Spellthief
6+int skills
Class Skills: As rogue and sorcerer.
Level
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BAB
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Fort
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Ref
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Will
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Special
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1
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2
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3
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4
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5
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6
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1
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+0
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+0
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+2
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+0
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Sneak attack +1d6, spelltheft, lesser
trapfinding.
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2
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+1
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+0
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+3
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+0
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3
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+2
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+1
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+3
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+1
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Spellthief Arcana
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4
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+3
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+1
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+4
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+1
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Sneak attack +2d6
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5
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+3
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+1
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+4
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+1
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6
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+4
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+2
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+5
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+2
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Spellthief Arcana
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7
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+5
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+2
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+5
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+2
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Sneak attack +3d6
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8
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+6/+1
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+2
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+6
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+2
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9
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+6/+1
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+3
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+6
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+3
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Spellthief Arcana
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10
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+7/+2
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+3
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+7
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+3
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Sneak attack +4d6
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11
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+8/+3
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+3
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+7
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+3
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12
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+9/+4
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+4
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+8
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+4
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Spellthief Arcana
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13
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+9/+4
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+4
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+8
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+4
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Sneak attack +5d6
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14
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+10/+5
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+4
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+9
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+4
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15
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+11/+6/+1
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+5
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+9
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+5
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Spellthief Arcana
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16
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+12/+7/+2
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+5
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+10
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+5
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Sneak attack +6d6
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17
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+12/+7/+2
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+5
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+10
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+5
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18
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+13/+8/+3
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+6
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+11
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+6
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Spellthief Arcana
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19
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+14/+9/+4
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+6
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+11
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+6
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Sneak attack +7d6
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20
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+15/+10/+5
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+6
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+12
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+6
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Greater Spelltheft
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Spellcasting- The spellthief uses the bard spell
progression for spells known and spells per day. His spell list is taken from
the wizard spell list, but uses only spells from the spells of illusion,
abjuration, transmutation, and divination. All such zero level spells are on
the 1st level spell list for the spellthief.
Spelltheft- The spellthief can forgoe sneak attack
damage, and steal a spell held by a target. In the case of a caster who
prepares spell, the spellthief can take any of their memorized spells. In case
of a spontaneous caster, the spellthief can take any of their spells known.
They hold the spell for 10 minutes/spellthief level, during which time the
spellthief can cast the spell, using his charisma and caster level. Only arcane
spells may be stolen in this way.
The target loses access to the memorized spell. If the
target was spontaneous, he cannot cast the spell until the spellthief uses it
or the duration expires. The spell taken is random, though the spellthief
choses what level spell it is. The spellthief can attempt to take a specific
spell if he has reason to suspect the target has it prepared.
The maximum level spell that can be taken is equal to the
maximum number of sneak attack dice the spellthief got through his levels in
this class. (Prestige classes and multiclass into rogue or similar do not
increase this limit).
The spellthief can hold a number of spells at once so long
as their total spell level does not exceed his caster level.
Lesser Trapfinding: The spellthief can disable
magical traps as a rogue, but he does not add his level to perception checks to
locate traps like a rogue does.
Spellthief Arcana
The spellthief can choose a special ability from the list
below.
Rogue Talent: The spellthief can learn a rogue
talent. (including ninja tricks). He must be at 10th level or above to learn
advanced talents.
Divine Siphon: The spellthief can steal divine spells
with his spelltheft ability.
Learn Spell List: Upon successfully completing a
sneak attack (whether to do extra damage or for spell theft) the spellthief
learns all the spells the target currently has access to of the same level as
the spell he stole. If he deals damage, he may choose a spell level to learn
about. Spontaneous casters have their spells known revealed, memorize casters
have their memorized spells revealed. He may not learn about a spell level
higher than he an steal.
Steal Enchantment: (6th level+) The spellthief can
attempt a dispel magic in place of his standard spell theft. Any spell
dispelled moves over to the spellthief, including beneficial effects. The
duration is not renewed, so if the spell would affect the target for 1 more
round, it only lasts 1 more round on the spellthief. The spellthief gets no
save to resist the initial effects (though effects with subsequent saves he may
still get the saves for). This only applies to arcane spells, though divine
siphon allows it to apply to divine spells, and steal psionics allows it to
apply to psionic effects.
