Difference between revisions of "User:Aarnott/Lego Bin 5"

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== Cold Themed Monsters ==
+
{{author
 
+
|author_name=Aarnott
I've had an interest for a while in making a whole "book" of cold-themed monsters. I'm going to get started now :).
+
|date_created=19:47, 8 December 2011 (UTC)
 
+
|adopter=
== Arcane Arctic ==
+
|date_adopted=  
 
+
|status=Dunno
One thing that I find strange about a lot of D&D environments is that they are practically designed to be like our world with random monsters thrown in because they thematically make sense. D&D is a world where a person can learn to tap into arcane powers that flow everywhere. Some people literally channel the reality altering abilities of gods. The monsters I design here take these assumptions into account.
+
|editing=
 
+
|balance=Rogue
The Arcane Arctic is an environment that can be included in virtually any D&D setting. It is filled with magic, and consequently, creatures have adapted to this magic and developed to feed from it or use it. A region of Arcane Arctic forms when a rift between a cold region of the [[SRD:Elemental Plane of Water|Elemental Plane of Water]] forms in the material plane. The surrounding area undergoes a rapid ice age, killing off most life in the area. If left for a long time, creatures develop; some as the direct result of the cold magic infusion provided by the elemental plane, others as creatures that thrive in the presence of cold magic.
+
}}
 
+
<div class="blank">
When the rifts to the elemental plane of water are initially formed, they usually occur at the base of a lake or ocean. The resulting breach between planes creates a tremendous shearing force that emanates from the point of the rift. The emanation creates cracks all over the surrounding landscape that is above sea level, which forms a massive underground network of caves. Many of these caves are supplied with direct veins to the elemental planar rift and have fountains of ice that flow as fluidly as water. These fountains are highly magical in nature and are actually supplying pure cold magic to the area.
+
{{#set:Summary=A rewrite of the Complete Adventurer spellthief to be more of a rogue controller and also a prestige class.
 
+
|Length=10
The creatures native to the Arcane Arctic all have developed based on the massive influx of cold magic.
+
|Minimum Level=6
 
+
|Base Attack Bonus Progression=Moderate
''Will continue later...''
+
|Fortitude Save Progression=Poor
 
+
|Reflex Save Progression=Good
== Ice Borers ==
+
|Will Save Progression=Good
 
+
|Class Ability=Sneak Attack
{{Stat Block 2
+
|Class Ability=Arcane Spellcasting
|summary=These small creatures look like grubs composed of red ice.
+
|Class Ability=Spontaneous Spellcasting
|name=Ice Borer, Juvenile
+
|Class Ability Progression=Other
|cr=1/2
 
|al=N |size=[[SRD:Small Size|Small]] |type=[[SRD:Magical Beast Type|Magical Beast]] ([[SRD:Cold Subtype|Cold]])
 
|init=+0 |listen=+1 |spot=+1
 
|sens=Blind, tremorsense 60ft.
 
 
 
|ac=13 |touch=11 |flat=13
 
|acmods=+2 natural, +1 size
 
|othac=Burrow Cover
 
|hp=6 |hd=1d10+1
 
|fort=+3 |ref=+2 |will=+1
 
|immune=cold
 
|weak=vulnerability to fire
 
 
 
|spd=10ft. (2 squares)
 
|burrow=25ft. (5 squares)
 
|othspd=Burrow Cover
 
|space=5ft. |reach=5ft.
 
|bab=+1 |grp=-5
 
|melee1=bite +2 (1d3-2)
 
|atkop=Burrow Strike, Frost Bite (+1d6 cold)
 
 
 
|str=7 |dex=10 |con=13 |int=3 |wis=12 |cha=6
 
|feats=[[SRD:Weapon Focus|Weapon Focus]] (bite)
 
|skills=[[SRD:Escape Artist|Escape Artist]] +5, [[SRD:Survival|Survival]] +4
 
 
 
|san1=Blind
 
|sad1=An ice borer is blind and can only "see" with its tremorsense. It has fine tuned this sense and is attracted to attack warm living creatures, however.
 
 
 
|san2=Burrow Cover ([[Ex]])
 
|sad2=If an ice borer starts its turn below ground, it gets [[SRD:Cover|cover]] if it goes above ground until the start of its next turn (+4 AC, +2 reflex saves).
 
 
 
|san3=Burrow Strike ([[Ex]])
 
|sad3=Enemies are considered flat-footed against an ice borer if they have no way to detect it while it is underground and then it charges the target.
 
