Saturday, August 31, 2013

Campaign Design - Base Classes: Spellthief

Spellthief
(from Complete Adventurer and Dragon Magazine #353)

Spellthieves are changelings who use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them. Because they have such a wide variety of abilities, spellthieves can adapt themselves to overcoming nearly any challenge, but they have neither the overpowering arcane might of wizards or sorcerers, nor the brute force of fighters. Their versatility is what makes spellthieves so valuable to the politically powerful alvari families in the vicious infighting among the Pilosian city-states, but it is also what makes so many of the changelings so dangerous to their alvari patrons.

Abilities: Charisma determines which spells a spellthief can cast and how hard those spells are to resist. Dexterity helps him avoid blows in combat despite his light armor. Spellthieves who prefer melee combat benefit from high Strength and Constitution scores.
Race: Undefined.
Alignment: Any.
Hit Die: d6.
Luck Die: d8.

Class Skills
  • Skill List: The spellthief's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft: Any (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge: Arcana (Int), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (m/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (6 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 6 + Intelligence modifier.
Class Features
All of the following are class features of the spellthief:
  • Base Attack Bonus: Average. A spellthief gains +¾ base attack bonus per class level.

  • Fortitude Base Save Bonus: Poor. A spellthief gains +13 base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Poor. A spellthief gains +13 base Reflex save bonus per class level.

  • Will Base Save Bonus: Good. A spellthief gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons, and with light armor, but not with shields. Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure as normal if the spell in question has a somatic component. A multiclass spellthief incurs the normal arcane spell failure chance for arcane spells received from other classes, including those stolen from arcane casters.

  • 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 (Charisma 11 for 1st level spells, Charisma 12 for 2nd level spells , and so on). The DC for a saving throw against a spellthief's spell is 10 + spell level + the spellthief's Charisma modifier. His caster level is one-half his spellthief class level. Like other spell casters, a spellthief can cast only a certain number of spell's of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that a spellthief gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. A spellthief's spell selection is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on the table below. (Unlike spells per day, his Charisma score does not affect the number of spells he knows). A spellthief can learn any sorcerer/wizard spells from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on the spellthief's class spell list. Upon reaching 12th level, and at every third level after that, a spellthief can choose to learn a new spell in place of one he already knows. In effect, the spellthief “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellthief spell that the spellthief can cast. A spellthief can swap only a single spell of 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.

    • Option - Spellskill: A spellthief can choose to entirely forego the ability to cast spells. He has no spells per day and no spells known. He never gains the spellcasting ability from the spellthief class, though he can still cast spells stolen from other casters with the steal spell ability. A spellthief with this ability has learned to channel their arcane power directly into their skills. The spellskill ability grant the spellthief a temporary enhancement bonus equal to one-third their spellthief level into a pair of skills. As the spellthief advances in level, the spellskill ability applies to more skills (not just two at a time). At 4th level, they may choose two skills add this bonus to for checks made during the ability's duration. At 8th level, they may add two more skills that can benefit from this ability. At 11th level, they may add two more skills, and at 14th level, they may add two more. The spellthief may use this ability a number of times per day equal to half their spellthief level. The bonus lasts for a number of minutes equal to their class level. When activated, the bonus applies to two skills at a time at 4th level, three skills at a time at 8th level, four skills at a time at 11th level, and four skills at a time at 14th level.

    • Option - Trickster: A spellthief who selects this option loses 2 skill points per level and thus gains only (4 + their Intelligence modifier) x4 skill points at first level and (4 + their Intelligence modifier) skill points at each subsequent level. In addition, they do not gain the trapfinding ability, and do not gain additional sneak attack bonus dice at 4th or higher levels. Their spellthief sneak attack bonus damage remains fixed at +1d6. If the spellthief has other classes that grant more sneak attack bonus dice, they gain those as normal. A spellthief with this ability casts spells as a bard of their spellthief level and their caster level equals their spellthief level (rather than half their spellthief level). The spellthief gains spells per day and spells known as a standard bard of their level, which allows them to cast spells at 1st level, unlike a typical spellthief. In addition to the spellthief spell list, they may select spells known from the bard spell list as well.

  • Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. If the spellthief gains sneak attack damage from another source (such as rogue levels), the bonuses on damage stack.

    • Option - Cursed Blow: At 5th level, a spellthief can choose not to advance their sneak attack ability to gain the power of the cursed blow. Thereafter the spellthief's sneak attack damage is always one die smaller than it otherwise would be for their spellthief level. Whenever a spellthief with the cursed blow ability successfully deals sneak attack damage to a foe, they may also expend a spell slot of up to 4th level, as a free action, to curse the target. The curse places a penalty on the target's attack rolls, saving throws, and skill checks equal to twice the level of the spell slot expended and lasts a number of rounds equal to the spellthief's class level. Penalties from this ability do not stack; only the largest penalty applies. The curse bypasses Spell resistance, but the target is allowed a Will save (DC 10 + the spellthief's Charisma modifier + the spellthief's caster level), with a successful save reducing the curse's penalty to -1 per level of the spell slot.

  • Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action. The target of a steal spell attack loses one 0th-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0th-level or 1st-level slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available. After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise the extra spell energy fades harmlessly away. As a spellthief gains levels, he can choose to steal higher level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th level spells at 18th level). At any one time, a spellthief can possess a a maximum number of stolen spell levels equal to his class levels (treat 0th-level spells at ½ level for this purpose). If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum. A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. This ability only works against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature below).

  • Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.

  • Detect Magic (Sp): A spellthief of 2nd level or higher can use detect magic a number of times equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level.

  • Spellgrace (Su): A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level, and to +3 at 20th level.

  • Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action. The spellthief can choose which spell effect to steal; otherwise the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier. Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it. A spellthief 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). Of a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

  • Magical Pickpocket: A 3rd level spellthief gains the ability to steal or hinder more of a foe's magical capabilities. They must choose on of the following abilities, and the choice may not be changed thereafter.

    • Hamper Magic (Su): To hamper magic, a spellthief with this ability must make a successful sneak attckk and give up 1d6 or more points of sneak attack damage. Against a target with spells or spell-like abilities, hamper magic reduces the target;'s cater level by 1 per 3 spellthief class levels the attacker has. A spellcaster whose caster level isreduced to 0 cannot cast spells, Against a target with supernatural abilities, hamper magic forces the target to make a Will save (DC 10 + the spellthief's Charisma modifier + half the spellthief's class level). On a failed save, the target cannot use their supernatural abilities. Both effects last for 1 round per spellthief level. A spellthief who chooses this ability also does not gain the steal spell-like ability normally gained at 5th level.

    • Steal Energy Resistance (Su): A spellthief with this ability can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action. Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity. If his target has more than one type of resistance to energy, the spellthief can choose which kind to steal; otherwise the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance the target doesn't posses, the stolen type of resistance is determined randomly from those possessed by the target. The resistance the spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires. A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire or to reduce the creature's resistance to fire by twice as much. At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level, he can steal resistance 30 of an energy type.

  • Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action. This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level, up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise the DM chooses the ability at random. If the ability had a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it. A spellthief can a stolen spell-like ability once. For all purposes, caster level, save DC, and so on, treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

  • Consume Magic: At 7th level, a spellthief gains the ability to absorb or eat magic. They must choose one of the following abilities, and the choice may not be changed thereafter.

    • Absorb Spell (Su): If a spellthief with this ability makes a successful save against a spell that targets him, he can attempt to absorb the spell's energy for later use. This ability affects only spells that have the spellthief as a target, and not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability. To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies. At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action either to recast the original spell or to cast on of his own spells known using the stolen spell energy.

    • Spelleater (Su): Any time a spellthief with this ability successfully steals a spell or spell-like ability, they may choose to consume the spell energy rather than save it to cast themselves. This is a swift action and heals 2 hit points per level of the spell consumed. The spellthief need not make this decision immediately upon stealing the spell - they can consume spells they have kept to cast later. At 12th level, the spellthief may choose to consume a stolen spell of 5th level or higher to negate some other ailments. The spellthief can choose to consume such a higher level spell and use it as a neutralize poison, remove disease, or restoration spell cast on the spellthief with a caster level equal to their spellthief level.

  • Arcane Sight (Sp): Beginning at 9th level, a spellthief can use arcane sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

  • Discover Spells (Ex): A spellthief of 13th level or higher who steals a spell from a spell caster with his steal spell ability automatically learns the names of all other spells prepared or known by the spell caster that are of the same spell level as the stolen spell. This knowledge allows the spellthief to better choose which spells to steal on subsequent attacks.

  • Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action. The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's Charisma modifier (minimum one round) and then returns to the target creature. If the spell resistance derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect elapses. A spellthief can't use this ability on the same creature again until the creature's stolen spell resistance returns.
Spellthief                                                        Spells per Day
Level
Special
1st2nd3rd4th
1st
Sneak attack +1d6, steal spell (0th or 1st), trapfinding
-
-
-
-
2nd
Detect magic, spellgrace +1, steal spell effect
-
-
-
-
3rd
Magical pickpocket
-
-
-
-
4th
Steal spell (2nd)
0
-
-
-
5th
Sneak attack +2d6, steal spell-like ability
0
-
-
-
6th
Steal spell (3rd)
1
-
-
-
7th
Consume magic
1
-
-
-
8th
Steal spell (4th)
1
0
-
-
9th
Arcane sight, sneak attack +3d6
1
0
-
-
10th
Steal spell (5th)
1
1
-
-
11th
Spellgrace +2
1
1
0
-
12th
Steal spell (6th)
1
1
1
-
13th
Discover spells, sneak attack +4d6
1
1
1
-
14th
Steal spell (7th)
2
1
1
0
15th
Steal spell resistance
2
1
1
1
16th
Steal spell (8th)
2
2
1
1
17th
Sneak attack +5d6
2
2
2
1
18th
Steal spell (9th)
3
2
2
1
19th
-
3
3
3
2
20th
Spellgrace +3
3
3
3
3

Spells Known
Level1st2nd3rd4th
1st----
2nd----
3rd----
4th21---
5th2---
6th3---
7th3---
8th421--
9th42--
10th43--
11th4321-
12th443-
13th443-
14th44421
15th4443
16th4443
17th5444
18th5544
19th5554
20th5555
1Provided that the spellthief has sufficient Charisma to have a bonus spell of this level.

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