands, they only count as having the spells they have learned in their spell list, and do not count as casting from any of the above lists for the purposes of meeting prerequisites.

To learn or cast a spell using one of these class’ abilities, the Phantom Thief must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, and 12 for a 2nd-level spell.). The Difficulty Class for a saving throw against a Phantom Thief’s spell is 10 + the spell level + the Phantom Thief’s Intelligence modifier. In addition, a Phantom Thief gains additional MP for having a high attribute (Intelligence—see **Table: Bonus MP per Day (by Spell Level)** on the MP System page). They do however gain other benefits from getting to the levels listed as upping their spell level, such as the bonus MP from their intelligence or the ability to spend more MP to apply Metamagics on their spells.

This ability replaces Sneak Attack

## Cantrips (Su)

Phantom Thief learns a number of cantrips, or 0-level spells. These spells may be taken from the Black Mage, White Mage, Red Mage, Astrologian, Geomancer, Illusionist, Necromancer or Time Mage spell lists. They do not consume MP. Phantom Thief begins with 2 0-level spells and gain an additional 0-level spell every four levels after 1st level.

## Broad Education (Ex)

A phantom thief ’s broad studies with expensive tutors keep her up to speed in both martial and magical knowledge, as well as in her skills. She can select the combat trick,  talents as many times as she likes, and she can select the Skill Focus feat as a thief talent, also as many times as she likes

Furthermore they also take the following talents:

**Mage Training:** The Phantom Thief may select an item creation or metamagic feat. The Phantom Thief must still meet all prerequisites for a bonus feat, including caster level minimums. This talent may be taken more than once. Each time, a different feat must be selected.

**True Skill (Su)**: As a Standard Action the Phantom Thief may choose to use a number of MP up to half their Thief level, for a number of minutes equal to their thief level, they gain an insight bonus equal to the number of MP spent to a single skill of their choice.

This ability alters Thief Talents.

## Social Sense (Ex)

At 3rd level, a phantom thief ’s social sixth sense allows her to avoid danger in social situations and to act first when it breaks out. She receives a +1 bonus on Sense Motive checks to avoid being surprised by a foe, on Bluff checks to surprise a foe, and on initiative checks for surprise rounds that involved Bluff and Sense Motive checks to determine surprise. This bonus increases by 1 at 3rd level and every 3 thief levels thereafter.

This ability replaces Danger Sense

## Phantom’s Edge (Ex)

Starting at 4th level, the phantom thief gains  skill unlocks with every skill they have chosen for Refined Education, and she adds half her thief level to her number of ranks to determine when she receives a skill unlock (so a 7th level thief (phantom thief ) with 7 ranks in a chosen skill would count as having 10 ranks and receive the second skill unlock).

This ability alters Thief’s Edge and replaces Debilitating Injury.

## Heightened Metamagic (Su)

At 10th level, when the Phantom Thief applies a Metamagic feat to a spell, they treat the spell level of the spell  cast as the adjusted cost after the metamagic feat is applied, as if it had been heightened with the Heighten Spell metamagic at no further cost.

This ability replaces Mug.

## Run by Spell (Su)

At 13th level, When moving, the Phantom Thief can take a withdraw action and cast a spell with a casting time of a standard action at any point during the move.

This ability replaces Skirmisher.

## Master of All (Ex)

At 20th level, a phantom thief can reroll any skill check as long as it is a class skill in which she is trained. She must take the second result, even if it is worse. She can use this ability no more than once per minute.

Furthermore they learn a single Level 2 spell from their available lists.

This ability replaces master strike.