Spellthief, Pathfinder Variant (3.5e Class)

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Adopter: lockepick
Original Author: Person_Man
Co-Authors: Ghostwheel
Date Created: September 18 2013
Date Adopted: October 25 2013
Status: Complete
Editing: Clarity edits only please
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A Pathfinder take on the Spellthief. 20 0 Moderate Poor Good Good Spontaneous Arcane Spellcasting [[Class Ability::Sneak Attack] Partial


Spellthief, Pathfinder Variant[edit]

Starting Gold: 4d4×10 gp

Starting Age: Moderate

Table: The Spellthief

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Max Spell Level Stolen
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Null Self, Backstab +1d6, Sense Magic, Steal Spell 1st
2nd +1 +0 +3 +3 Steal Spell Effect, Spellgrace 1st
3rd +2 +1 +3 +3 Steal Charges 2nd
4th +3 +1 +4 +4 Backstab +2d6, Mystic Senses 1 2nd
5th +3 +1 +4 +4 Steal Ability 1 3rd
6th +4 +2 +5 +5 Absorb Spell 1 3rd
7th +5 +2 +5 +5 Backstab +3d6, Mystic Senses 1 1 4th
8th +6 +2 +6 +6 Steal Ability 1 1 4th
9th +6 +3 +6 +6 Nondetection 2 1 5th
10th +7 +3 +7 +7 Backstab +4d6, Mystic Senses 2 1 1 5th
11th +8 +3 +7 +7 Steal Ability 2 1 1 6th
12th +9 +4 +8 +8 Bypass Wards 2 2 1 6th
13th +9 +4 +8 +8 Backstab +5d6, Mystic Senses 3 2 1 1 7th
14th +10 +4 +9 +9 Steal Ability 3 2 1 1 7th
15th +11 +5 +9 +9 Dimensional Anchor 3 2 2 1 8th
16th +12 +5 +10 +10 Backstab +6d6, Mystic Senses 3 3 2 1 8th
17th +12 +5 +10 +10 Steal Ability 4 3 2 1 9th
18th +13 +6 +11 +11 Reflect Spell 4 3 2 2 9th
19th +14 +6 +11 +11 Backstab +7d6, X-Ray Vision 4 3 3 2 9th
20th +15 +6 +12 +12 Steal Essence 4 4 3 2 9th

Class Skills: A spellthief's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Intelligence modifier per level.

Class Features[edit]

All of the following are class features of the spellthief.

Weapon and Armor Proficiency: The spellthief is proficient with all simple and martial weapons and with light armor but not with shields.

Null Self: The spellthief learns to create a mystical pool of anti-magic energy within himself that acts as a vacuum, allowing him to negate or even absorb enemy spells. The spellthief has a number of Null Points per day equal to 1/2 his class level + his Charisma modifier.

Backstab (Ex): This ability works exactly as per the rogue's Sneak attack class ability, but can only be used with melee attacks. At first level the spellthief deals 1d6 extra damage, increasing by another 1d6 every 3 levels afterwards.

Sense Magic (Su): The spellthief can sense any magical objects or auras, as if using the Detect Magic spell, but with a continuous duration. In addition, the spellthief can innately sense whether or not his Steal abilities (see below) would be useful against any creature within range of his ability to Detect Magic (60 feet, unless something blocks or negates the Detect Magic effect). He does not know what he can steal until he activates the respective ability, he only knows which abilities (if any) would be useful to attempt, so that no Steal attempt would ever be wasted. Finally, a spellthief can also use Disable Device to disarm magical traps.

Steal Spell (Su): As an Immediate Action when the spellthief successfully hits and damages an opponent with his Backstab ability, he may spend a Null Point to siphon off some of the magical energy away from his target and use it himself. If the target is willing, a spellthief can instead use the Steal Magic ability without dealing any damage with a touch as a Standard Action.

