Lightning Thief (3.5e Class)
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Lightning thieves are thieves that use supernatural abilities to control electricity. They are skilled in using those supernatural abilities to get anything they want.
Making a Lightning Thief
Abilities: Charisma Helps out their supernatural abilities and Dexterity, Intelligence, and Wisdom Help their skills.
Starting Gold: 5d4×10 gp (125 gp).
Starting Age: Simple
|1st||+0||+2||+2||+0||Electrical Resistance, Lightning Burst, Trapfinding|
|2nd||+1||+3||+3||+0||Thunder Bolt, Evasion|
|3rd||+2||+3||+3||+1||Impress Lightning, Trap Sense +1|
|4th||+3||+4||+4||+1||Uncanny Dodge, Magnetic Levitation|
|6th||+4||+5||+5||+2||Electric Field, Trap Sense +2|
|8th||+6/+1||+6||+6||+2||Improved Uncanny Dodge, Improved Magnetic Levitation|
|9th||+6/+1||+6||+6||+3||Trap Sense +3, Summon Elemental|
|11th||+8/+3||+7||+7||+3||Wall of Thunder|
|12th||+9/+4||+8||+8||+4||Trap Sense +4|
|13th||+9/+4||+8||+8||+4||Bonds of Lightning|
|15th||+11/+6/+1||+9||+9||+5||Lightning Cloud, Trap Sense +5|
|18th||+13/+8/+3||+11||+11||+6||Trap Sense +6|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the lightning thief.
Weapon and Armor Proficiency: Lightning thieves are proficient with all simple weapons, as well as the scimitar, falchion, and hand crossbow. They are proficient with light armor, but not with shields.
Electrical Resistance (Ex): A lightning thief has a resistance to electricity equal to twice his level plus his Charisma Modifier.
Lightning Burst (Su): As a standard action, a lightning thief can emit a burst of electrical energy from his body, striking all creatures and objects within a 10 ft. radius of his position. This burst of lightning deals 1d6 points of electricity damage plus another 1d6 every 5th level (2d6 at 5th; 3d6 at 10th; etc.) with an allowed Reflex save for half damage (DC = 10 + 1/2 level + Cha Modifier).
Trapfinding: Lightning thieves can use the search skill to locate traps when the task has a Difficulty Class higher that 20. They can use the Disable Device skill to disarm magic traps. A lightning thief who beats a trap's DC by 10 or more with a Disaple Device check can bypass it (with his party) without disarming it.
Thunder Bolt (Su): At 2nd level a lightning thief can throw bolts of electrical energy as an attack action. A thunder bolt can travel up to 5 feet per level (maximum 50 feet) and inflict 1d6 points of electricity damage per every two levels (2d6 at 4th; 3d6 at 6th; etc.). A thunder bolt strikes its target with a ranged touch attack and the lightning thief must have a hand free to throw the bolt.
Evasion (Ex): At 2nd level and higher, a lightning thief can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the lightning thief is wearing light or no armor. A helpless lightning thief does not gain the benefit of evasion.
Impress Lightning (Ex): Every time a lightning thief inflicts electrical damage on any target, whether with his class abilities or another source, he inflicts an amount of extra electricity damage equal to his Charisma modifier.
Trap Sense (Ex): At 3rd level, a lightning thief gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the lightning thief reaches 6th level, +3 when he reaches 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a lightning thief can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a lightning thief already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Electromagnetic Levitation (Su): Beginning at 4th level, the lightning thief can create electromagnetic fields, allowing him to move ferrous metals (iron[including cold and blood], steel, and adamantine. Mithril is non-ferrous) near him. This ability works within 30 feet of the lightning thief (although,items can be "thrown" past this range). He can move ferrous items in any direction at a speed of 5 foot per round, although it can be moved faster by other means (being pushed, towed, or blown). The maximum weight the lightning thief can move using this ability is a light load using his charisma score instead of strength. If something is opposing the lightning thief's efforts to move an object, make an opposed check using his charisma to see if you are able hold or move it against the opposed effort. Activating this ability and moving an object can be done as part of a move action, similar to drawing a weapon (although you can move an object the same round that you activate this ability); using an object levitated by this ability to attack is a standard. If he passes a concentration check (DC 15, made every round this is done), the lightning thief can move multiple objects with this ability, so long as their total weight does not exceed a charisma based light load. The number of objects he can move increases by one for every number he succeeded the check by (minimum of one), to a maximum of his charisma modifier; however, the combined weight cannot be more than the maximum he can move. Particulate is considered one item, so long as it is contiguous. This cannot be used with other continuous effect class abilities.
Lightning Weapon (Su): From 5th level on, as a free action, a lightning thief can summon a weapon made of pure electicity in the form of any weapon he is proficient with. The weapon summoned functions as a normal +1 weapon that deals an extra 1d6 points of electricity damage on a successful hit. The power of the weapon goes up every 5 levels (+2 weapon, +2d6 at 10th level; +3 weapon, +3d6 at 15th level; etc.)
Electrical Field (Su): From 6th level on, a lightning thief can surround himself in an electric charge as a standard action.
