Ziegander
2015-08-28, 02:48 AM
The Spellthief
https://data.archive.moe/board/tg/image/1337/25/1337252087350.jpg
HD: d4
Alignment: Any Non-Lawful
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+0
Arcane Legerdemain, Sneak Attack +1d6, Steal Spells
3
1
2nd
+1
+0
+3
+0
Cloaked Casting (+2), Vatic Gaze
4
2
3rd
+2
+1
+3
+1
Mug, Spellgrace
4
2
1
4th
+3
+1
+4
+1
Silent Spell
4
3
2
5th
+3
+1
+4
+1
Discover Spells, Sneak Attack +2d6
4
3
2
1
6th
+4
+2
+5
+2
Thirst of Greed
4
3
3
2
7th
+5
+2
+5
+2
Still Spell
4
4
3
2
1
8th
+6/+1
+2
+6
+2
Cloaked Casting (no SR)
4
4
3
3
2
9th
+6/+1
+3
+6
+3
Sneak Attack +3d6
4
4
4
3
2
1
10th
+7/+2
+3
+7
+3
Invisible Spell
4
4
4
3
3
2
11th
+8/+3
+3
+7
+3
Greater Legerdemain
4
4
4
4
3
2
1
12th
+9/+4
+4
+8
+4
Spelljack
4
4
4
4
3
3
2
13th
+9/+4
+4
+8
+4
Sneak Attack +4d6
4
4
4
4
4
3
2
1
14th
+10/+5
+4
+9
+4
Cloaked Casting (+4)
4
4
4
4
4
3
3
2
15th
+11/+6/+1
+5
+9
+5
Steal Supernatural Ability
4
4
4
4
4
4
3
2
1
16th
+12/+7/+2
+5
+10
+5
Breaking and Entering
4
4
4
4
4
4
3
3
2
17th
+12/+7/+2
+5
+10
+5
Sneak Attack +5d6
4
4
4
4
4
4
4
3
2
1
18th
+13/+8/+3
+6
+11
+6
Ever-Ready Egress
4
4
4
4
4
4
4
3
3
2
19th
+14/+9/+4
+6
+11
+6
Steal Extraordinary Ability
4
4
4
4
4
4
4
4
3
3
20th
+15/+10/+5
+6
+12
+6
Cloaked Casting (no Saves)
4
4
4
4
4
4
4
4
4
4
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2
1
2nd
3
1
3rd
3
2
4th
4
2
1
5th
4
3
1
6th
5
3
2
1
7th
5
4
2
1
8th
6
4
3
2
1
9th
6
4
3
2
1
10th
7
4
4
3
2
1
11th
7
4
4
3
2
1
12th
8
4
4
3
3
2
1
13th
8
4
4
3
3
2
1
14th
8
4
4
3
3
3
2
1
15th
8
4
4
3
3
3
2
1
16th
8
4
4
3
3
3
2
2
1
17th
8
4
4
3
3
3
2
2
1
18th
8
4
4
3
3
3
2
2
2
1
19th
8
4
4
3
3
3
2
2
2
2
20th
8
4
4
3
3
3
2
2
2
2
Class Skills (6 + Int per level): Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana; Int), Knowledge (Local; Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Weapon and Armor Proficiency
You are proficient with all simple weapons, plus the hand crossbow, and short sword. You can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, if you wear medium or heavy armor or use a shield you incur a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
Work-in-progress. Sorcerer number of spells known from the Abjuration, Divination, Illusion and Enchantment spells off the wiz/sorc list, prepared like a wizard, Int-based save DCs.
Arcane Legerdemain (Sp): You may cast Mage Hand at-will as a spell-like ability. You may move the Mage Hand with a swift action and can use it to perform delicate acts of manual dexterity such as the Disable Device, Open Lock, or Sleight of Hand skills. You may also deliver a "punch" effect with your Mage Hand as a standard action that deals 1d2 nonlethal damage on a successful ranged touch attack.
Sneak Attack (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four spellthief levels thereafter. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
You can sneak attack only living creatures with discernible anatomiesundead, 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. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond your reach.