 
 
|san4=Frost Bite ([[Ex]])
 
|sad4=If an ice borer qualifies for a [[SRD:Rogue#Sneak Attack|sneak attack]], it deals an extra 1d6 cold damage with a successful bite attack.
 
 
 
 
}}
 
}}
 +
<!-- Delete any of the following alignments if they are not allowed in the class -->
 +
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 +
</div>
  
{{Stat Block 2
+
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
|summary=These small creatures look like grubs composed of red ice.
 
|name=Ice Borer, Adult
 
|cr=2
 
|al=N |size=[[SRD:Small Size|Small]] |type=[[SRD:Magical Beast Type|Magical Beast]] ([[SRD:Cold Subtype|Cold]])
 
|init=+2 |listen=+1 |spot=+1
 
|sens=Blind, tremorsense 60ft.
 
 
 
|ac=15 |touch=13 |flat=13
 
|acmods=+2 natural, +2 dex, +1 size
 
|othac=Burrow Cover
 
|hp=19 |hd=3d10+3
 
|fort=+4 |ref=+3 |will=+2
 
|immune=cold
 
|weak=vulnerability to fire
 
 
 
|spd=10ft. (2 squares)
 
|burrow=30ft. (6 squares)
 
|othspd=Burrow Cover
 
|space=5ft. |reach=5ft.
 
|bab=+3 |grp=-3
 
|melee1=bite +6/+1 (1d3-2)
 
|atkop=Burrow Strike, Frost Bite (+2d6 cold)
 
 
 
|str=7 |dex=14 |con=13 |int=5 |wis=12 |cha=6
 
|feats=[[SRD:Weapon Focus|Weapon Focus]] (bite), [[SRD:Weapon Finesse|Weapon Finesse]]
 
|skills=[[SRD:Escape Artist|Escape Artist]] +8, [[SRD:Survival|Survival]] +5
 
 
 
|san1=Blind
 
|sad1=An ice borer is blind and can only "see" with its tremorsense. It has fine tuned this sense and is attracted to attack warm living creatures, however.
 
 
 
|san2=Burrow Cover ([[Ex]])
 
|sad2=If an ice borer starts its turn below ground, it gets [[SRD:Cover|cover]] if it goes above ground until the start of its next turn (+4 AC, +2 reflex saves).
 
  
|san3=Burrow Strike ([[Ex]])
+
==Spellthief==
|sad3=Enemies are considered flat-footed against an ice borer if they have no way to detect it while it is underground and then it charges the target.
 
  
|san4=Frost Bite ([[Ex]])
+
This prestige class is a remake of the Complete Adventurer spellthief base class. This class is actually supposed to be worth playing. I thought that spellthievery is more of a specialist sort of thing, which lends itself much more to a prestige class. I also made sure to make this class be versatile against all forms of arcane/divine magic.
|sad4=If an ice borer qualifies for a [[SRD:Rogue#Sneak Attack|sneak attack]], it deals an extra 2d6 cold damage with a successful bite attack.
 
  
}}
+
===Becoming a Spellthief===
  
{{Stat Block 2
+
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
|summary=These medium creatures look like grubs composed of red ice.
+
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
|name=Ice Borer, Greater
+
|-
|cr=4
+
! Skills:
|al=N |size=[[SRD:Medium Size|Medium]] |type=[[SRD:Magical Beast Type|Magical Beast]] ([[SRD:Cold Subtype|Cold]])
+
| [[SRD:Sleight of Hand|Sleight of Hand]] 8 ranks, [[SRD:Use Magic Device|Use Magic Device]] 4 ranks, [[SRD:Spellcraft|Spellcraft]] 2 ranks.
|init=+1 |listen=+1 |spot=+1
+
|-
|sens=Blind, tremorsense 120ft.
+
! Special:
 +
| Sneak attack +3d6.
 +
|}
  
