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el minster
2020-06-30, 04:03 PM
Is there a way to turn the spellthief into a real master of minipulating all magic i.e. magic items supernatural abilities all spells cast on them...

Psyren
2020-06-30, 04:19 PM
Play an Ur-Priest?

el minster
2020-06-30, 04:38 PM
Play an Ur-Priest?

No not just in flavor but in mechanics

Mike Miller
2020-06-30, 04:56 PM
Spellthief + incantatrix

winteranfang
2020-06-30, 05:36 PM
You should combine Spellthief with other powerful Tier 1 classes. I have an NPC who is a spell-stealing, sneak attacking, trapfinder killer gnome. Maybe it should help:

Arcane Gnome Spellthief 1/Illusionist 4/Unseen Seer 2/Illusionist +1/Shadowcraft Mage 5/Arcane Trickster 7.

Alternative Class Features: Gnome Illusionist (only the first level), Focused Specialist, Shadowshaper (first and fifth levels), School Mastery.

Important feats: Master Spellthief, Heighten Spell, Earth Sense, Earth Spell, Residual Magic, Craven, Darkstalker.

Advanced Learning (Unseen Seer 2): Hunter's Eye spell (for maximizing sneak attack damage).

Magic item: Collar of Umbral Metamorphosis.

Use Magic Device is always class skill because of Arcane Gnome. You can manipulate all scroll/wands.
Hide is class skill for illusionist because of Shadowshaper. With Cloud of Knives spell, Hide skill, Cloak of Shadow (Shadowcraft Mage 1), you can always steal spells while casting another spell in your ammo.

With Heighten Spell, Earth Sense, Earth Spell, Residual Magic, Arcane Disciple (luck) + Shadow Illusion (Shadowcraft Mage 3) you can basically cast every spell in the game (except 9th-level spells of other full-casters).

You will also have lots of skill points, as Intelligence is your highest stat.

Psyren
2020-06-30, 06:41 PM
No not just in flavor but in mechanics

I know - Ur-priest can steal SLAs, people just tend to forget that power because they're usually using it for accelerated 9ths.

Anthrowhale
2020-06-30, 08:28 PM
Start with Trickster Spellthief 9, which gives you much bard-quality casting in exchange for no sneak attack and fewer skills.

Take a level of Heartfire Fanner for bardic music.

Take Sublime Chord 10 for level 9 arcane spells.

Add in the Master Spellthief feat so you can steal up to 9th level spells.

(Ur-Priest is also a good choice.)

Zaq
2020-06-30, 09:09 PM
Are you looking for homebrew or for a clever build that sticks to published RAW?

Also, can you perhaps be a little more specific about what exactly you want this fixed spellthief to do? What elements of the current spellthief disappoint you, and how?

PoeticallyPsyco
2020-06-30, 09:28 PM
The recent Junkyard Wars comp had an entry (https://forums.giantitp.com/showsinglepost.php?p=24490063&postcount=33) that used telekinesis as a delivery mechanism for Sneak Attack and thus Spellthief abilities. Master Spellthief can give you some crazy CL and thus more attacks (at least, up to the limit of 15).

el minster
2020-06-30, 10:22 PM
You should combine Spellthief with other powerful Tier 1 classes. I have an NPC who is a spell-stealing, sneak attacking, trapfinder killer gnome. Maybe it should help:

Arcane Gnome Spellthief 1/Illusionist 4/Unseen Seer 2/Illusionist +1/Shadowcraft Mage 5/Arcane Trickster 7.

Alternative Class Features: Gnome Illusionist (only the first level), Focused Specialist, Shadowshaper (first and fifth levels), School Mastery.

Important feats: Master Spellthief, Heighten Spell, Earth Sense, Earth Spell, Residual Magic, Craven, Darkstalker.

Advanced Learning (Unseen Seer 2): Hunter's Eye spell (for maximizing sneak attack damage).