(Tight) This charge can be dangerous to any who come into contact with it. Any opponent that strikes the lightning thief in melee takes 1d6 points of electricity damage, unless it is using a weapon with exceptional reach. A lightning thief can also deal 1d6 points of electricity damage with each melee attack he makes. The electricity does not harm the lightning thief, nor does it harm objects or creatures unless the lightning thief wills it to do so. This ability can be used for one round per level and can be dismissed as a free action. If dismissed prior to the end of its duration, a lightning thief can reactivate it as a standard action. If this ability's duration has expired, the lightning thief must wait until it has fully recharged until activating it again. This ability recharges at a rate of one round per level when not in use.
(clear with your DM before using this class feature in this way)
(Extended) Alternatively, the lightning thief can push this field out from his body, to a range of 5 foot per level. When used in this way, the electrical field does not do any damage (although, it may make some hairs stand on end); instead, it grants the lightning thief “touchsight” (see the psionic power of the same name on page 138 of the Expanded Psionic Handbook) within its range by allowing him to sense disturbances in the field. When used in this way, the duration of this ability becomes one minute per level.
This ability can be switched between its two functions as a standard action. When doing so, exchange the remaining rounds in the duration for minutes and vice versa (keeping in mind that the first round of a minute's duration expends the whole minute). Regardless of how this ability is used, it recharges at the same rate and, if fully spent, must be fully recharged before being used again.
Lightning Strike (Su): Once per round as a standard action, a lightning thief at level 7 or higher can call down a bolt of lightning that strikes any target designated, as long as it is within 10 ft per level of his position. The lightning bolt deals 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every two levels he possesses above 7th (4d6 at 9th level; 5d6 at 11th level;etc.). A successful Reflex save halves this damage (DC = 10 + 1/2 level + Cha Modifier). This ability funtions outdoors, indoors, underground and even underwater. The lightning thief shows no outward sign when using this ability.
Improved Uncanny Dodge (Ex): A lightning thief of 8th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels than the target does.
Improved Electromagnetic Levitation (Su): At 8th level, the lightning thief's electromagnetic levitation improves. Beginning at 8th level, the lightning thief can move up to a medium load, figured using his charisma score, and can be moved at a rate of 20 feet per round. All other capabilities and restrictions of this ability remain the same
Summon Elemental (Su): Starting at 9th level, once per day, a lightning thief can summon a Lightning Quasi-Elemental from another plane to appear near him as a standard action. The size depends on his level (9th level: Small; 12th level: Medium; 16th level: Large; 20th level: Huge) and he has complete control of the elemental. The elemental stays for 1 round per level and disapears back to its own plane when the lightning thief dismisses it.
Thunder Ball (Su): At 10th level a lighting thief gains the ability to hurl explosive electricity anywhere within 10 ft per level as a full round action. This electricity explodes into a 20 ft radius burst and inflicts 1d6 points of electricity damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC = 10 + 1/2 level + Cha modifier).The lightning thief must have a free hand to throw the ball of lightning and once this ability has been used it cannot be used again for 5 rounds.
Wall of Thunder (Su): From 11th level on, as a full round action, a lightning thief can create a wall of electricity as a full round action. The wall can be 5 ft in all dimensions per level (length, width, height) and deals 1d6 points of electricity damage to anyone that touches it. The wall last 1 minute per level and can be used once per level above 10th a day. (Ex: At level 11 it can be used once a day for 11 minutes and the dimensions can be up to 55 ft x 55 ft x 55 ft). The lightning thief shows no outward sign when using this ability.
Bonds of Lightning (Su): At level 13, a lightning thief gains the ability to entrap a victim in electricity as a standard action. The bonds will immobilize a creature who fails a Reflex save (DC = 10 + 1/2 level + Cha modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature that is entangled can attempt to escape by taking a full round action to make an Escape Artist check with a DC equal to the Use Rope check of the lighting thief. An immobilize creature cannot escape the bonds. The victim suffers 5d6 points of electricity damage per round for as long as they remain in the bonds of lightning, and it last until the victim escapes or the lightning thief dismisses it. The lightning thief can use this ability for 1 round per level but after it is dismissed the lightning thief must wait 10 rounds until he can use it again. The lightning thief shows no outward sign when using this ability.
Lightning Cloud (Su): At level 15 or higher, as a full round action, a lightning thief can create huge billowing clouds of lightning. The cloud can be created up to 100 ft away and can persist one round per level. The cloud is shapable and covers at most a 10 ft cube per level. Each round everyone and everything inside the cloud suffers 1d6 points of electricity damage per level but is entitled to a Reflex save for half damage (DC = 10 + 1/2 level + Cha modifier). The lightning thief can use this ability once per hour. The lightning thief shows no outward sign when using this ability.
Electrical Immunity (Ex): At level 17 a lightning thief becomes immune to electricity.
Lightning Flash (Su): From 17th level on, a lightning thief can run at twenty times his normal speed either as a full-round action or when he makes a charge, once per hour.
Lightning Storm (Su): Once per day as a full round action a level 20 lightning thief can open the skies and command lightning. The lightning thief can choose one target per level to get hit by a bolt of lightning and he can hit any square he can see. The lightning bolts inflict 1d6 points of electricity damage per level, and the victims are permitted a Reflex save for half damage(DC = 10 + 1/2 level + Cha modifier). The lightning thief shows no outward sign when using this ability.