Upon activating this ability, the target is forced to make a Will save (DC 10 + 1/2 character level + Charisma modifier) or the spellthief automatically learns the names of all spells prepared or known by the target, if any. The spellthief may then choose any one of these spells to steal, but the maximum spell level of the stolen spell must be equal to or lower then the spellthief's class level divided by two, rounded up. (As noted on the table above). The target loses that spell from their memory if she prepares spells ahead of time, or one use of the appropriate spell slot if she is a spontaneous caster. If the stolen spell is cast spontaneously (such as spells cast by a sorcerer, or a cantrip cast by any class), the caster also loses the ability to cast the stolen spell for 8 hours. At level 9 the spellthief may choose to force a Fortitude save instead of a Will save.

After stealing a spell, a spellthief can cast the spell himself by spending a Null Point. Each stolen spell may only be cast once for each time it is stolen. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining the casting time, 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, though armor and shields do not impose any arcane spell failure chance.

At any time, a spellthief can possess a maximum number of stolen spell levels equal to his spellthief class level plus his Charisma modifier (treat cantrips and any other 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. If a stolen spell is not used within 8 hours, it fades from the spellthiefs memory and is lost. 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. (In which case it counts as a higher level spell, according to the appropriate level adjustment of the metamagic).

Steal Spell Effect (Su): Starting at 2nd level, as an Immediate Action when the spellthief successfully hits and damages a creature with his Backstab ability, he may spend two Null Points to also steal the effect of a single ongoing spell affecting the target creature. If the target is willing, a spellthief can steal the effect of a single spell effecting the target with a touch as a Standard Action.

Upon activating this ability, the target is forced to make a Will save (DC 10 + 1/2 character level + Charisma modifier), or the spellthief automatically learns the names of all spells currently effecting the target creature. The spellthief may then choose any one of these spell effects to steal. The maximum spell level of the stolen spell effect must be equal to or lower than the spellthief's class level divided by two, rounded up. (Just like spells stolen with the Steal Spell ability).

The target creature loses the effect of the stolen spell effect, and the spellthief gains the effect of the stolen spell effect until the spell's remaining duration expires, up to a maximum of 1 hour. If the spell effect is harmful, then the spellthief is entitled to a Saving Throw if one would normally be allowed by the spell, as if it had originally targeted the spellthief. For example, if the spellthief uses Steal Spell Effect to remove Confusion spell effecting an ally, then the spellthief would be entitled to a Willpower Save to negate the effect on himself. A spellthief may not target himself with his own Steal Spell Effect ability in an attempt to resist the spell a second time. The spellthief may spend only one Null Point if the spell has the Harmless descriptor, but in that case does not gain the effects of the spell himself.

A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an Animal Growth spell unless the spellthief is of the animal type, or the effect of a Shield spell since that spell's range is personal. If a spellthief tries to steal the effect of a spell not allowed to him, the target still loses the spell effect (essentially dispelling it), but the spellthief gains nothing. At level 10 the spellthief may choose to force a Fortitude save instead of a Will save.

Spellgrace (Ex): Starting at 2nd level, a spellthief adds 1 point of their Charisma bonus (if any) per spellthief class level to their Armor Class, CMD, and Saving Throws against spells, spell-like abilities, and magical traps or effects.

Steal Charges (Su): Starting at 3rd level, as an Immediate Action when the spellthief successfully hits and damages a creature with his Backstab ability, he may spend a Null Point to also steal a spell from a scroll or spell trigger magic item that the target is holding. If you are holding an appropriate magic item yourself, you may steal a spell from it as a Standard Action, and the item is not allowed a saving throw.

Upon activating this ability, the spellthief automatically learns the names of all spells that the creature can cast using the items that they are holding. The spellthief may then choose any one of these spells to steal. The targeted magic item loses a use or whatever number of charges would normally be required to cast the spell. The spellthief gains the spell as if they had successfully used their Steal Spell ability. Spells stolen in this manner otherwise have all of the same uses and restrictions of the Steal Spells ability. You cannot use this ability to steal a spell of a spell level that you cannot normally use Steal Spells on, it counts toward your maximum number of stolen spells, stolen spells fade within 8 hours, etc.