|ac=16 |touch=11 |flat=15
+
{| class="zebra d20"
|acmods=+5 natural, +1 dex
+
|+
|othac=Burrow Cover, Dodge, Mobility
+
<div>{{Anchor|Table: The Spellthief}}</div>
|hp=39 |hd=6d10+6
+
Hit Die: d6
|fort=+6 |ref=+6 |will=+3
+
|-
|immune=cold
+
! rowspan="2" | Level
|weak=vulnerability to fire
+
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 +
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 +
! rowspan="2" | Special
 +
! rowspan="2" | Base Magic Points
 +
! rowspan="2" | Absorb Magic Radius
 +
|-
 +
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 +
|-
 +
|1st||class="left" | +0 || +0 || +2 || +2
 +
| class="left" | [[#Magic Points|Magic Points]], [[#Steal Magic|Steal Magic]], ''[[#Detect Magic|Detect Magic]]''
 +
| 4 || 5 ft.
 +
|-
 +
|2nd||class="left" | +1 || +0 || +3 || +3
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6
 +
| 5 || 10 ft.
 +
|-
 +
|3rd||class="left" | +2 || +1 || +3 || +3
 +
| class="left" | [[#Counter Magic|Counter Magic]]
 +
| 5 || 10 ft.
 +
|-
 +
|4th||class="left" | +3 || +1 || +4 || +4
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6, [[#OmNomNom Magic|OmNomNom Magic]]
 +
| 6 || 15 ft.
 +
|-
 +
|5th||class="left" | +3 || +1 || +4 || +4
 +
| class="left" | ''[[#Arcane Sight|Arcane Sight]]'', [[#Anchoring Sneak Attack|Anchoring Sneak Attack]]
 +
| 6 || 15 ft.
 +
|-
 +
|6th||class="left" | +4 || +2 || +5 || +5
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6
 +
| 7 || 20 ft.
 +
|-
 +
|7th||class="left" | +5 || +2 || +5 || +5
 +
| class="left" | [[#Backstab Reality|Backstab Reality]]
 +
| 7 || 20 ft.
 +
|-
 +
|8th||class="left" | +6/+1 || +2 || +6 || +6
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
 +
| 8 || 25 ft.
 +
|-
 +
|9th||class="left" | +6/+1 || +3 || +6 || +6
 +
| class="left" | [[#Vomit Magic|Vomit Magic]]
 +
| 8 || 25 ft.
 +
|-
 +
|10th||class="left" | +7/+2 || +3 || +7 || +7
 +
| class="left" | [[#Magicide|Magicide]], [[#Sneak Attack|Sneak Attack]] +5d6
 +
| 9 || 30 ft.
 +
|- class="noalt"
 +
| colspan="42" class="skill" |
 +
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 +
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below.  If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
 +
{{3.5e Skills|Appraise,
 +
Balance,
 +
Bluff,
 +
Climb,
 +
Concentration, 
 +
Craft,
 +
Decipher Script,
 +
Diplomacy,
 +
Disable Device,
 +
Disguise,
 +
Escape Artist,
 +
Forgery,
 +
Gather Information,
 +
Hide,
 +
Intimidate,
 +
Jump,
 +
Knowledge,
 +
Listen,
 +
Move Silently,
 +
Open Lock,
 +
Perform, 
 +
Profession,
 +
Search,
 +
Sense Motive,
 +
Sleight of Hand,
 +
Spellcraft,
 +
Spot,
 +
Swim,
 +
Tumble,
 +
Use Magic Device,
 +
Use Rope}}
 +
|}
  
|spd=10ft. (2 squares)
+
====Class Features====
|burrow=40ft. (8 squares)
 
|othspd=Burrow Cover
 
|space=5ft. |reach=5ft.
 
|bab=+6 |grp=+8
 
|melee1=bite +8/+6 (1d4+2)
 
|atkop=Burrow Strike, Frost Bite (+3d6 cold)
 
  
|str=14 |dex=13 |con=13 |int=5 |wis=12 |cha=6
+
All of the following are class features of the spellthief.
|feats=[[SRD:Multiattack|Multiattack]], [[SRD:Dodge|Dodge]], [[SRD:Mobility|Mobility]]
 
|skills=[[SRD:Survival|Survival]] +10
 
  
|san1=Blind
+
'''{{Anchor|Magic Points}} {{Su}}:''' You are a magnet to magical energy, drawing in its power. This power is represented by magic points, which are used to power your class abilities.
|sad1=An ice borer is blind and can only "see" with its tremorsense. It has fine tuned this sense and is attracted to attack warm living creatures, however.
 
  
|san2=Burrow Cover ([[Ex]])
+
You have a maximum number of magic points equal to 4 + your spellthief level + your charisma modifier.
|sad2=If an ice borer starts its turn below ground, it gets [[SRD:Cover|cover]] if it goes above ground until the start of its next turn (+4 AC, +2 reflex saves).
 
  
|san3=Burrow Strike ([[Ex]])
+
Each round, you recharge 2 magic points, drawing the power from ambient magical energies. If you are in an area with no magic (such as an antimagic field), you don't recharge magic points.
|sad3=Enemies are considered flat-footed against an ice borer if they have no way to detect it while it is underground and then it charges the target.
 
  
|san4=Frost Bite ([[Ex]])
+
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 2 class levels. See '''Table: The Spelltheif''' for the Absorb Magic Radius.
|sad4=If an ice borer qualifies for a [[SRD:Rogue#Sneak Attack|sneak attack]], it deals an extra 3d6 cold damage with a successful bite attack.
 