Magic item: Collar of Umbral Metamorphosis.

Use Magic Device is always class skill because of Arcane Gnome. You can manipulate all scroll/wands.
Hide is class skill for illusionist because of Shadowshaper. With Cloud of Knives spell, Hide skill, Cloak of Shadow (Shadowcraft Mage 1), you can always steal spells while casting another spell in your ammo.

With Heighten Spell, Earth Sense, Earth Spell, Residual Magic, Arcane Disciple (luck) + Shadow Illusion (Shadowcraft Mage 3) you can basically cast every spell in the game (except 9th-level spells of other full-casters).

You will also have lots of skill points, as Intelligence is your highest stat.

you realize if this guy steals a spell he can't use it unless it's 0-1 level

winteranfang
2020-07-01, 02:55 AM
you realize if this guy steals a spell he can't use it unless it's 0-1 level

Why can't he? After he gets Master Spellthief at 6th level, he will be able to steal 3rd-level spells as Spellthief level and arcane casting class levels stack.

Anthrowhale
2020-07-01, 06:35 AM
Why can't he? After he gets Master Spellthief at 6th level, he will be able to steal 3rd-level spells as Spellthief level and arcane casting class levels stack.

Master Spellthief increase the level of spell you can steal, but not the maximum number of stolen spell levels. Hence, it's handy to have 9 levels of spell thief so you can store (and later cast) 9th level spells.

el minster
2020-07-01, 02:03 PM
Master Spellthief increase the level of spell you can steal, but not the maximum number of stolen spell levels. Hence, it's handy to have 9 levels of spell thief so you can store (and later cast) 9th level spells.

yeah this is what I was saying

Falontani
2020-07-01, 02:37 PM
yeah this is what I was saying


Are you looking for homebrew or for a clever build that sticks to published RAW?

Also, can you perhaps be a little more specific about what exactly you want this fixed spellthief to do? What elements of the current spellthief disappoint you, and how?

I have a homebrew Spellthief base class where I messed with it a little bit, and I think I did well with it without making it unbalanced? But I have no idea what you are actually wanting here...

Nifft
2020-07-01, 02:39 PM
EDIT: Whoops, nevermind.

el minster
2020-07-01, 02:41 PM
I have a homebrew Spellthief base class where I messed with it a little bit, and I think I did well with it without making it unbalanced? But I have no idea what you are actually wanting here...

Homebrew please

Falontani
2020-07-01, 02:50 PM
Well, I hope this is formatted correctly here!






D6


Spellthief




Spellcasting


Lvl

BAB

Fort

Ref

Will

Special


0th

1st

2nd

3rd

4th

5th


1

+0

+0

+2

+2

Steal Spell (0-1st), Sneak Attack +1d6, Trapfinding, Spellgrace +1

-

-

-

-

-

-



2

+1

+0

+3

+3

Steal Spell Effect, Detect Magic, Spell Reflection

-

-

-

-

-

-



3

+2

+1

+3

+3

Steal Energy Resistance 10

-

-

-

-

-

-



4

+3

+1

+4

+4

Steal Spell (2nd), Spells

2

-

-

-

-

-



5

+3

+1

+4

+4

Sneak Attack +2d6, Spellgrace +2, Steal Spell-like Ability

3

0

-

-

-

-



6

+4

+2

+5

+5

Steal Spell (3rd), Arcane Sight

3

1

-

-

-

-



7

+5

+2

+5

+5

Steal Energy Resistance 20, Absorb Spell

3

2

0

-

-

-



8

+6/+1

+2

+6

+6

Steal Spell (4th)