In addition, you may also power a spell-trigger item with any currently stolen spell of equal or higher spell level, using the stolen spell in place of any magic items charges required to activate the item's spell (though this does not require the expenditure of any further Null Points). For example, if you have a stolen Fireball spell (regardless of whether it was stolen from a spellcaster or a magic item), then you may expend it to power a wand or stave for any one 3rd level or lower spell without using up a charge to trigger that spell. This ability allows you to bypass the normal magic item activation rules (having the appropriate spell on your spell list or making a Use Magic Device check), but only for the purpose of stealing spells or powering magic items with stolen spells.

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. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can.

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. When the above table 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 below. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on the table are fixed.) A spellthief can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, and illusion. No other sorcerer/wizard spells are on the spellthief’s class spell list.

Upon reaching 8th level, and at every third spellthief level after that (11th, 14th, and 17th), 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 one level 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 three less than his spellthief level.

Table: Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st
2nd
3rd
4th 2
5th 3
6th 4
7th 4 2
8th 4 3
9th 5 4
10th 5 4 2
11th 5 4 3
12th 6 5 4
13th 6 5 4 2
14th 6 5 4 3
15th 6 6 5 4
16th 6 6 5 4
17th 6 6 5 4
18th 6 6 6 5
19th 6 6 6 5
20th 6 6 6 5

Mystic Senses (Sp): At 4th, 7th, 10th, 13th, 16th, levels, the spellthief gains one of the spell-like abilities from the list below. Some abilities have prerequisites, which are noted in their description:

  • Acute Senses
  • Detect Thoughts
  • See Invisibility
  • Locate Object
  • Locate Creature: Minimum 7th level.
  • Arcane Sight: Minimum 7th level.
  • Greater Darkvision: Minimum 7th level.
  • Telepathic Bond: Minimum 10th level, must have Detect Thoughts.
  • True Seeing: Minimum 10th level, must have See Invisibility.
  • Analyze Dweomer: Minimum 13th level.
  • Greater Arcane Sight: Minimum 13th level, must have Arcane Sight.

Each Mystic Sense gained is treated as a separate spell-like ability. (In case the spell-thief wishes to take a Feat which effects it, or in case another spellthief ever attempts to steal it). Each mystic sense may be used twice per day, and the spellthief may spend a Null Point to activate a Mystic Sense after expending all its uses for the day. For the purpose of these abilities, his a caster level equal to his spellthief class level, using his Charisma to determine any saving throw required (if any).

Steal Ability (Su): At 5th, 8th, 11th, 14th, and 17th levels, the spellthief gains one new type of ability that they can steal from creatures (or magic items that the creature is using), chosen from the list below. When the spellthief successfully hits and damages a creature with his Backstab ability, as an Immediate Action he may spend two Null Points to activate one of the Steal Ability options that he has chosen, forcing the target to make a Will save (DC 10 + 1/2 character level + Charisma modifier) or have the chosen effect occur. If the target is willing, a spellthief can use Steal Ability on them with a touch as a Standard Action. At level 13 the spellthief may choose to force a Fortitude save instead of a Will save. The spellthief may spend only one Null Point, but in that case does not gain the benefit of the ability (the creature simply loses the ability for the duration).