  
}}
+
Whenever you roll a saving throw against a non-harmless spell, spell-like ability, or activated supernatural ability, you regain 2 magic points. You regain these points whether you pass or fail, but only once per ability (ie. if an ability requires 3 saving throws, you only regain 2 magic points).
  
''Bursting through the snow and earth below you, an ice borer emerges. The creature resembles a grub in shape, but it is composed of a tough, red, icy substance that reflects light like a mirror. It has sharp mandibles that it uses to bore through rock, ice, and snow, and it has a long needle protruding from its mouth.''
+
'''{{Anchor|Steal Magic}} {{Su}}:''' You are able to steal magical power from your opponents and use it yourself.
  
Ice borers are a common monstrous pest in icy environments. When they are near cities, they attack livestock and unattended children. They are often intelligent enough to avoid attacking adult humanoids, and it is speculated that they can communicate with each other somehow to share this aversion. Farther out in the wilds, however, ice borers will not hesitate to attack groups of creatures.
+
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 + your spellthief 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.
  
Ice borers have a special ability to inject a target with a fluid that freezes their blood. Whenever an ice borer can surprise or distract its target, it is able to inject it with the fluid and deal extra cold damage. Ice borers feed exclusively on frozen flesh.
+
If your opponent has spell-like abilities, you can instead choose to see their list of spell-like abilities and choose to steal a number of spell-like abilities, based on whatever spell levels they would be as spells, equal to the amount of sneak attack dice you decided to forgo.
  
=== Combat ===
+
If your opponent has supernatural abilities that require an action to use, you can instead choose to see a description of each of them and choose to steal one of them.
  
Ice borers like to strike and retreat, making full use of their ability to create cover for themselves and use their frost bite ability. A typical ice borer uses the following tactics:
+
After stealing a spell (or ability), you can cast it during the next 3 rounds. Treat it as if it were cast (or used) by the original owner for the purposes of determining caster level, save DC, and so forth. You can perform this action 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 components costing more than 5 gp, and XP) except any focus required for the stolen spell or ability.
  
* Round 1: Burrow Strike a target, hitting with a frost bite.
+
The owner of the spells or abilities that you stole from cannot cast that spell, use that ability, or cast any metamagic version of the spells for 3 rounds. Each round the creature may make a new saving throw to end the effect, at the same DC above, at which point you lose access to the spells. Whether the creature eventually saves or not, it loses the spell slots or prepared spells, if it was  spells that were stolen.
* Round 2: Withdraw action to go below ground.
 
* Round 3: Repeat.
 
  
Adult and greater ice borers will sometimes stay above ground to make two attacks per round if they can use frost bite, increasing the overall damage it can deal. They also will often work together to create flanking opportunities.
+
This ability costs magic points according to the following:
  
=== Training an Ice Borer ===
+
* Melee sneak attack - 2 magic points
 +
* Ranged sneak attack - 3 magic points
 +
* Each additional usage of this ability this round - +1 cumulative magic points
  
Ice borers make excellent guards, especially in caves. Training an ice borer from hatching into its juvenile stage requires two weeks of work and a DC 20 Handle Animal check.
+
'''''{{Anchor|Detect Magic}} {{Sp}}:'''''  You can use ''[[SRD:Detect Magic|Detect Magic]]'' as a spell-like ability at the cost of 1 magic point each round you choose to maintain it.
  
More training must be done before the ice borer becomes an adult (2 months after becoming a juvenile) or else it will become wild. The training requires two weeks of work and a DC 25 Handle Animal check.
+
'''{{Anchor|Sneak Attack}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Sneak Attack|rogue]] ability of the same name.
  
Even more training must be done before the ice borer becomes greater (4 months after becoming an adult) or else it will become wild. The training requires two weeks of work and a DC 25 Handle Animal check.
+
'''{{Anchor|Counter Magic}} {{Su}}:''' You are able to counter spells that trace their effect nearby you.
  