Steal Spells (Su): You may treat spells as though they were valuables like any other, stealing them for your own use and benefit. You may only steal spells of spell levels for which you have spell slots. This ability works in one of three ways:
With a Sleight of Hand check you can steal an active spell effect. Stealing an active spell effect requires a successful Sleight of Hand check against a DC of 15 + the caster level of the source of the spell effect. If you succeed at stealing an active spell effect you take the effect from another creature, object, or area and apply it to yourself (if applicable) for the remaining duration. At the end of that effect's duration you may make a caster level check against a DC of 10 + the caster level of the source of the spell effect. If this check succeeds you add the spell to your list of spells known.
With a Sleight of Hand check you can steal knowledge of a spell and add it to your spells known. Stealing knowledge of a spell requires a successful Sleight of Hand check against a DC of 20 + caster level of the spellcaster whose spell knowledge you are trying to steal. If you succeed at stealing knowledge of a spell you add that spell to your list of spells known and remove it from your victim's list of spells known. Trying to steal knowledge of a spell from a creature that the creature does not know automatically fails. If your victim is asleep or unconscious the DC is reduced to 10 + its caster level.
You may ransack the minds of dead creatures seeking spells to add to your spell list. If you can make contact with a corpse within 1 round of its demise, you add any spells that creature knows, or possesses as spell-like abilities, that you have spell slots for, to your list of spells known. If you make contact within 10 minutes, but after 1 round has passed, you add half those spells, randomly determined, to your spell list. After that, the corpse's mind has deteriorated too much to be of any use to you.
Cloaked Casting (Ex): Starting at 2nd level, your spells become more effective when cast against an unwary foe. When you cast a spell against a creature that is denied it's Dexterity bonus to AC (whether it has a bonus or not), you gain a +2 bonus to the spell's save DC.
Beginning at 8th level, you ignore Spell Resistance against such creatures.
At 14th level, the bonus to save DCs increases to +4.
At 20th level, such creatures do not receive a saving throw against your spells.
Vatic Gaze: At 2nd level you gain the Vatic Gaze (http://therafim.wikidot.com/vatic-gaze) feat as a bonus feat. When you use this feat to determine an opponent's spellcasting ability you do learn if it has any spell-like abilities (you do not learn what they are) and you learn what caster level it uses for them if it does.
Mug (Ex): Starting at 3rd level, as a swift action after a successful attack against a creature you may use Sleight of Hand to steal something from that creature. The creature must be within your reach or adjacent to your Mage Hand for you to do so. If your attack was a sneak attack, you gain a +5 insight bonus to your Sleight of Hand check. This insight bonus increases to +10 at 9th level and +15 at 15th level.
Spellgrace (Su): From 3rd level on you add your Intelligence modifier to all saving throws against spells and spell-like abilities. If a spell or spell-like ability would deal half damage or subject you to a lesser effect on a successful save, you instead suffer no damage or effects on a successful save.
Metamagic Feats: At 4th level you gain the Silent Spell feat, At 7th, the Still Spell feat, and at 10th you gain the Invisible Spell feat, each as bonus feats. If you already have the feat in question, then you may take any other feat you qualify for.
Discover Spells (Sp): Starting at 5th level, you can cast Arcane Sight at-will as a spell-like ability. When using your Vatic Gaze feat to determine an opponent's spellcasting ability you determine exactly what spells that creature knows of every spell level for which you have spell slots. If that creature has any spell-like abilities, you now learn what they are and how often the creature can use them.
Thirst of Greed (Sp): Starting at 6th level you can cast Vampiric Touch at-will as a spell-like ability.
Greater Legerdemain (Ex): At 11th level you may use your Mage Hand to deliver touch spells and may direct it to perform other tasks as a swift action.
Spelljack (Su): Starting at 12th level, you may wrest control of spells and spell-like abilities from your opponents even as they cast them. As an immediate action make a Sleight of Hand check against a DC of 40 + the caster level of the spellcaster whose spell you are attempting to jack. If you succeed, then the spell remains cast except you control all aspects of its casting such as aiming, targets, and other aspects of the spell which require caster input. For example, if the spell you jacked was a summoning or calling spell, you give commands to the summoned or called creature. If the spell requires concentration to maintain, you make those checks for the spell. The spell is treated for all intents and purposes as if you had cast it.
To use Spelljack you (or your Mage Hand) must be within 30ft of the spellcaster whose spell you attempt to jack, and you must be able to see and hear the casting of the spell. Each time beyond the first that you use this ability against the same spellcaster within 24 hours increases the DC by 10.
