User:Aarnott/Lego Bin 3

Spellthief
<-general description->.

Making a Spellthief
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment:Any.

Starting Gold: 2d4&times;10 gp (50 gp).

Starting Age: As rogue.

Class Features
All of the following are class features of the Spellthief.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

 : You are a magnet to magical energy, drawing it its power. This power is represented by magic points, which are used to power your class abilities.

You can have a maximum number of magic points equal to 4 + 1/2 your class level + your charisma modifier.

Each round, you recharge 2 magic points, drawing the power from ambient magical energies.

Whenever a spell is cast, spell-like ability is cast, or activated supernatural ability is used within 5ft. of you, you regain 1 magic point. This range increases by 5ft. per 3 class levels. See Table: The Spelltheif for the Absorb Magic Radius.

Whenever you roll a saving throw against a non-harmless spell, spell-like ability, or activated supernatural ability, you regain 2 magic points.

By spending a standard action plus a swift action, you can regain a number of magic points equal to your charisma modifier.

 :

For the purpose of this ability, spell-like abilities are called spells. Since spell-like abilities are always cast as a particular class type, use that to determine the number of spell levels that can be stolen.

Whenever you hit with a sneak attack, you can forgo any number of sneak attack dice to steal an equal amount of spell levels from your opponent. Your opponent must make a Will save DC 10 + 1/2 your class level + your charisma modifier or else you can see their prepared spells (or spell list if they are a spontaneous caster) and choose any number of spells that have a total spell level equal to the amount of sneak attack dice you decided to forgo.

After stealing a spell, you can cast the spell yourself during the next 3 rounds. 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. You can cast this spell even if you do not have the minimum ability score normally required to cast a spell of that level. You must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.

The owner of the spells you stole cannot cast those spells (or any metamagic version of them) for 3 rounds, but may make a new saving throw each round to end the effect, at which point you lose access to the spells. The owner also loses the spell slot (or prepared spell) for each of the spells you stole.

This ability costs magic points according to the following:


 * Melee sneak attack - 1 magic point
 * Ranged sneak attack - 2 magic points
 * Spell-like ability - +1 point
 * Each additional usage of this ability this round - +1 cumulative magic points

 : This ability is identical to the rogue ability of the same name.

 : Virtual sneak attack dice count as sneak attack dice for all intents and purposes, except that they do not provide bonus damage like sneak attack dice.

 :  A spellthief of 2nd level or higher can use Detect Magic as a spell-like ability at the cost of 1 magic point each round he chooses to maintain it.

 : This ability is identical to the rogue ability of the same name.

 : This ability is identical to the rogue ability of the same name.

 :

Whenever you hit with a sneak attack, you can forgo any number of sneak attack dice to steal an activated supernatural ability from your opponent. Your opponent must make a Will save DC 10 + the number of sneak attack you forgo + your charisma modifier or else you can see what activated supernatural abilities they have available and steal one of them.

After stealing a supernatural ability, you can use it once yourself during the next 3 rounds. Treat the ability as if it were used by the original owner for the purpose of determining damage, save DC, and so forth. You must supply the same components (including verbal, somatic, material, XP, and any focus) required.

The owner of the ability cannot use it for 3 rounds, but may make a new saving throw each round to end the effect, at which point you lose access to the supernatural ability.

This ability costs magic points according to the following:


 * Melee sneak attack - 3 magic points
 * Ranged sneak attack - 4 magic points
 * Each additional usage of this ability this round - +1 cumulative magic points

 : You gain Anchoring Sneak Attack as a bonus feat.

 :

Whenever a spell's line of effect comes within your absorb magic radius (see Table: The Spellthief), you can attempt to counter it. You are effectively attacking the spell itself, causing it to fizzle.

To counter a spell, you can make an Attack of Opportunity (if you have one available) or readied attack against the spell. The spell has an armor class equal to 10 + the caster level of the spell + the caster's primary ability modifier for the purposes of this attack. If you hit, the spell is countered and you have stolen it. You can automatically steal a spell being cast from a willing target.