Ice borers live one year after they become greater ice borers.
+
Whenever a spell, spell-like ability, or supernatural ability has its line of effect come within your absorb magic radius (see '''Table: The Spellthief'''), you can attempt to counter it. You are effectively attacking the magic itself, causing it to fizzle.
  
Ice borer eggs are worth 500 gp apiece on the open market. Trained juveniles are worth 1,000 gp each, trained adults are worth 2,000 gp each, and trained greater ice borers are worth 4,000 gp each.
+
To counter magic, you can make an Attack of Opportunity (if you have one available) or readied attack against the spell or ability. The spell or ability has an armor class equal to 10 + the caster level of the spell (or HD of the creature for supernatural abilities) + the caster's primary ability modifier (or the creature's highest ability score modifier for supernatural abilities) for the purposes of this attack. If you hit, the spell or ability is countered and you can attempt to steal it.
  
== Snowflake ==
+
If you want to steal the countered spell or ability, you spend 1 additional magic point. If you do, the creature is treated as though you hit it with your Steal Magic ability (and must make a saving throw, as appropriate).
  
{{Stat Block 2
+
Unlike stolen magic, if you don't steal the spell or ability, the caster is free to use the same spell or ability again.
|summary=A crystalline lattice forms this elemental into the shape of a snowflake.
 
|name=Snowflake
 
|cr=1
 
|al=N |size=[[SRD:Medium Size|Medium]] |type=[[SRD:Elemental Type|Elemental]] ([[SRD:Cold Subtype|Cold]])
 
|init=-1 |listen=+6 |spot=+6
 
|sens=darkvision 60ft.
 
  
|ac=15 |touch=12 |flat=15
+
This ability costs magic points according to the following:
|acmods=+3 deflection, +3 natural, -1 dex
 
|othac=DR 1/&mdash;, not subject to [[SRD:Standard Actions#Critical Hits|critical hits]] or [[SRD:Flanking|flanking]].
 
|hp=28 |hd=3d8+15
 
|fort=+7 |ref=+1 |will=+2
 
|immune=Cold, Mind-effecting abilities, [[SRD:Poison|poison]], [[SRD:Sleep Effect|sleep effects]], [[SRD:Paralyzed|paralysis]], and [[SRD:Stunned|stunning]].
 
|resist=fire 5
 
|weak=vulnerability to sonic damage
 
  
|spd=30ft. (6 squares)
+
* Readied attack - 3 magic points
|othspd=Hover
+
* Attack of Opportunity - 6 magic points
|space=5ft. |reach=5ft.
+
* Add a steal effect to a successful counter magic - +1 magic point
|bab=+3 |grp=+3
 
|melee1=Ray of Frost +2 ranged touch (1d3 cold damage, 30ft. range, [[Su]] effect)
 
|atkop=Cold Shield
 
  
|str=11 |dex=9 |con=19 |int=&mdash; |wis=12 |cha=4
+
'''{{Anchor|Anchoring Sneak Attack}} {{Ex}}:''' You gain [[Anchoring Sneak Attack (3.5e Feat)|Anchoring Sneak Attack]] as a bonus feat.
|feats=[[SRD:Toughness|Toughness]], [[SRD:Alertness|Alertness]]
 
|skills=[[SRD:Listen Skill|Listen]] +6, [[SRD:Spot Skill|Spot]] +6
 
|sq=Mindless, Attracted to Cold, Shattered Remains
 
  
|san1=Hover ([[Su]])
+
'''{{Anchor|OmNomNom Magic}} {{Su}}:''' You are able to eat spells for breakfast.  
|sad1=Snowflakes hover approximately 3 feet above the ground and as such ignore difficult terrain, do not trigger traps on the ground, etc.
 
  
|san2=Attracted to Cold ([[Ex]])
+
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 the 2 magic points you would normally gain).
|sad2=Whenever a creature would deal cold damage to a snowflake, it makes a will saving throw DC 10 + cold damage that would be dealt. If it fails, the creature gains control of the snowflake for 5 minutes and can mentally command it as a move action to use its Ray of Frost against targets and its Cold Shield on allies. It will continue to take these actions until otherwise directed. If it would take further cold damage from its master during the duration, the duration is reset, potentially allowing creatures with a constant way to deal cold damage to control a snowflake indefinitely.
 