Disrupt Casting: Instead of stealing spells, the
spellthief can siphon some miscellanous spell energy. For a number of rounds
equal to the amount of sneak attack dice from the spellthief class, the target
must succeed a concentration check to cast any spell. The DC is 10 + the spell
level + the number of sneak attack dice.
Emulate Bloodline: The spellthief can use his
spelltheft to imitate the bloodline of a sorcerer, including all granted
bloodline abilities. The target loses access to these abilities while the
spelthief has them- for 10 min/sneak attack dice.
Steal Hex: The spellthief can use his spelltheft to
steal a witch hex, or greater hex, provided that his spellthief level is
greater than the minimum level to learn the hex. This includes abilities that
replace hexes, such as those granted through witch archetypes. He can use the
hex for 10 min/sneak attack dice, during which time the witch loses access to
it. Any hex with limited uses have the spellthief's uses coutned against the
witch's total uses.
Steal Revelation: (requires divine siphon): The
spellthief can steal an oracle revelation using his spelltheft, so long as his
spellthief level is greater than the minimum level to learn that revelation.
When he does this, he gains the oracle curse (both positive and negative) as
well. The orcale loses access to the revelation (but not the hex). Uses per day
used by the spellthief count against the oracle's uses also. This lasts 10
min/sneak attack dice.
Steal Arcana: The spellthief can steal magus arcana,
and steals 1 arcane pool point with which to power it. If he has other arcane
pool, he can power it more. The magus loses access to the power while the
spellthief has it (10 min/sneak attack die), and the spellthief must be higher
level than the minimum required to gain the arcana.
Steal Judgement (requires divine siphon) As the steal
revelation ability, but applies to inquisitor judgements.
Steal Domain Power (requires divine siphon): As the
steal revelation ability, but applies to channel energy or domain powers
(choose one when used).
Steal Discovery: As the steal revelation ability, but
applies to alchemical discoveries. Some discoveries may not be usable to the
spellthief (such as ones that modify bombs) though it stops the alchemist from
using them- others might apply for limited times (like vestigal limb). This
lasts 10min/sneak attack die. During this time, the spellthief can make full
use of that alchemists' mutagens/cognetogen or extracts (even without the
infusion discovery) as if he was that alchemist.
Steal Ability (10th level +) The spellthief can attempt,
instead of stealing a spell, to steal a spell like ability or supernatural
ability. He can target a specific ability or get a random one. He may only hold
one such ability at a time- but at 15th and 20th level he may hold 1 extra
ability at once. He can steal monster abilities so long as the HD of the
monster is less than his own. His DCs are charisma based and used his
spellthief level instead of the other class level. Divine siphon is required to
take abilities from divine caster classes, and steal psionics is required to
take abilities from psionic classes. This includes racial and monster
abilities, such as a nightmare's plane shift or an aasimar's daylight.
Extraordinary ablities cannot be taken.
Borrow: The spellthief can use his spelltheft ability
on a willing target by touch, without needing to succeed on a sneak attack.
Steal Feat: The spellthief can use his spelltheft
ability to steal a feat from a target. He must have all prerequisites to use
the feat. In this case, the target does not lose access to the feat. He may
attempt a specific feat or get one at random- though he will not randomly get a
feat he already has.
Psionic Ability: The spellthief gains wild talent as
a bonus feat. He now qualifies for psionic feats.
Steal Evolution: The spellthief can use his
spelltheft ability on an eidolon to steal evolutions from it. He can chose 1
evolution with a total number of points equal to 1/2 his sneak attack dice (min
1). The eidolon loses this evolution while the spellthief has it (10 min / sneak
attack dice). If the evolution is one the spellthief could use, he gains it.
(IE- he can't use MOUNT unless he's serpentine or quadraped) but he can get
wings or large, etc. He can only have 1 evolution at a time. He may use this on
his own eidolon if he is a multiclass summoner.
Steal Bond: The spellthief can use his spellthief
ability to temporarily take the bond between a master and an familar, animal
companion, bonded mount, or similar. For a number of rounds equal to his sneak
attack dice, the creature treats the spellthief as if he was its master. The
target gets a will save (DC = 10 + sneak attack dice + cha mod) to resist this
effect. He cannot take an eidolon this way, nor can he use an arcane focus that
is not a familiar (such as a staff).
Alternately, the spellthief can target the familiar instead
of the master- and treat himself as if he was the familiar or animal companion.
