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Serpents and Sewers: Spellthief
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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Description and Role= Not everyone who has the Gift must be a disciplined, honorable person. Magic is power, and power always includes the promise of corruption, and some spellcasters combine this to use their powers for their own advantage –on the costs of others. Spellthieves are thieves, who use their magic for their prowls, but they do not only steal material goods. When magic is power, it becomes more valuable than gold and silver, so what lies closer than steal magic instead? The spellthief is a hybrid class; as the Mage blade is the crossover between a fighter and an arcane spellcaster, the Spellthief is the combination of a spellcaster and a rogue. It is therefore a very flexible and adaptable class with a very broad range of possibilities, but also with some unique abilities (because without those there would be no point to a hybrid class as you could just multiclass and take both aspects seperately). '''Class Skills''' The Spellthief's class skills (and the key ability for each skill) are Acrobatics (2xDEX), Athletics (STR + CON), Concentration (CON + WIS), Craft (INT+?), Disable Device (DEX + INT), Intimidate (CHA + STR), Intrigue (2x CHA), Knowledge (Arcane) (2xINT), Knowledge (Dungeoneering)(2xINT), Knowledge (Underworld)(2x INT), Languages (INT + CHA), Legerdemain (DEX + CHA), Perception (CON + WIS), Profession (WIS + ?), Sense Motive (WIS + CHA), Stealth (DEX + CON) and Use Magical Device (2xCha). '''Skill Points at 1st Level''': (6 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 6 + Int modifier. '''Hit Points at 1st Level''': 9 + Con modifier '''Hit Points at Each Additional Level''': 2 + Con modifier '''Spell Points at 1st Level''': 8 + Cha modifier '''Spell points at each additional level''': 3 + Cha modifier '''Spell point regeneration (per full night’s rest)''': 2d12 + Cha modifier '''Starting Age:''' medium '''Starting Wealth:''' 4d4 x10 (100 gp) =Table: The Spellthief= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +0 | +2 | +2 | Spells, Sneak attack +1d6, energy drain, basic energy control |- |2nd | +1 | +1 | +0 | +3 | +3 | Detect magic, steal energy resistance |- |3rd | +2 | +1 | +1 | +3 | +3 | Break Spell |- |4th | +3 | +2 | +1 | +4 | +4 | Arcane strike |- |5th | +3 | +2 | +1 | +4 | +4 | Sneak attack +2d6, spellgrace +1 |- |6th | +4 | +3 | +2 | +5 | +5 | Absorb spell |- |7th | +5/+0 | +3 | +2 | +5 | +5 | Energy drain (touch) |- |8th | +6/+1 | +4 | +2 | +6 | +6 | Steal energy resistance (touch) |- |9th | +6/+1 | +4 | +3 | +6 | +6 | Arcane sight, sneak attack +3d6 |- |10th | +7/+2 | +5 | +3 | +7 | +7 | energy drain (items), advanced energy control |- |11th | +8/+3 | +5 | +3 | +7 | +7 | spellgrace +2, Break Spell (touch) |- |12th | +9/+4 | +6 | +4 | +8 | +8 | Discover spells |- |13th | +9/+4 | +6 | +4 | +8 | +8 | Absorb spell (area and effect spells), sneak attack +4d6 |- |14th | +10/+5/+0 | +7 | +5 | +9 | +9 | Steal energy resistance (ranged) |- |15th | +11/+6/+1 | +7 | +5 | +9 | +9 | energy drain (reached) |- |16th | +12/+7/+2 | +8 | +5 | +10 | +10 | Steal spell resistance |- |17th | +12/+7/+2 | +8 | +5 | +10 | +10 | Sneak attack +5d6, spellgrace +3 |- |18th | +13/+8/+3 | +9 | +6 | +11 | +11 | Greater arcane sight |- |19th | +14/+9/+4 | +9 | +6 | +11 | +11 | Break Spell (ranged) |- |20th | +15/+10/+5/+0 | +10 | +6 | +12 | +12 | energy drain (1d10), complex energy control |- |} =Class Features= * '''Weapon and Armor Proficiency''': A spell thief is proficient with all simple weapons, one chosen mar-tial weapon and with light armor but not with shields. * '''Spells''': A spell thief has the ability to cast a small number of spells as an arcane spellcaster, which are drawn from the Bard spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. The Difficulty Class for a saving throw against a spell thief’s spell is the spell level + the spell thief’s Charisma modifier + 1d20. Like other spellcasters, a spell thief can cast only a certain number of spells of each spell level per day, limited by his spell points. A spell thief gains 6 + Cha modifier spell points at 1st level, and 2 + Intelli-gence modifier each additional level. A spell thief begins play knowing only 3 level 0 spells and one single level one spell of the player’s choice. At each new level, a spell thief gains a spell acquisition pool of 4 + Charisma modifier for gain-ing new spells, whereby the cost of every spell is equal to its spell level. (Example: A spell thief with Charisma 16 reaching a new level would gain 6 points to gather new spells – he could learn 2 level 3 spells or 3 level 2 spells or 6 level 1 spells or any combination of this). These new spells can be common spells chosen from the beguiler spell list. A spell thief can not spare his spell acquisition points to learn more powerful spells on a higher level. Upon reaching 8th level, and at every spell thief level after that, a spell thief can choose to learn a new spell in place of one he already knows. In effect, the spell thief “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell thief spell the spell thief can cast. A spell thief may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Basic energy control: At 1st level, a