  
|san3=Cold Shield ([[Su]])
+
'''''{{Anchor|Arcane Sight}} {{Sp}}:'''''  You can use ''[[SRD:Arcane Sight|Arcane Sight]]'' as a swift action spell-like ability with a duration of 1 round. You can continue maintaining the arcane sight as a free action at the start of your turn. Each round you have arcane sight active, you must spend 1 magic point.
|sad3=As a swift action, a snowflake can grant a creature within 30ft. 5 temporary hitpoints until the snowflake's next round. If another creature damages the creature with the temporary hitpoints, it takes 1 cold damage for every 2 temporary hitpoints it removes. Snowflakes cannot be targeted by Cold Shield.
 
 
 
|san4=Shattered Remains ([[Su]])
 
|sad4=When a snowflake is destroyed, it leaves broken crystalline shards on the ground that count as difficult terrain and deal 1 cold damage to any creature that steps on the square. This effect lasts for 5 minutes.
 
 
 
}}
 
  
''Floating three feet above the ground is a icy crystalline lattice that resembles a snowflake. Around it is a eerie blue glow and although it is cold enough already, you feel as if the temperature has dropped a few degrees.''
+
'''{{Anchor|Backstab Reality}} {{Su}}:''' 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 + your spellthief level + your dexterity modifier or else be flatfooted against your attack. This attack could interrupt a spell or spell-like ability, as normal, but also forces creatures using supernatural abilities to make a concentration check as if they were using a spell or else have their ability countered.
  
Snowflakes are created in places where powerful magical springs have frozen over. Although they are native to another plane, their essence is almost always formed in the material plane, drawing power from other planes to form the snowflake.
+
This ability costs 10 magic points.
  
They are strongly attracted to magical cold and will obey all of the wishes to the best of their ability of those who provide them with magical cold energy.
+
'''{{Anchor|Vomit Magic}} {{Su}}:''' You are able to send a burst of stored magical energy in a line.
  
=== Combat ===
+
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 + your spellthief level + your charisma modifier for half damage.
  
Snowflakes are docile unless they are used as a tool by another creature. Other creatures will make liberal use of their Cold Shield ability to focus attention on the Snowflake. The snowflake's main role in combat is, therefore, to defend other creatures.
+
This ability costs 3 magic points.
  
Snowflake tactics are extremely simple and direct.
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'''{{Anchor|Magicide}} {{Su}}:''' You are a 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 + your spellthief 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 power as the owner (as if they were stolen magic). 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.
  
== Arctic Stallion ==
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=== Fluff ===
  
A type of horse that has adapted to extremely harsh winter climates. It consumes grasses that grow on top of snowy steppes.
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Rather than re-write all the fluff for the spellthief, which WotC did (somewhat) well, instead, I'll just direct you to the following page, which is fluff published by WotC: [http://www.wizards.com/default.asp?x=dnd/ex/20050107a http://www.wizards.com/default.asp?x=dnd/ex/20050107a].
  
== Goethi ==
 
  
A monstrous humanoid that is something like a fish and something like a frog. They live in frozen lakes under the ice, but are very territorial about the lake and also raid local settlements.
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{{3.5e Prestige Classes Breadcrumb}}
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[[Category:Prestige Class]]

Latest revision as of 18:23, 9 December 2011

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Author: Aarnott (talk)
Date Created: 19:47, 8 December 2011 (UTC)
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Spellthief[edit]

This prestige class is a remake of the Complete Adventurer spellthief base class. This class is actually supposed to be worth playing. I thought that spellthievery is more of a specialist sort of thing, which lends itself much more to a prestige class. I also made sure to make this class be versatile against all forms of arcane/divine magic.

Becoming a Spellthief[edit]

Entry Requirements
Skills: Sleight of Hand 8 ranks, Use Magic Device 4 ranks, Spellcraft 2 ranks.
Special: Sneak attack +3d6.