  • Steal Damage Reduction: All forms of damage reduction that the target possesses are reduced by the spellthief's class level for one hour. The spellthief gains damage reduction of the same types and amounts that he has stolen, up to a maximum value of the target's original damage reduction, for up to 1 hour.
  • Steal Energy Resistance: All forms of energy resistance that the target possesses are reduced by 10 + the spellthief's class level for one hour. If the creature has any energy immunities, then they now take the first 10 + spellthief class level points of damage from that energy type, and only have immunity to damage of that energy type beyond that number. In either case, the spellthief gains energy resistances of the same types and amount that he has stolen, up to a maximum value of the target's original energy resistances, for up to one hour.
  • Steal Summons: If the target hit and damaged by the Backstab exists on this plane as a result of magic (such as Summon Monster, Summon Nature's ally, Animate Undead, Animate Objects, or any similar magical ability, spell, spell-like ability, or supernatural ability, but not one that is directly connected to the caster such as a summoner's Eidolon) and is currently being controlled by another creature, then that control is lost for up to 5 minutes. The spellthief gains control of the target for 5 minutes as if he were the original summoner/caster. The spellthief may also choose to dismiss the target creature if it would normally be possible for the original summoner to do so.
  • Steal Healing: Any form of healing or temporary hit points that the target receives for the next 5 minutes is instead applied to the spellthief. This includes fast healing, regeneration, healing from spells or other similar effects, healing from magic weapons, etc.
  • Steal Spell-Like Ability: Upon activating this ability, the spellthief automatically learns the names of all spell-like abilities that the target creature has, and how many uses (if any) each has remaining. The spellthief may then choose any one of these spell-like abilities to steal. The spellthief may not steal a spell-like ability with a caster level higher then his spellthief class level. The target loses the selected spell-like ability for 5 minutes, and the spellthief gains the ability for 5 minutes. If the spell-like ability has a limited number of uses, then the spellthief likewise limited by whatever amount is remaining, and consumed uses do not return to the original creature. If the spell-like ability duplicates a spell with that has an expensive material component (over 1 gp or any amount of xp), then the spellthief must provide such components in order to use the spell-like ability.
  • Steal Supernatural Ability: Upon activating this ability, the spellthief automatically learns the names of all supernatural abilities that the target creature has. The spellthief may then choose any one of these supernatural abilities to steal. The spellthief may not steal a supernatural ability from a creature with hit dice greater then his spellthief class level. The target loses this supernatural ability for 5 minutes, and the spellthief gains the ability for 5 minutes. If the supernatural ability duplicates a spell with that has an expensive material component (over 1 gp or any amount of xp), then the spellthief must provide such components in order to use the supernatural ability.
  • Steal Spell Resistance (Su): The target's spell resistance is reduced by 5 for one hour. The spellthief gains spell resistance equal to 5 + their spellthief class level, up to a maximum value of the target's original spell resistance, for one hour.

Absorb Spell (Su): Starting at 6th level, whenever the spellthief makes a successful saving throw against a spell or spell-like ability that normally possesses a partial effect even with a successful save (such as “reflex half” or “fortitude partial”), he ignores the effect completely with a successful saving throw by spending one Null Point. This defense works against all spells and spell-like abilities, regardless of their spell level or caster level.

In addition, as a Free Action whenever the spellthief makes a successful saving throw against a spell or successfully negates a spell with spell resistance, he may absorb that spell as if he had successfully used the Steal Spell Ability on the creature casting it by spending an additional Null Point. Spells stolen in this manner otherwise have all of the same uses and restrictions of the Steal Spell ability. You cannot Absorb a spell if it is of a spell level you normally Steal, it counts toward your maximum number of stolen spells, etc. If spell you Absorb in this manner has an area of effect, the entire spell is absorbed, negating any possible effects on other creatures as well.

Furhermore, the Spellthief can expend one of their stolen spells to power their own spellcasting, effectively casting a known spell without expending its spell slot for the day as long as the stolen spell's level is equal or higher than the cast spell's level.

Nondetection (Su): Starting at 9th level, the spellthief has learned to hide themselves from divination spells, as if under the effect of a continuous Nondetection spell. He is also always aware of any attempt to magically observe him, as if under a continuous Detect Scrying spell. For the purpose of determine these effects, the caster level is equal to the spellthief's class level. The spellthief may only use this ability on themselves (which also effects gear that stays in their possession), and not on any other creature or object.

In addition, all spell cast by the spellthief no longer require verbal components, as if using the Silent Spell feat. Spells cast using this ability do not increase in spell level or casting time.

