View Full Version : D&D 3.x Class The Spellthief Rethiefed (PEACH)

2014-09-12, 09:10 PM
The Spellthief

Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them. Spellthieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Because they have such a wide variety of abilities, spellthieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering arcane might of wizards nor the brute force of fighters. Spellthieves never cast two spells when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.

Good spellthieves use their skills and magic to entertain themselves, protect those less gifted than themselves, and occasionally serve a cause or nation as a spy. Evil spellthieves use their versatile skills to trick and deceive, or plague large cities as daring cat burglars.

Hit Die: d6
Starting Gold: 4d4x10 (Average 140)

Level---------BAB---------Fort---------Ref---------Will---------Special Abilities

1st------------------0---------0---------2---------2------------------Sneak Attack +1d6, Steal Spell (0 or 1st), Trapfinding
2nd------------------1---------0---------3---------3------------------Detect Magic, Spellgrace, Steal Spell Effect
3rd------------------2---------1---------3---------3------------------Steal Energy Resistance (10)
4th------------------3---------1---------4---------4------------------Diligent Magician, Sneak Attack +2d6, Steal Spell (2nd)
5th------------------3---------1---------4---------4------------------Steal Spell-Like Ability
6th------------------4---------2---------5---------5------------------Steal Spell (3rd)
7th------------------5---------2---------5---------5------------------Absorb Spell, Sneak Attack +3d6
8th------------------6---------2---------6---------6------------------Arcane Sight, Steal Spell (4th)
9th------------------6---------3---------6---------6------------------Evasion, Steal Energy Resistance (20)
10th------------------7---------3---------7---------7------------------Sneak Attack +4d6, Steal Spell (5th)
12th------------------9---------4---------8---------8------------------Steal Spell (6th)
13th------------------9---------4---------8---------8------------------Sneak Attack +5d6
14th------------------10---------4---------9---------9------------------Steal Spell (7th), Steal Supernatural Ability
15th------------------11---------5---------9---------9------------------Steal Energy Immunity
16th------------------12---------5---------10---------10------------------Sneak Attack +6d6, Steal Spell (8th)
18th------------------13---------6---------11---------11------------------Steal Spell (9th)
19th------------------14---------6---------11---------11------------------Sneak Attack +7d6
20th------------------15---------6---------12---------12------------------Absorb Spell (Immediate Casting), Grand Larceny Arcana

The spellthief's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Int), Speak Language (none), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)



Weapon and Armor Proficiency: A spellthief is proficient with all simple weapons, plus three martial weapons of her choice. She is proficient with light armor but not with shields. Because the somatic components for spellthief spells are simple, a spellthief can cast stolen spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.

Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, and then by an additional 1d6 every three levels after that. See the rogue class feature, page 50 of the Player's Handbook. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Steal Spell (Su): A spellthief can siphon spell energy away from her target and use it herself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from her target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available. In order to steal a spell, a spellthief must have a Charisma score equal to at least 10 + the spell's level.

For example, a 1st-level spellthief with a Charisma score of at least 11 who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

After stealing a spell, a spellthief can cast the spell herself on a subsequent turn. Treat the spell as if it were cast by the spellthief for the purpose of determining caster level, save DC, and so forth. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of her known spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a spellthief gains levels, she can choose to steal higher-level spells. At 4th level, she can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a spellthief can possess a maximum number of stolen spell levels equal to her class level + her Charisma modifier (treat 0-level spells as 1/2 level for this purpose). For instance, a 3rd-level spellthief with 12 Charisma (a +1 modifier) can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If she steals a spell that would cause her to exceed this limit, she must choose to lose stolen spells sufficient to reduce her total number of stolen spell levels to no more than her maximum.

A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if she specifically chose to steal empowered magic missile. If she chose to steal an unmodified magic missile, she couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Detect Magic (Sp): A spellthief of 2nd level or higher can use detect magic a number of times per day equal to her Charisma bonus, if any (minimum 1). Her caster level is equal to her spellthief class level.

Spellgrace (Su): A spellthief of 2nd level or higher gains a competence bonus on saves against spells and spell-like abilities equal to her Charisma modifier. This bonus cannot exceed her spellthief level.

Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.

The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds her class level + her Charisma modifier.

Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell'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.

A spellthief can steal the effect of a spell only if the spell could be cast on her by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell, unless the spellthief was of the animal type. If a spellthief tries to steal the effect of a spell not allowed to her, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which her target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If her target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a spellthief 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.

A spellthief 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 spellthief might use this ability to gain resistance to fire and resistance to cold, but she 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).

At 9th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 15th level she can steal immunity to an energy type.

Diligent Magician: At level 4, a spellthief adds her charisma bonus to her spellcraft checks.

Spells: Beginning at 4th level, a spellthief gains the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer/wizard spell list (see below). She can cast any spell she knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player's Handbook).

To learn or cast a spell, a spellthief must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so on). The DC for a saving throw against a spellthief's spell is 10 + spell level + spellthief's Cha modifier.

Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 13: The Spellthief. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 11, page 8 of the Player's Handbook). When Table 13 indicates that a spellthief gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level spellthief), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A spellthief's selection of spells is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 14: Spellthief Spells Known. Unlike spells per day, her Charisma does not affect the number of spells she knows; the numbers on Table 14 are fixed. A spellthief can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on the spellthief's class spell list.

Upon reaching 8th level, and at every third spellthief level after that (11th, 14th, 17th, and 20th), a spellthief can choose to learn a new spell in place of one she already knows. In effect, the spellthief "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 two levels lower than the highest-level spellthief spell that the spellthief can cast. For instance, upon reaching 14th level, a spellthief could trade in a single 1st-level spell for a different 1st-level spell. A spellthief can swap only a single spell at any given level, and she must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it. The maximum level of the spell-like ability stolen is equal to the highest level spell you can steal with the steal spell ability.

A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets her, she can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than she could steal with her steal spell ability (see above).

To absorb a spell that targets her, a spellthief must succeed on a Spellcraft check against a DC of 20 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of her own spells known) as if she had stolen the spell with her steal spell ability. Her normal limit of total spell levels stolen still applies.

At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action, either to recast the original spell or to cast one of her own spells known using the stolen spell energy.

Arcane Sight (Sp): Beginning at 8th level, a spellthief can use arcane sight as a swift action a number of times per day equal to her Charisma modifier (minimum 1). Her caster level is equal to her spellthief class level. If a target is capable of casting spells or spell-like abilities, the spellthief may make a Spellcraft check to identify them.

Evasion (Ex): At 9th level and higher, a spellthief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the spellthief is wearing light armor or no armor. A helpless spellthief (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Steal Supernatural Ability (Su): At 14th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's supernatural ability. This ability function's like the steal spell-like ability class feature, except she can use it to steal supernatural abilities instead.

Grand Larceny Arcana (Su): At 20th level, the spellthief has exposed herself to so much magic that it suffuses her body, disturbing spells that would warp her mind or locate her position. She is now under a permanent mind blank effect. Furthermore, she can store stolen spells for up to 24 hours instead of a single hour, increasing the maximum duration that she can keep stolen spell effects, energy resistance, spell-like abilities, and spell resistance as well.

So, yeah. Starting a game soon, wanted a spellthief that was good, but not cluttered, overpowered, and/or broken. So here we go. Primary concerns here are balance, I'm aiming for a Tier 3 balance with this, but I'm willing to accept low Tier 2.

Big shout out goes to Pechvarry and Realms of Chaos, whose work served as a base for several of this class's new abilities.

No way in Tartarus am I going to bother with the new table code. :smallconfused:

2014-09-14, 01:11 PM
Bump. Please PEACH.