3

2

1

-

-

-



9

+6/+1

+3

+6

+6

Sneak Attack +3d6, Improved Spell Reflection

3

3

2

-

-

-



10

+7/+2

+3

+7

+7

Steal Spell (5th), Spellgrace +3

3

3

2

0

-

-



11

+8/+3

+3

+7

+7

Steal Energy Resistance 30

3

3

3

1

-

-



12

+9/+4

+4

+8

+8

Steal Spell (6th), Greater Arcane Sight

3

3

3

2

-

-



13

+9/+4

+4

+8

+8

Sneak Attack +4d6, Discover Spells

3

3

3

2

0

-



14

+10/+5

+4

+9

+9

Steal Spell (7th)

3

3

3

3

1

-



15

+11/+6/+1

+5

+9

+9

Spellgrace +4, Steal Spell Resistance

3

3

3

3

2

-



16

+12/+7/+2

+5

+10

+10

Steal Spell (8th)

3

3

3

3

2

0



17

+12/+7/+2

+5

+10

+10

Sneak Attack +5d6

4

3

3

3

3

1



18

+13/+8/+3

+6

+11

+11

Steal Spell (9th)

4

3

3

3

3

2



19

+14/+9/+4

+6

+11

+11

Mettle, Evasion

4

3

3

3

3

2



20

+15/+10/+5

+6

+12

+12

Spellgrace +5, Absorb Spell (Immediate Casting)

4

4

3

3

3

3



A spellthief’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points per Level: (6 + Int modifier) (× 4 at first).




Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief 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 (see page 123 of the Player’s Handbook) 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, including those stolen from arcane casters (see the steal spell ability, below).

Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. 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 his 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.
For example, a 1st-level spellthief 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 himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn’t have the minimum ability score normally required to cast a spell of that level. 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 his own spells) within 10 minutes per Spellthief level of stealing it; otherwise, the extra spell energy fades harmlessly away.
As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he 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 his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief 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 he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his 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 he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he 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).

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 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. 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.

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

Spellgrace (Su): A spellthief gains a +1 unique bonus on his saves against spells. This bonus improves by +1 at 5th level, and every 5th level thereafter (10th, 15th, etc.).

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 his class level + his 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 who steals a spell that could not ordinarily be cast upon the spellthief (such as an animal growth spell if the spellthief is not of the animal type, or a shield spell since the shield spell is a personal spell) gains no benefit from the effect, however the original creature still loses the benefit of the spell for 1 minute per class level (or until the spell’s duration expires, whichever comes first).

Detect Magic (Sp): A spellthief of 2nd level or higher constantly has the benefits of Detect Magic with a caster level equal to his Spellthief level. If the spell is dispelled then it resumes 1d4 rounds later requiring no action on the spellthief’s part.

Spell Reflection (Su): A Spellthief of 2nd level has learned to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your CHA modifier (minimum 1/day).

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 his 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 his 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 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).
At 7th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 11th level he can steal resistance 30 to an energy type.

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). He can cast any spell he 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. His base daily spell allotment is given on Table 1–3: The Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook). When Table 1–3 indicates that a spellthief gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level spellthief), he gains only the bonus spells he would be entitled to based on his 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 1–4: Spellthief Spells Known. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1–4 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 12th level, and at every third spellthief level after that (15th and 18th), a spellthief can choose to learn a new spell in place of one he 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 12th 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 he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
At 4th level and higher, a spellthief’s caster level for spells is his spellthief level minus 3.

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-half 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.
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 10 minutes per class level of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or the spell-like ability is lost), the target cannot use the stolen ability.

Arcane Sight (Sp): Beginning at 6th level, a spellthief can use arcane sight as a swift or immediate action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Absorb Spell (Su): Beginning at 7th level, if a spellthief 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 spellthief as a target, not effect or area spells. A spellthief can’t absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).
To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + 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 his own spells known) as if he had stolen the spell with his steal spell ability. His 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 (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Improved Spell Reflection (Su): A Spellthief of 9th level has learned to reflect magical attacks back on their caster. If an enemy targets you with spell or spell-like ability which requires an attack roll, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard targeted you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
You can use this ability a number of times per day equal to 1 + your CHA modifier (minimum 1/day).