Bypass Wards (Su): Starting at 12th level, as a Standard Action the spellthief may spend a Null Point to use his Steal Spell ability on any active spell that was cast on an object or has an area of effect that is adjacent to the him, forcing the caster to make a Will save (DC 10 + 1/2 character level + Charisma modifier). On a failed save, this allows him to steal ongoing spells such as Alarm, Explosive Runes, Solid Fog, Web, Wall of Fire, etc., negating the spell and storing it for future use. Spells stolen in this manner otherwise have all of the same uses and restrictions of the Steal Spell ability. You cannot Bypass a spell if it is of a spell level you cannot normally Steal, it counts toward your maximum number of stolen spells, etc.

Dimensional Anchor (Su): Starting at 15th level, enemies within 60 feet of the spellthief cannot use any magical means of movement, travel, or teleportation. This includes magical flight, extradimensional travel, astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and any similar spells, spell-like abilities, or supernatural abilities within DM approval. If an enemy is using any such ability when they come with 60 feet of the spellthief, they are suppressed as if they had entered an Antimagic Field, with a caster level equal to the spellthief's class level. (Although all other magical effects continue normally).

This ability does not interfere with creatures who are inherently astral, ethereal, or incorporeal (such as a ghost), nor does it block extradimensional perception or attack forms. It also does not prevent summoned creatures from disappearing at the end of a summoning spell. The spellthief may suppress or reinitiate this ability as an Immediate Action.

Reflect Spell (Su): Starting at 18th level, if the spellthief successfully absorbs a spell with his Absorb Spell ability, he may cast that spell as an Immediate Action by expending two Null Points. He must do so immediately after absorbing the spell, otherwise it is stored and can only be cast using it's normal casting time.

X-Ray Vision (Su): Starting at 19th level, the spellthief may spend a Null Point to gain the ability to see into and through non-living solid matter for one minute. The range of this X-Ray Vision is 30 feet, seeing as if he were looking at something in normal light even if there is no illumination. His ability to Sense Magic (and thus Detect Magic, know which enemies he can Steal from, and detect magical traps) and any relevant active Mystic Senses (such as See Invisibility, True Seeing, etc) also function through up to 30 feet of solid matter. He may also look through layers of solid matter with a high level of discernment. For example he could see the treasure inside of a chest or items inside of a backpack. The spellthief may use or suppress this ability at will as a free action.

Steal Essence (Su): Starting at 20th level, if the spellthief kills a creature with a Backstab and successfully uses any Steal Ability on that creature, he may choose to steal the ability for up to 24 hours. If the stolen ability comes from a temporary effect (such as a spell or a magic item with a limited duration), then the spellthief still automatically loses it when the remaining duration expires. The spellthief may only have one stolen essence at any given time. He cannot use this ability again until the duration of the previous stolen ability has expired (24 hours, or less if it was a temporary effect).

Prestige Classes: A spellthief may use Backstab to qualify for any prestige class which requires Sneak Attack, and may use their Steal Spells ability to qualify for any prestige class that requires the ability to cast spells. For example, a 4th level Spellthief could qualify for the Arcane Trickster prestige class, because he has 2d6 Backstab, and is capable of casting Mage Hand and other spells of 2nd level or higher. If the prestige class progresses arcane spellcasting ("+1 level of existing class" or " +1 level of existing arcane spellcasting class"), then it can progress the spellthief's Steal Spell Ability (maximum spell level stolen, maximum number of spells stored, and effective class level for DC of the ability), which also indirectly improves other class abilities they may possess (such as Steal Spell Effect, Steal Charges, and Absorb spell). It does not progress or provide any other spellthief class ability apart from their spellcasting. If a character had more than one spellcasting class before entering a prestige class, he must decide to which class he adds the new level for purposes of determining this progression. (For example, for a Spellthief/Wizard/Arcane Trickster, Arcane Trickster would progress Steal Spell and Spellthief Spells or Wizard Spells, but not both).




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