spellthief can channel one spell energy point per turn. The total sum of Energy points the spellthief can keep under control is equal to his Charisma modifier or three, whichever is lower. * '''Sneak Attack (Ex)''': If a spell thief can catch an opponent when he is unable to defend himself effec-tively from his attack, he can strike a vital spot for extra damage. The spell thief’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the spell thief flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four spell thief levels thereafter. Should the spell thief score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a spell thief can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A spell thief can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The spell thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A spell thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. A spell thief has several abilities (see below) that can only be used when he makes a successful sneak attack, that require him to forgo part of his extra damage. He can only use one of these abilities for each sneak attack he makes, and each ability can be used only once per round. However, even if he attacks an opponent normally immune to critical hits, as long as he fulfils the other requirements of a sneak attack (catching the opponent flat-footed, flanking her, she doesn't have concealment, etc.), he can still uses those abilities. This is like how flaming burst and similar weapons function even against creatures im-mune to critical hits. * '''Energy drain (Su)''': A spell thief can siphon spell energy (whether spiritual, hereditary or hermetic) away from his target and use it himself. A spell thief who hits an opponent with a successful sneak at-tack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal the same amount of spell points. If the target is willing, a spell thief can steal spell energy with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with. Logically, a spell thief can not steal more than 6 points of spell energy with this ability, but he can store more spell energy this way than his normal spell energy pool. If the current spell energy pool is bigger than the normal maximum, the spell thief loses 1 point of spell energy per round until he has reached his normal maximum. At 7th level, the ability to drain spell energy from a caster improves and a spell thief can steal spell en-ergy with a normal touch attack, siphoning 1d6 points of spell energy from the target into the spell thief’s pool. At 10th level, a spell thief can drain spell energy from magic items. Doing so gives the spell thief 1d6 points of spell energy and renders the item useless for 24 hours. At 15th level, a spell thief can drain spell energy from distant opponents. He can make a ranged touch attack against an opponent within 30 ft. to drain 1d6 points of spell energy from his victim to his own pool. Doing so is a standard action. At 20th level, a spell thief increases the amount of stolen spell points to 1d10. * '''Detect Magic (Sp)''': A spell thief of 2nd level or higher can use detect magic at will. His caster level is equal to his class level. * '''Steal Energy Resistance (Su)''': Beginning at 2nd level, a spell thief can siphon off some or all of a tar-get's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spell thief who hits an oppo-nent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 1d10 to an energy type to which his target is resistant (or immune). Simultaneously, the target creature's resistance to that energy type is temporarily reduced by the same amount (to a minimum of 0). A creature with immunity to an energy type retains that immunity. If the target is willing, a spell thief can steal energy resistance with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with. If his target has more than one type of resistance to energy, a spell thief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. The resistance a spell thief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires if the remaining duration is less than 1 minute. A spell thief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spell thief might use this ability to gain resis-tance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much). However, he can use this ability multiple times, even on the same creature, to renew the duration of his stolen energy resistance. At 8th level, a spell thief can steal resistance with a touch attack by using this ability, and at 14th level he can steal resistance to an energy type with a ranged touch attack. A spell thief cannot steal more re-sistance than what the creature has, if it less than these amounts. * '''Break Spell (Su)''': Beginning at 3rd level, a spell thief can disrupt an active spell effect from another creature. A spell thief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead cancels the effect of a single spell affecting the target. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's al-ready using one of his other supernatural stealing abilities with. The spell thief can choose which spell he disrupts; otherwise, the DM determines the stolen spell effect randomly. If a spell thief tries to disrupt a spell effect that isn't present, the disrupted spell effect is de-termined randomly among those currently in effect on the target. A spell thief can't disrupt a spell effect if its caster level exceeds his class level + his Intelligence modifier. Spells are interrupted for 1 minute per spell thief level (or until the spell effect's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it. At 11th level, the spell thief can use this ability with a touch attack instead and at 19th level with a ranged touch attack with a range of 30 feet. * '''Arcane Strike (Su)''': A spellthief may burn her magic reserve for inflicting terrible wounds. Starting at 4th level, the Spellthief may burn 1d6 of her spell points and may add the result of the roll to her next attack roll and inflict the same amount of additional force damage if the attack connects. In addition, the attack as a whole is treated as if it deals force damage, instead of the usual damage type of the weapon and can injure insubstantial foes. This ability works as an immediate action and can be used every d4+1 rounds. If the Mage Blade would spend more spell energy than his current energy pool, she spends all remaining spell points instead, whereby the bonus to the attack roll and the damage is equal to the spent spell points, not the actual result of the dice. * '''Absorb Spell (Su)''': Beginning at 6th level, if a spell thief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spell thief as a target, not effect or area spells (at least until 13th level, see below). To absorb a spell that targets him, a spell thief must succeed on a level check (1d20 + spell thief level) against a DC of 10 + the spell's caster level. Failure indicates the spell has its normal effect, even though the spell thief’s save was initially successful. Success means that the spell thief suffers no effect from the spell and gains the spell energy that was used to cast the spell as if he had stolen the spell energy with his energy drain ability. If a spell targets the spell thief but only allows a saving throw for a partial effect, if he makes a success-ful save and then succeeds on his level check, he absorbs the spell without suffering even that partial effect. If a spell targets the spell thief but normally does not allow a saving throw, the spell thief is al-lowed to attempt as special save against what the spell's DC would be if it had one (type determined by DM as appropriate, for example, a Reflex save against scorching ray). If he succeeds at the special sav-ing throw he can attempt his level check to absorb the spell without harm, but if he fails either the sav-ing throw or the level check, he suffers the full effect of the spell as normal. At 13th level or higher, a spell thief can attempt to absorb even effect or area spells that would affect him. * '''Arcane Sight (Su)''': Beginning at 9th level, a spell thief can discern the location and power of magical auras within sight. This ability duplicates the effect of an arcane sight spell, except that it is always ac-tive, though he can suppress it as a free action. At 18th level or higher, a spell thief instead gains the continuous effect of a greater arcane sight spell. Advanced Energy Control: At 10th level, a spell thief has learned to control the flow of magic energies a lot better than before. From now on, he can channel two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to 2 + Charisma modifier or five, which ever is lower. * '''Discover Spells (Ex)''': A spell thief of 12th level or higher who steals a spell from a spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spell thief to better choose which spells to steal on subsequent attacks. For example, a 13th-level spell thief who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer. * '''Steal Spell Resistance (Su)''': Beginning at 15th level, a spell thief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spell thief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spell thief also gains spell resistance equal to 5 + his spell thief level (up to a maximum value of the original spell resistance of the target). If the target is willing, a spell thief can steal spell resistance with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with. The stolen spell resistance benefits the spell thief for 1 minute and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disap-pears when the effect elapses, if its remaining duration is less than 1 minute. A spell thief can steal spell resistance multiple times from the same or different opponents, reducing their spell resistance by an additional 5, and increasing his own by the same amount. For example, a spell thief who uses this ability three times would have spell resistance equal to 15 + his spell thief level. However, he must keep track of each stolen source of spell resistance separately; if he steals spell resistance in three consecutive rounds, he would temporarily have a spell resistance equal to 15 + his spell thief level, but as each source's duration expires, he would be reduced to SR equal to 10 + his level, and then finally SR equal to 5 + his level. * '''Complex Energy Control''': At 20th level, the spell thief becomes a master of the arts of magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to 3 + Charisma modifier or seven, whichever is lower. While Spellthieves have no access to level seven spells, they can use their maximum control with metamagic to empower the spells they know.
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