Greater Arcane Sight (Sp): Beginning at 12th level, a spellthief can use greater arcane sight as a swift or immediate action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Discover Spells (Ex): A spellthief of 13th level or higher who steals a spell from a spellcaster with his steal spell ability or absorb spell 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 spellthief to better choose which spells to steal on subsequent attacks.
For example, a 13th-level spellthief 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 spellthief can use a sneak attack to temporarily steal some or all of a creature’s spell resistance. A spellthief 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 spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.
The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief’s Charisma modifier (minimum 1 round) 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 disappears when the effect elapses. A spellthief can’t use this ability on the same creature again until the creature’s stolen spell resistance returns.

Mettle (Ex): At 19th level and higher, a spellthief can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping spellthief does not gain the benefit of mettle.

Evasion (Ex) At 19th 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, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless spellthief does not gain the benefit of evasion.









Level

Spellthief Spells Known



0

1st

2nd

3rd

4th

5th


1st

-








2nd

-








3rd

-








4th

4

-







5th

5

2

-






6th

6

3

-






7th

6

3

2

-





8th

6

4

3

-





9th

6

4

3

-





10th

6

4

4

2

-




11th

6

4

4

3

-




12th

6

4

4

3

-




13th

6

4

4

4

2

-



14th

6

4

4

4

3

-



15th

6

4

4

4

3

-



16th

6

4

4

4

4

2



17th

6

4

4

4

4

3



18th

6

4

4

4

4

4



19th

6

4

4

4

4

4



20th

6

4

4

4

4

4





Everything highlighted is something changed or added from the base Spellthief. Looks like the highlighting did not come through >.>

el minster
2020-07-01, 03:06 PM
Well, I hope this is formatted correctly here!






D6


Spellthief




Spellcasting


Lvl

BAB

Fort

Ref

Will

Special


0th

1st

2nd

3rd

4th

5th


1

+0

+0

+2

+2

Steal Spell (0-1st), Sneak Attack +1d6, Trapfinding, Spellgrace +1

-

-

-

-

-

-



2

+1

+0

+3

+3

Steal Spell Effect, Detect Magic, Spell Reflection

-

-

-

-

-

-



3

+2

+1

+3

+3

Steal Energy Resistance 10

-

-

-

-

-

-



4

+3

+1

+4

+4

Steal Spell (2nd), Spells

2

-

-

-

-

-



5

+3

+1

+4

+4

Sneak Attack +2d6, Spellgrace +2, Steal Spell-like Ability

3

0

-

-

-

-



6

+4

+2

+5

+5

Steal Spell (3rd), Arcane Sight

3

1

-

-

-

-



7

+5

+2

+5

+5

Steal Energy Resistance 20, Absorb Spell

3

2

0

-

-

-



8

+6/+1

+2

+6

+6

Steal Spell (4th)

3

2

1

-

-

-



9

+6/+1

+3

+6

+6

Sneak Attack +3d6, Improved Spell Reflection

3

3

2

-

-

-



10

+7/+2

+3

+7

+7

Steal Spell (5th), Spellgrace +3

3

3

2

0

-

-



11

+8/+3

+3

+7

+7

Steal Energy Resistance 30

3

3

3

1

-

-



12

+9/+4

+4

+8

+8

Steal Spell (6th), Greater Arcane Sight

3

3

3

2

-

-



13

+9/+4

+4

+8

+8

Sneak Attack +4d6, Discover Spells

3

3

3

2

0

-



14

+10/+5

+4

+9

+9

Steal Spell (7th)

3

3

3

3

1

-



15

+11/+6/+1

+5

+9

+9

Spellgrace +4, Steal Spell Resistance

3

3

3

3

2

-



16

+12/+7/+2

+5

+10

+10

Steal Spell (8th)

3

3

3

3

2

0



17

+12/+7/+2

+5

+10

+10

Sneak Attack +5d6

4

3

3

3

3

1



18

+13/+8/+3

+6

+11

+11

Steal Spell (9th)

4

3

3

3

3

2



19

+14/+9/+4

+6

+11

+11

Mettle, Evasion

4

3

3

3

3

2



20

+15/+10/+5

+6

+12

+12

Spellgrace +5, Absorb Spell (Immediate Casting)

4

4

3

3

3

3



A spellthief’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points per Level: (6 + Int modifier) (× 4 at first).




Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief 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 (see page 123 of the Player’s Handbook) 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, including those stolen from arcane casters (see the steal spell ability, below).

Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. 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 his 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.
For example, a 1st-level spellthief 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 himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn’t have the minimum ability score normally required to cast a spell of that level. 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 his own spells) within 10 minutes per Spellthief level of stealing it; otherwise, the extra spell energy fades harmlessly away.
As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he 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 his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief 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 he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his 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 he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he 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).

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 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. 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.

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

Spellgrace (Su): A spellthief gains a +1 unique bonus on his saves against spells. This bonus improves by +1 at 5th level, and every 5th level thereafter (10th, 15th, etc.).

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 his class level + his 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 who steals a spell that could not ordinarily be cast upon the spellthief (such as an animal growth spell if the spellthief is not of the animal type, or a shield spell since the shield spell is a personal spell) gains no benefit from the effect, however the original creature still loses the benefit of the spell for 1 minute per class level (or until the spell’s duration expires, whichever comes first).

Detect Magic (Sp): A spellthief of 2nd level or higher constantly has the benefits of Detect Magic with a caster level equal to his Spellthief level. If the spell is dispelled then it resumes 1d4 rounds later requiring no action on the spellthief’s part.

Spell Reflection (Su): A Spellthief of 2nd level has learned to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your CHA modifier (minimum 1/day).

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 his 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 his 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 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).
At 7th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 11th level he can steal resistance 30 to an energy type.

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). He can cast any spell he 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. His base daily spell allotment is given on Table 1–3: The Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook). When Table 1–3 indicates that a spellthief gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level spellthief), he gains only the bonus spells he would be entitled to based on his 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 1–4: Spellthief Spells Known. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1–4 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 12th level, and at every third spellthief level after that (15th and 18th), a spellthief can choose to learn a new spell in place of one he 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 12th 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 he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
At 4th level and higher, a spellthief’s caster level for spells is his spellthief level minus 3.

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-half 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.
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 10 minutes per class level of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or the spell-like ability is lost), the target cannot use the stolen ability.

Arcane Sight (Sp): Beginning at 6th level, a spellthief can use arcane sight as a swift or immediate action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Absorb Spell (Su): Beginning at 7th level, if a spellthief 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 spellthief as a target, not effect or area spells. A spellthief can’t absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).
To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + 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 his own spells known) as if he had stolen the spell with his steal spell ability. His 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 (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Improved Spell Reflection (Su): A Spellthief of 9th level has learned to reflect magical attacks back on their caster. If an enemy targets you with spell or spell-like ability which requires an attack roll, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard targeted you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
You can use this ability a number of times per day equal to 1 + your CHA modifier (minimum 1/day).

Greater Arcane Sight (Sp): Beginning at 12th level, a spellthief can use greater arcane sight as a swift or immediate action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Discover Spells (Ex): A spellthief of 13th level or higher who steals a spell from a spellcaster with his steal spell ability or absorb spell 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 spellthief to better choose which spells to steal on subsequent attacks.
For example, a 13th-level spellthief 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 spellthief can use a sneak attack to temporarily steal some or all of a creature’s spell resistance. A spellthief 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 spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.
The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief’s Charisma modifier (minimum 1 round) 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 disappears when the effect elapses. A spellthief can’t use this ability on the same creature again until the creature’s stolen spell resistance returns.

Mettle (Ex): At 19th level and higher, a spellthief can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping spellthief does not gain the benefit of mettle.