Steal Supernatural Ability (Su): By 15th level, you have mastered the art of stealing spells, now onto other magical powers! With a successful Sleight of Hand check against a DC of 40 + CR of the creature whose supernatural ability you want to steal, you may take an active supernatural effect from the creature, object, or area it is currently affecting and apply it to yourself (if applicable) for the remaining duration. With a successful Sleight of Hand check against a DC of 60 + CR of the creature whose supernatural ability you want to steal, you may take the ability, wholesale, from the creature and gain it for yourself. Your victim permanently loses the ability and you permanently gain it. You cannot have a number greater than half your Intelligence modifier (rounded down) in supernatural abilities stolen in this way. If you steal a new supernatural ability, but you have already reached this limit, you may elect to lose one of your stolen supernatural (or extraordinary, see below) abilities to gain the new one.
Breaking and Entering (Su): Starting at 16th level, you benefit from the constant effects of the Freedom of Movement spell. Additionally, if a spell or effect would normally prevent you from moving or teleporting into a place you may make a caster level check opposed by the caster level of the effect. If you succeed, you are not subject to any limitations of that effect.
Ever-Ready Egress (Sp): Starting at 18th level, you may cast Dimension Door at-will as a spell-like ability. A number of times per day equal to half your Dexterity modifier, rounded down, you may cast Dimension Door as an immediate action. If a spell or effect would normally prevent you from moving or teleporting out of a place, you may make a caster level check opposed by the caster level of the effect. If you succeed, you are not subject to any limitations of that effect.
Steal Extraordinary Ability (Ex): By 19th level, you have mastered the art of stealing magic entirely. You have decided to put your ludicrous, larcenous talents to use stealing the very nature and expertise of other creatures. With a successful Sleight of Hand check against a DC of 80 + CR of the creature whose extraordinary ability you want to steal, you may take the ability, wholesale, from the creature and gain it for yourself. Your victim permanently loses the ability and you permanently gain it. Any extraordinary abilities you steal count toward your limit of stolen supernatural abilities, and if you have already reached the limit when you steal a new extraordinary ability you can, like stealing a new supernatural ability, choose to lose one of your stolen extraordinary or supernatural abilities to gain the new one.
https://data.archive.moe/board/tg/image/1337/25/1337252087350.jpg
HD: d4
Alignment: Any Non-Lawful
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+0
Arcane Legerdemain, Sneak Attack +1d6, Steal Spells
3
1
2nd
+1
+0
+3
+0
Cloaked Casting (+2), Vatic Gaze
4
2
3rd
+2
+1
+3
+1
Mug, Spellgrace
4
2
1
4th
+3
+1
+4
+1
Silent Spell
4
3
2
5th
+3
+1
+4
+1
Discover Spells, Sneak Attack +2d6
4
3
2
1
6th
+4
+2
+5
+2
Thirst of Greed
4
3
3
2
7th
+5
+2
+5
+2
Still Spell
4
4
3
2
1
8th
+6/+1
+2
+6
+2
Cloaked Casting (no SR)
4
4
3
3
2
9th
+6/+1
+3
+6
+3
Sneak Attack +3d6
4
4
4
3
2
1
10th
+7/+2
+3
+7
+3
Invisible Spell
4
4
4
3
3
2
11th
+8/+3
+3
+7
+3
Greater Legerdemain
4
4
4
4
3
2
1
12th
+9/+4
+4
+8
+4
Spelljack
4
4
4
4
3
3
2
13th
+9/+4
+4
+8
+4
Sneak Attack +4d6
4
4
4
4
4
3
2
1
14th
+10/+5
+4
+9
+4
Cloaked Casting (+4)
4
4
4
4
4
3
3
2
15th
+11/+6/+1
+5
+9
+5
Steal Supernatural Ability
4
4
4
4
4
4
3
2
1
16th
+12/+7/+2
+5
+10
+5
Breaking and Entering
4
4
4
4
4
4
3
3
2
17th
+12/+7/+2
+5
+10
+5
Sneak Attack +5d6
4
4
4
4
4
4
4
3
2
1
18th
+13/+8/+3
+6
+11
+6
Ever-Ready Egress
4
4
4
4
4
4
4
3
3
2
19th
+14/+9/+4
+6
+11
+6
Steal Extraordinary Ability
4
4
4
4
4
4
4
4
3
3
20th
+15/+10/+5
+6
+12
+6
Cloaked Casting (no Saves)
4
4
4
4
4
4
4
4
4
4
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2
1
2nd
3
1
3rd
3
2
4th
4
2
1
5th
4
3
1
6th
5
3
2
1
7th
5
4
2
1
8th
6
4
3
2
1
9th
6
4
3
2
1
10th
7
4
4
3
2
1
11th
7
4
4
3
2
1
12th
8
4
4
3
3
2
1
13th
8
4
4
3
3
2
1
14th
8
4
4
3
3
3
2
1
15th
8
4
4
3
3
3
2
1
16th
8
4
4
3
3
3
2
2
1
17th
8
4
4
3
3
3
2
2