He does not gain different intelligence of HD, but he gains the other features,
like the ability to share spells, deliver touch spells for the master, or grant
the master the alertness feat, or empathic speech. During this time, the
familiar or animal loses these abilities, but is still loyal to the original
master.
Steal Psionics: The spellthief can take psionic powers
in the same way he takes spells. He can use this in conjunction with steal
ability to steal psionic abilities (such as the ability to manifest a
mindblade). He takes a number of power points required to use the power once
without augumentation. If he has power points via another souce (such as
multiclassing or feats) he can modify the power as if his spellthief level was
his manifester level.
Steal Energy: A spellthief can steal ki pool, arcane
pool, or similar "pool" energy using his spelltheft ability. He can
steal a number of points equal to 1/2 his sneak attack dice. (min 1) If he has
access to the same ability (ki pool can be gained via rogue talent, or via
multiclassing or the steal ability) he gains an equal number of pool dice
himself. This transfer is permanent, though if he loses the ability that is
powered by the pool, he loses the pool dice. The target may replenish his pool
dice normally. This may not grant the spellthief a higher pool than he would
normally have.
Greater Steal Enchantment (10th+ level, requires
steal enchantment): The dispel is treated as greater dispel magic, and allows
for more powerful enchantments.
Steal Summoning- Using spelltheft the spell thief can
take control of summoned creatures. He must be able to target a spell of the
level used. He cannot take eidolons this way unless it was summoned via a
spell, nor can he take control of summoned monsters from the summoner's class
ability, only from active spells. For the duration of the spell, he is treated
as the summoner rather than the one who cast the spell. The original caster
cannot choose to dismiss the spell.
Recharge: The spellthief can chose to use the spell
slot chosen through spelltheft to cast one of his own spells, or to restore a
used spell slot, rather than taking the spell that was taken. The restored slot
must be of the same level or lower than the stolen spell. If he uses it to
recharge his spells, the target does not lose access to spontaneous spells.
Wand Theft (requires recharge): The spell thief can
target charged wands. This requires a sunder attempt if it's held by an
opponant. He can drain charges from the wand to recharge his own spell slots.
(The charges must be of a spell with the same spell level or lower as his
recharged slot). He can do this freely as a standard action if he holds the
wand. He may cast the wand spell himself if he chooses to instead of using it
to charge his own spells.
Magic Device Expert: The spellthief gets +5 to all
use magic device attempts, and he can take 10 on use magic device checks.
Magic Device Master (10th level, requires magic device
expert): Choose either potions, scrolls, rods, or wands. The spellthief can
use these magical items using his own caster level, and setting the DC with his
charisma skill rather than the base ones of the magical item. He may take this
ability multiple times, each time applying to a different kind of magical item
above. This includes magical items he uses with use magic device.
Share Theft: When using the spelltheft abilities or
any arcana that modifies it, the target does not lose access to the abilities
stolen, the spellthief merely gains a copy of it. In the cases of memorized
spells, the spell is still wasted when cast, and the spell slot is still lost
when casting spells from spontaneous casters, but they don't lose access to the
entire spell known, or to an ability stolen via steal ability.
Spellgrant: The spellthief can touch a willing target
and give the target one of the spellthief's spells, to the same limitations as
spelltheft. He may also transfer abilities stolen via spelltheft using this
ability. If he has recharge, he may use his spell slots to recharge other
caster's spellcasting slots. (For casters that prepare spells, this recharges a
spell slot as if the caster left it as an "open" slot during
preparation, which they can then fill with a spell as per normal). Only arcane
casters can "recharge" this way, unless the spellthief has divine
siphon or steal psionics. In this case, he recharges a number of power points
equal to the minimum required to cast a similar level power.
Steal Energy Resistance: The spellthief can steal
energy resistance from the target creature using spelltheft. He choses one
energy resistance (not immunity) the target has, and transfers up to 5 points
to himself. At 10th level he can take up to 10 points, and at 15th level he can
steal energy immunity. This ability lasts 10 min /sneak attack dice.
Extend Spelltheft: All durations from spelltheft and
similar arcana have their durations doubled.
Greater Spelltheft: The spelltheft abilities, as well
as all spellthief arcana with max level based on sneak attack dice may now
target spells and abilities of any spell level. He may apply metamagic feats he
knows (or has via stolen feats) to any spells he steals or knows without an
increase to spell level or casting time a 5 times per day.
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