Table: The Spellthief

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Base Magic Points Absorb Magic Radius
Fort Ref Will
1st +0 +0 +2 +2 Magic Points, Steal Magic, Detect Magic 4 5 ft.
2nd +1 +0 +3 +3 Sneak Attack +1d6 5 10 ft.
3rd +2 +1 +3 +3 Counter Magic 5 10 ft.
4th +3 +1 +4 +4 Sneak Attack +2d6, OmNomNom Magic 6 15 ft.
5th +3 +1 +4 +4 Arcane Sight, Anchoring Sneak Attack 6 15 ft.
6th +4 +2 +5 +5 Sneak Attack +3d6 7 20 ft.
7th +5 +2 +5 +5 Backstab Reality 7 20 ft.
8th +6/+1 +2 +6 +6 Sneak Attack +4d6 8 25 ft.
9th +6/+1 +3 +6 +6 Vomit Magic 8 25 ft.
10th +7/+2 +3 +7 +7 Magicide, Sneak Attack +5d6 9 30 ft.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the spellthief.

Magic Points (Su): You are a magnet to magical energy, drawing in its power. This power is represented by magic points, which are used to power your class abilities.

You have a maximum number of magic points equal to 4 + your spellthief level + your charisma modifier.

Each round, you recharge 2 magic points, drawing the power from ambient magical energies. If you are in an area with no magic (such as an antimagic field), you don't recharge magic points.

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 2 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. You regain these points whether you pass or fail, but only once per ability (ie. if an ability requires 3 saving throws, you only regain 2 magic points).

Steal Magic (Su): You are able to steal magical power from your opponents and use it yourself.

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 + your spellthief 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.

If your opponent has spell-like abilities, you can instead choose to see their list of spell-like abilities and choose to steal a number of spell-like abilities, based on whatever spell levels they would be as spells, equal to the amount of sneak attack dice you decided to forgo.

If your opponent has supernatural abilities that require an action to use, you can instead choose to see a description of each of them and choose to steal one of them.

After stealing a spell (or ability), you can cast it during the next 3 rounds. Treat it as if it were cast (or used) by the original owner for the purposes of determining caster level, save DC, and so forth. You can perform this action 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 components costing more than 5 gp, and XP) except any focus required for the stolen spell or ability.

The owner of the spells or abilities that you stole from cannot cast that spell, use that ability, or cast any metamagic version of the spells for 3 rounds. Each round the creature may make a new saving throw to end the effect, at the same DC above, at which point you lose access to the spells. Whether the creature eventually saves or not, it loses the spell slots or prepared spells, if it was spells that were stolen.

This ability costs magic points according to the following:

  • Melee sneak attack - 2 magic points
  • Ranged sneak attack - 3 magic points
  • Each additional usage of this ability this round - +1 cumulative magic points

Detect Magic (Sp): You can use Detect Magic as a spell-like ability at the cost of 1 magic point each round you choose to maintain it.

Sneak Attack (Ex): This ability is identical to the rogue ability of the same name.

Counter Magic (Su): You are able to counter spells that trace their effect nearby you.

Whenever a spell, spell-like ability, or supernatural ability has its line of effect come within your absorb magic radius (see Table: The Spellthief), you can attempt to counter it. You are effectively attacking the magic itself, causing it to fizzle.

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

If you want to steal the countered spell or ability, you spend 1 additional magic point. If you do, the creature is treated as though you hit it with your Steal Magic ability (and must make a saving throw, as appropriate).

Unlike stolen magic, if you don't steal the spell or ability, the caster is free to use the same spell or ability again.

This ability costs magic points according to the following:

  • Readied attack - 3 magic points
  • Attack of Opportunity - 6 magic points
  • Add a steal effect to a successful counter magic - +1 magic point

Anchoring Sneak Attack (Ex): You gain Anchoring Sneak Attack as a bonus feat.

OmNomNom Magic (Su): 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 the 2 magic points you would normally gain).

Arcane Sight (Sp): You can use Arcane Sight as a swift action spell-like ability with a duration of 1 round. You can continue maintaining the arcane sight as a free action at the start of your turn. Each round you have arcane sight active, you must spend 1 magic point.

Backstab Reality (Su): 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 + your spellthief level + your dexterity modifier or else be flatfooted against your attack. This attack could interrupt a spell or spell-like ability, as normal, but also forces creatures using supernatural abilities to make a concentration check as if they were using a spell or else have their ability countered.

This ability costs 10 magic points.

Vomit Magic (Su): 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 + your spellthief level + your charisma modifier for half damage.

This ability costs 3 magic points.

Magicide (Su): You are a 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 + your spellthief 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 power as the owner (as if they were stolen magic). 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.

Fluff[edit]

Rather than re-write all the fluff for the spellthief, which WotC did (somewhat) well, instead, I'll just direct you to the following page, which is fluff published by WotC: http://www.wizards.com/default.asp?x=dnd/ex/20050107a.



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