1
18th
8
4
4
3
3
3
2
2
2
1
19th
8
4
4
3
3
3
2
2
2
2
20th
8
4
4
3
3
3
2
2
2
2
Class Skills (6 + Int per level): Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana; Int), Knowledge (Local; Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Weapon and Armor Proficiency
You are proficient with all simple weapons, plus the hand crossbow, and short sword. You can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, if you wear medium or heavy armor or use a shield you incur a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
Work-in-progress. Sorcerer number of spells known from the Abjuration, Divination, Illusion and Enchantment spells off the wiz/sorc list, prepared like a wizard, Int-based save DCs.
Arcane Legerdemain (Sp): You may cast Mage Hand at-will as a spell-like ability. You may move the Mage Hand with a swift action and can use it to perform delicate acts of manual dexterity such as the Disable Device, Open Lock, or Sleight of Hand skills. You may also deliver a "punch" effect with your Mage Hand as a standard action that deals 1d2 nonlethal damage on a successful ranged touch attack.
Sneak Attack (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four spellthief levels thereafter. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
You can sneak attack only living creatures with discernible anatomiesundead, 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. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond your reach.
Steal Spells (Su): You may treat spells as though they were valuables like any other, stealing them for your own use and benefit. You may only steal spells of spell levels for which you have spell slots. This ability works in one of three ways:
With a Sleight of Hand check you can steal an active spell effect. Stealing an active spell effect requires a successful Sleight of Hand check against a DC of 15 + the caster level of the source of the spell effect. If you succeed at stealing an active spell effect you take the effect from another creature, object, or area and apply it to yourself (if applicable) for the remaining duration. At the end of that effect's duration you may make a caster level check against a DC of 10 + the caster level of the source of the spell effect. If this check succeeds you add the spell to your list of spells known.
With a Sleight of Hand check you can steal knowledge of a spell and add it to your spells known. Stealing knowledge of a spell requires a successful Sleight of Hand check against a DC of 20 + caster level of the spellcaster whose spell knowledge you are trying to steal. If you succeed at stealing knowledge of a spell you add that spell to your list of spells known and remove it from your victim's list of spells known. Trying to steal knowledge of a spell from a creature that the creature does not know automatically fails. If your victim is asleep or unconscious the DC is reduced to 10 + its caster level.
You may ransack the minds of dead creatures seeking spells to add to your spell list. If you can make contact with a corpse within 1 round of its demise, you add any spells that creature knows, or possesses as spell-like abilities, that you have spell slots for, to your list of spells known. If you make contact within 10 minutes, but after 1 round has passed, you add half those spells, randomly determined, to your spell list. After that, the corpse's mind has deteriorated too much to be of any use to you.
Cloaked Casting (Ex): Starting at 2nd level, your spells become more effective when cast against an unwary foe. When you cast a spell against a creature that is denied it's Dexterity bonus to AC (whether it has a bonus or not), you gain a +2 bonus to the spell's save DC.
Beginning at 8th level, you ignore Spell Resistance against such creatures.
At 14th level, the bonus to save DCs increases to +4.
At 20th level, such creatures do not receive a saving throw against your spells.
Vatic Gaze: At 2nd level you gain the Vatic Gaze (http://therafim.wikidot.com/vatic-gaze) feat as a bonus feat. When you use this feat to determine an opponent's spellcasting ability you do learn if it has any spell-like abilities (you do not learn what they are) and you learn what caster level it uses for them if it does.