After stealing a spell, you can cast the spell yourself during the next 3 rounds. 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. You can cast this spell even if you do not have the minimum ability score normally required to cast a spell of that level. You must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.

Unlike a disabled spell, the caster of the original spell is free to cast the same spell again.

This ability costs magic points according to the following:


 * Readied attack - 3 magic points
 * Attack of Opportunity - 6 magic points

 :

Whenever a supernatural ability is activated within your absorb magic radius (see Table: The Spellthief), you can attempt to counter it. You are effectively attacking the ability itself, causing it to fizzle.

To counter the ability, you can make an Attack of Opportunity (if you have one available) or readied attack against the ability. The ability has an armor class equal to 10 + the HD of the creature + the creature's highest ability modifier for the purposes of this attack. If you hit, the ability is countered and you have stolen it.

After stealing a supernatural ability, you can use it once yourself during the next 3 rounds. Treat the ability as if it were used by the original owner for the purpose of determining damage, save DC, and so forth. You must supply the same components (including verbal, somatic, material, XP, and any focus) required.

Unlike a disabled ability, the owner of the original ability is free to use it again.

This ability costs magic points according to the following:


 * Readied attack - 4 magic points
 * Attack of Opportunity - 8 magic points

 :  A spellthief of 9th level or higher can use Arcane Sight as a swift action spell-like ability with a duration of 1 round. He can continue maintaining the arcane sight as a free action at the start of his turn. Each round he has arcane sight active, he must spend 1 magic point.

 : You gain an Ambush feat that you meet the prerequisites for.

 : Wizards keep trying to mess with reality and you've stolen a few tricks from their books. Whenever a creature within your absorb magic radius begins casting a spell or spell-like ability, or activates a supernatural ability, as an immediate action you can teleport to within 5 ft. of them and make an Attack of Opportunity (if you have one available). The creature must make a Reflex save DC 10 + 1/2 your class level + your dexterity modifier or else be flatfooted against your attack. This attack could interrupt a spell or spell-like ability, as normal.

This ability costs 10 magic points.

 : As a swift action, a spellthief can draw an influx of magical power, breaking the concentration of nearby casters. All characters casting or concentrating on a spell, spell-like ability, or supernatural ability within your absorb magic radius take a penalty equal to your class level to concentration checks and must make a concentration check DC 25 in order to concentrate on any active spells. This effect lasts until the start of your next turn.

This ability costs 1 magic point.

 : You are able to eat spells for breakfast.

As an immediate action, you can take a -2 penalty to a saving throw against a non-harmless spell/spell-like ability/supernatural ability that requires a save. If you do, you regain 4 magic points (in addition to any others you would normally gain).

 : You are able to send a burst of stored magical energy in a line.

As a swift action, you can fire a 60 ft. line of magical energy. To use this ability, you must expend one of the spells or spell-like abilities, or supernatural abilities you have stolen. If you do, the line deals 2d6 damage per spell level or 1d6 damage per HD of the creature for supernatural abilities. Any creature caught in the area may make a Reflex save DC 10 + 1/2 your class level + your charisma modifier for half damage.

This ability costs 3 magic points.

 : You are able to create a shortlasting bubble of antimagic.

As a swift action, you can cover yourself in an Antimagic Field. It only affects you, but allows you to ignore ongoing spell effects and area of effect magics. Furthermore, you can ignore any objects, monsters, walls, clouds, etc. that were created by magic (even if the object is actually real now). This ability lasts until the end of your turn.

This ability costs 12 magic points.

 : A 20th level spellthief is a true master of stealing magical power. Once per day, as a full round action, you can make a single attack against an enemy, treating them as flat-footed. If you hit, the creature must make a Will Save DC 10 + 1/2 your class level + your charisma modifier or else lose access to all of its spells, spell-like abilities, and supernatural abilities (including passive abilities). You gain access to all these abilities and may use them at the same strength as the owner. At the end of each of its turns, the creature may make a new saving throw to end this effect, at which point it regains access to its abilities and you lose access.