Some castle thieves are rogues who hoodwinked castles; others are born nobles who won the game of thrones. Either way, they’ve stolen something from someone, be it a castle or the livelihoods of serfs or so on. Castle thieves specialize in fighting in throne rooms. They fly around in their castles, living in their throne rooms, often employing underlings to lure enemies in and slaying them where they hold the upper ground. They can only fight unarmed in throne rooms—them’s the rules—but they do it with style and royal panache.

Role: The castle thief is a specialist. He makes an excellent king or king-slayer; he would make a great king's bodyguard if he weren't preoccupied with possessing the throne. He is hardy enough to wade through melee, throwing heavy blows left and right, but where he shines is the battlefield of the throne room. Eschewing weapons and armor in favor of powers granted by his royal roguery, castle thieves can fly their castles as giant stone airships. This class is not intended for PC use in average campaigns; GMs should scrutinize it with extreme prejudice before incorporating it into any setting.

Hit Dice: d10.


To qualify to become a castle thief, a character must fulfill all the following criteria.

Skills: Bluff 5 ranks, Diplomacy 5 ranks.

Special: The character must possess a castle or keep with a throne room, the square footage of which cannot be less than 400.

Class Skills

The castle thief's class skills are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier.

Table 1-1: Castle Thief

Level BAB Fort Ref Will Special
1st +1 +0 +1 +0 Bonded castle, royal audience, throne room combat
2nd +2 +1 +1 +1 Castle driver, royal dodge
3rd +3 +1 +2 +1 Rogue talent, royal chuck
4th +4 +1 +2 +1 Royal terrain +2
5th +5 +2 +3 +2 Royal grace
6th +6 +2 +3 +2 Rogue talent
7th +7 +2 +4 +2 Royal terrain +4
8th +8 +3 +4 +3 Sovereign immunity
9th +9 +3 +5 +3 Rogue talent
10th +10 +3 +5 +3 Return of the king

Class Features

All of the following are class features of the castle thief prestige class.

Weapon and Armor Proficiency: The castle thief is proficient with unarmed strikes. He gains no other additional proficiencies.

Bonded Castle (Su): At 1st level, the castle thief forms a supernatural bond with a castle. This must be the castle used to enter the prestige class. While the castle thief is in the castle's throne room, the castle becomes a flying castle and the castle thief can drive it using Diplomacy as his driving skill. If the castle thief leaves the throne room or is killed, the flying castle becomes a normal castle, plummeting to the ground if aloft. At 5th level, the castle thief can take any driving action that would normally require a standard action as a move action. This improved action economy only applies to driving flying castles.

A castle thief may bond with a different castle using a week-long ritual involving partying in that castle's throne room. On each of seven consecutive days, the castle thief must spend eight hours uninterrupted within that throne room. This process also requires the expenditure of 200 gp per castle thief level. Eligible castles are those which would fulfill the entry requirements for this class. A castle thief can only be bound to one castle at a time; if he bonds with a new one, his old bond is effectively lost.

Royal Audience (Ex): Beginning at 1st level, the castle thief adds his class level on all Bluff, Diplomacy, and Intimidate skill checks made to enter a throne room.

Throne Room Combat (Ex): None may carry weapons in a throne room—not even he who reigns. The castle thief is no stranger to this restriction, however, and within throne rooms is capable of calling upon his mojo in order to perfect unarmed combat. At 1st level, the castle thief gains the unarmed strike damage and unarmored AC bonus of a monk with levels equal to his hit dice while within throne rooms. He adds his Charisma bonus, rather than his Wisdom bonus, to his AC when unarmored and unencumbered. A castle thief's levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his unarmed strike, such as Weapon Specialization. A castle thief who uses a manufactured weapon in any throne room loses all class features until such a time as he can benefit from an atonement spell.

Castle Driver (Ex): Castle thieves excel at manipulating their tremendous flying fortresses. Starting at 2nd level, the castle thief adds 1/2 his class level to his driving skill modifier when driving flying castles.

Royal Dodge (Ex): At 2nd level, a castle thief gains the ability to react to danger before his senses would normally allow him to do so, so long as he is within a throne room. He cannot be caught flat-footed within a throne room, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized or feinted against.

Rogue Talents: At 3rd level, and every three levels thereafter, a castle thief gains a special ability that allows him to confound his foes. This functions as the rogue talent class feature. A castle thief cannot select an individual talent more than once. If a castle thief has the advanced talents rogue class feature, he can choose from the advanced talents list instead.

Royal Chuck (Ex): At 3rd level, the castle thief becomes the master of regal props. Within throne rooms, he can throw any appropriately sized, appropriately kingly object (such as a crown, goblet, or scepter), as a thrown weapon with which he is proficient. These weapons deal damage as though they were the castle thief's unarmed strikes: the damage die changes to the damage dice of his unarmed strikes, and any feats he possesses which apply only to his unarmed strikes (such as Weapon Specialization) also apply to these thrown weapons.

Royal Terrain (Ex): At 4th level, the castle thief gains a +2 favored terrain bonus in castles. This bonus applies to initiative checks and Knowledge (history), Knowledge (nobility), Perception, Sense Motive, and Stealth skill checks. At 7th level, this bonus increases to +4.

Royal Grace (Su): At 5th level, the castle thief gains a bonus equal to his Charisma bonus (if any) on all saving throws within throne rooms.

Sovereign Immunity (Su): At 8th level, the castle thief's dominion is unquestionable. While within the throne room of his bonded castle, he adds his class level to his CMD, to the DC of Bluff skill checks made against him, and as a bonus on Will saving throws made against compulsion effects. Additionally, while seated on this room's throne, he receives spell resistance equal to 20 + his class level.

Return of the King (Sp): At 10th level, the castle thief can, once per week, cast teleport (greater) as a spell-like ability targeting the throne of his bonded castle. The caster level for this effect is equal to the castle thief’s level. If he is slain while bound to a castle, he is raised, as by resurrection, in his throne room one week later, assuming said castle is still intact.