Mug (Ex): Starting at 3rd level, as a swift action after a successful attack against a creature you may use Sleight of Hand to steal something from that creature. The creature must be within your reach or adjacent to your Mage Hand for you to do so. If your attack was a sneak attack, you gain a +5 insight bonus to your Sleight of Hand check. This insight bonus increases to +10 at 9th level and +15 at 15th level.
Spellgrace (Su): From 3rd level on you add your Intelligence modifier to all saving throws against spells and spell-like abilities. If a spell or spell-like ability would deal half damage or subject you to a lesser effect on a successful save, you instead suffer no damage or effects on a successful save.
Metamagic Feats: At 4th level you gain the Silent Spell feat, At 7th, the Still Spell feat, and at 10th you gain the Invisible Spell feat, each as bonus feats. If you already have the feat in question, then you may take any other feat you qualify for.
Discover Spells (Sp): Starting at 5th level, you can cast Arcane Sight at-will as a spell-like ability. When using your Vatic Gaze feat to determine an opponent's spellcasting ability you determine exactly what spells that creature knows of every spell level for which you have spell slots. If that creature has any spell-like abilities, you now learn what they are and how often the creature can use them.
Thirst of Greed (Sp): Starting at 6th level you can cast Vampiric Touch at-will as a spell-like ability.
Greater Legerdemain (Ex): At 11th level you may use your Mage Hand to deliver touch spells and may direct it to perform other tasks as a swift action.
Spelljack (Su): Starting at 12th level, you may wrest control of spells and spell-like abilities from your opponents even as they cast them. As an immediate action make a Sleight of Hand check against a DC of 40 + the caster level of the spellcaster whose spell you are attempting to jack. If you succeed, then the spell remains cast except you control all aspects of its casting such as aiming, targets, and other aspects of the spell which require caster input. For example, if the spell you jacked was a summoning or calling spell, you give commands to the summoned or called creature. If the spell requires concentration to maintain, you make those checks for the spell. The spell is treated for all intents and purposes as if you had cast it.
To use Spelljack you (or your Mage Hand) must be within 30ft of the spellcaster whose spell you attempt to jack, and you must be able to see and hear the casting of the spell. Each time beyond the first that you use this ability against the same spellcaster within 24 hours increases the DC by 10.
Steal Supernatural Ability (Su): By 15th level, you have mastered the art of stealing spells, now onto other magical powers! With a successful Sleight of Hand check against a DC of 40 + CR of the creature whose supernatural ability you want to steal, you may take an active supernatural effect from the creature, object, or area it is currently affecting and apply it to yourself (if applicable) for the remaining duration. With a successful Sleight of Hand check against a DC of 60 + CR of the creature whose supernatural ability you want to steal, you may take the ability, wholesale, from the creature and gain it for yourself. Your victim permanently loses the ability and you permanently gain it. You cannot have a number greater than half your Intelligence modifier (rounded down) in supernatural abilities stolen in this way. If you steal a new supernatural ability, but you have already reached this limit, you may elect to lose one of your stolen supernatural (or extraordinary, see below) abilities to gain the new one.
Breaking and Entering (Su): Starting at 16th level, you benefit from the constant effects of the Freedom of Movement spell. Additionally, if a spell or effect would normally prevent you from moving or teleporting into a place you may make a caster level check opposed by the caster level of the effect. If you succeed, you are not subject to any limitations of that effect.
Ever-Ready Egress (Sp): Starting at 18th level, you may cast Dimension Door at-will as a spell-like ability. A number of times per day equal to half your Dexterity modifier, rounded down, you may cast Dimension Door as an immediate action. If a spell or effect would normally prevent you from moving or teleporting out of a place, you may make a caster level check opposed by the caster level of the effect. If you succeed, you are not subject to any limitations of that effect.
Steal Extraordinary Ability (Ex): By 19th level, you have mastered the art of stealing magic entirely. You have decided to put your ludicrous, larcenous talents to use stealing the very nature and expertise of other creatures. With a successful Sleight of Hand check against a DC of 80 + CR of the creature whose extraordinary ability you want to steal, you may take the ability, wholesale, from the creature and gain it for yourself. Your victim permanently loses the ability and you permanently gain it. Any extraordinary abilities you steal count toward your limit of stolen supernatural abilities, and if you have already reached the limit when you steal a new extraordinary ability you can, like stealing a new supernatural ability, choose to lose one of your stolen extraordinary or supernatural abilities to gain the new one.