Evasion (Ex) At 19th 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, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless spellthief does not gain the benefit of evasion.









Level

Spellthief Spells Known



0

1st

2nd

3rd

4th

5th


1st

-








2nd

-








3rd

-








4th

4

-







5th

5

2

-






6th

6

3

-






7th

6

3

2

-





8th

6

4

3

-





9th

6

4

3

-





10th

6

4

4

2

-




11th

6

4

4

3

-




12th

6

4

4

3

-




13th

6

4

4

4

2

-



14th

6

4

4

4

3

-



15th

6

4

4

4

3

-



16th

6

4

4

4

4

2



17th

6

4

4

4

4

3



18th

6

4

4

4

4

4



19th

6

4

4

4

4

4



20th

6

4

4

4

4

4





Everything highlighted is something changed or added from the base Spellthief. Looks like the highlighting did not come through >.>

Could use a tweak here or there but overall very nice 4.75 stars

Falontani
2020-07-01, 03:16 PM
Could use a tweak here or there but overall very nice 4.75 stars

Out of 5? 10?
Just joking around, but I'd love to hear what sort of tweaks you'd make.

el minster
2020-07-01, 03:20 PM
Out of 5, I'd give evasion a little bit earlier like 12/ 13 level

Falontani
2020-07-01, 03:25 PM
I could definitely see it a little earlier, but the class is already packed full of class features, maybe around 16/17 even, but I totally see your point.

Anthrowhale
2020-07-01, 07:29 PM
It does both.

Steal Spell is the name of a class ability, and Master Spellthief improves that class ability.

What the class ability does is allow you to steal spells, but there's no reason to imagine that the rules text of the feat wants you to assume it's not talking about the rules text of the class it modifies.

I'm confused---the Master Spellthief feat does modify the Steal Spell ability. It increases the level of spell you can steal. On the other hand, the feat does not change the number of spell levels you can store.

Nifft
2020-07-02, 01:52 PM
I'm confused---the Master Spellthief feat does modify the Steal Spell ability. It increases the level of spell you can steal. On the other hand, the feat does not change the number of spell levels you can store.

Hmm, I can't find the text I thought we were talking about.

My confusion, not yours. Carry on.

MicHag
2020-07-03, 05:17 AM
Last week a player of mine wanted to play a spellthief, it seemed to weak.
I just gave it Bard-progression spellcasting.

Jowgen
2020-07-03, 12:15 PM
Ah, my dear old friend the Master Spellthief x Steal Spell debate, good to see you're alive and well.

That little old chestnut aside, there's a couple of Spellthief optimisation tricks you might find of interest.

Combining Master Spellthief with Theurge classes that let you advance two things that grant arcane spellcaster levels lets you outpace your HD in terms of CL. Sha'ir with Mystic Theurge or Warlock with Eldritch Theurge both work by most readings.

The Magical Training feat is a particularly high lactose option. With it, you are treated as a Sorc of Wiz of a level equal to your arcane spellcaster level for "the purpose of determining level-based variables of the spells you cast". How do you factor this into your Master Spellthief altered CL-calculation? There's different takes, I subscribe to a single doubling of total arcane CL (which is the least broken reading).

Another side-effect of Magical Training is that you now can have a spellbook that you use exactly like a Wizard. This interacts with the wording of Steal Spell and the wording around Wizards knowing spells in a manner that potentially allows you to use steal spell to cast any spell you can get into your spellbook, i.e. spells known expansion.

One fun, if not all together high OP option is the Incantifier PrC from dragon mag. It allows you to absorb spells and SLAs that fail to pierce your SR to regain spell slots, which combines not only great with at-Will SLAs, but may also interact with Steal Spell in a fun way. There's means to use that class to cast 9th level spells all day long. Combines great with Channel Charge.

Lastly, always use Trickster Spellthief for bette progression and all-school bard list access; as others have mentioned.