Primordial Thief (3.5e Prestige Class)

Primordial Thief
==Primordial Thief==

"They say that mortals had to steal fire from the gods. The way we wield fire is what separates us from the beasts. Our power is in theft."

The powers of the elements are useful in a number of fields, so it's entirely unsurprising that some people decide to simply steal them. Those people are called Primordial Thieves. Their backgrounds and motives vary, but almost all of them practice their art on simpler things than the fundamentals of reality; a few, though, come from less subtle backgrounds before being drawn into the way of the Primordial Thief. Motives are as varied as backgrounds, and a few are even sponsored by one elemental power against another, although never openly. Some are self-serving, and still others serve mortal patrons. Khayal sponsor and inordinate amount of Primordial Thieves as part of their vendetta against the other genies.

Class Features
All of the following are class features of the Primordial Thief.

Weapon and Armor Proficiencies: A Primordial Thief is proficient with all simple weapons and light armor automatically. He gains no new proficiencies with shields.

 : A Primordial Thief gains Evasion, if he does not have it already.

 : A Primordial Thief can make critical hits and sneak attacks on Elementals and Constructs, and ignores any feats with a prerequisite of Elemental-Bodied or Warforged race that grant immunity or resistance to such effects.

 : A Primordial Thief can cast Pyrotechnics three times per day, as a spell-like ability.

 : A Primordial Thief of second level or higher can create air to fill his lungs. As such, he cannot drown, although he can still be hurt by poison gas.

 : A Primordial Thief of second level or higher is immune to the harmful effects of planar elemental and energy traits and most climate extremes. Events that are unusual as weather anywhere, such as being directly hit by a tornado, are still harmful; events that are common as part of the climate anywhere on the same plane are fine. This includes being naked in an antarctic night or hot salt flats at noon. Natural events that are not planar traits or climate, such as volcanic eruptions, can still harm him.

 : At every even level, the Primordial Thief gains a die of Sneak Attack, which behaves exactly like it does for a rogue.

' :''' A Primordial Thief of 3rd level or higher may, as a standard action at will, cast Locate Portal, as the spell. This ability can only locate portals to the inner planes and the ethereal plane.

' :' A Primordial Thief of 3rd level or higher can Meld into Stone'', as the spell, three times per day. His Pyrotechnics ability improves to at-will.

 : A Primordial Thief can jump off of nothing at all. This behaves exactly like jumping as normal, and is usually considered a running jump. He may do this no more than twice, then must rest his weight on something before doing so again (although just touching the ground long enough to settle and make another jump is fine). When jumping from the ground, he may wait for the peak of his jump before jumping again. If falling, using this ability reduces falling damage to only apply from the point the jump was made from (which can negate it entirely, if the Thief jumps close to the ground).

 : A Primordial Thief of 4th level or higher has practice in getting away from elemental planar denizens that want him dead, and so benefits from a permanent Nondetection effect, cast at his character level. He also cannot be successfully scryed by creatures on a different plane from him; such an attempt gives no information as to what plane he is on (not even that he is not on the same plane as the scryer), and he is invisible when incidental to extraplanar scrying. These benefits extend to items on his person. Also, when affected by a cursed item that allows a saving throw against any effect but damage, he may make a second saving throw a round later; success reverses the effect as if he succeeded at the initial saving throw.

 : A Primordial Thief of 4th level can stand on liquids as though they were solid, at will. This behaves as a Water Walk spell.

 : A Primordial Thief of 5th level or higher gains Fire Resistance equal to his character level. Also, if he is aware of an area that inflicts continuous fire damage to anyone in it, he takes no damage from it.

 : A Primordial Thief of 5th level or higher gains Improved Evasion.

 : A Primordial Thief of 6th level or higher steals the power of elemental magic, and can cast Gaseous Form and Gust of Wind, as the spell, and Produce Flame as the spell with the quicken spell metamagic feat applies. Also, all of his spell-like abilities granted so far from this class, including these three, become usable at will.

 : A Primordial Thief can flee and infiltrate through the elements. At seventh level, he gains a Burrow speed equal to his base land speed (and can burrow through stone), and Swim and Fly (good maneuverability) speeds equal to twice his base land speed.

 : A Primordial Thief of 8th level or higher is good at lying to elemental creatures (elementals, mephits, genies, and other natives of the inner planes); he gains a +4 bonus to Bluff checks against them, and cannot be detected as lying by magic (as the Glibness spell, except that opponents always fail the caster level check) by anyone. He also benefits from a permanent Mind Blank effect, but only against information-gathering and divination effects.

 : A Primordial Thief may cast Plane Shift and Greater Teleport a total of three times per day as spell-like abilities. He may only Plane Shift to inner planes and his home plane.

 : A Primordial Thief of ninth level is expected to steal from powerful genie lords, who are undisputed masters of deception and illusion. He automatically knows whenever a genie, elemental, mephit, or other native of the inner planes is lying to him, as the Discern Lies spell. He also gains the benefits of a permanent True Seeing effect.

 : A Primordial Thief of 10th level or higher steals the powers of the genies themselves. He can cast Wish three times per day, as a spell-like ability with a casting time of one minute.