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{{author
 
{{author
 
|author_name=Aarnott
 
|author_name=Aarnott
|date_created=01:44, March 25, 2010 (UTC)
+
|date_created=
|status=Complete
+
|adopter=
|balance=Fighter
+
|date_adopted=
 +
|status=<-how close to completion->
 +
|editing=
 +
|balance=Rogue
 
}}
 
}}
 +
<div class="blank">
 +
{{#set:Summary=A rewrite of the Complete Adventurer spellthief to be more of a rogue controller
 +
|Length=20
 +
|Minimum Level=1
 +
|Base Attack Bonus Progression=Moderate
 +
|Fortitude Save Progression=Poor
 +
|Reflex Save Progression=Good
 +
|Will Save Progression=Good
 +
|Class Ability=Sneak Attack
 +
|Class Ability=Arcane Spellcasting
 +
|Class Ability=Spontaneous Spellcasting
 +
|Class Ability Progression=Other
 +
}}
 +
<!-- 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>
  
== Introduction ==
+
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
  
[[Summary::RAWR I'M A DINOSAUR!!!]]
+
==Spellthief==
  
[[Image:DINOTASTIC.png]]
+
<-general description->.
  
You are a dinosaur. As such, you jump on people and eat them.
+
===Making a Spellthief===
  
You are also a martial artist. And water is '''always''' on the house!
+
<-Strong points and weak points, and effectiveness with party members.->.
  
== About ==
+
'''Abilities:''' <-description of most important attributes for this class->.
  
When I make optimized builds, I don't plan on playing them (or to have them played for that matter). I take a set of constraints and try to make the best possible character I can with them. Here are the constraints I used to construct this character:
+
'''Races:''' <-description of relative likelihood of various races to join this class->.
  
* The character makes good use of the swift hunter feat (it should have at least 5d6 skirmish damage from scout/ranger stacking).
+
'''Alignment:'''Any.
* The character is melee based
 
* The character does not use other optimized builds to achieve its ends (ie. pun-pun)
 
  
Specifically, the goal with this build was to create a swift hunter build that synergized nicely with the ranger wild shape variant.
+
'''Starting Gold:''' 2d4&times;10 gp (50 gp).
  
In retrospect, however, this build would make a pretty fun character to play, so long as you start at level 10 (it really is sub-par before then). [[SRD:Knock-Down|Knock-Down]] is a fairly cheesy feat to use and only fits the fun of the build, it is not required. I suggest that if you do decide to play a character using this build to pick a different feat in its place (possibly swapping out [[SRD:Monk|Monk]] of the [[Publication:Unearthed Arcana/Passive Way|Passive Way]] for [[Publication:Unearthed Arcana/Overwhelming Attack|Overwhelming Attack]].
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].
  
If you can convince your DM to ignore multiclass XP penalties, only take one [[Publication:Unearthed Arcana/Overwhelming Attack|Overwhelming Attack]] level and instead take an extra Scout level. You'll still have the same number of feats, but you'll get that last +1 AC from skirmish progression.
+
{| class="zebra d20"
 +
|+
 +
<div>{{Anchor|Table: The Spellthief}}</div>
 +
Hit Die: d6
 +
|-
 +
! rowspan="2" | Level
 +
! 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" | [[#Disable Spells and Spell-Like Abilities|Disable Spells and Spell-Like Abilities]], [[#Trapfinding|Trapfinding]], [[#Virtual Sneak Attack|Virtual Sneak Attack]] +1d6
 +
| 4 || 5 ft.
 +
|-
 +
|2nd||class="left" | +1 || +0 || +3 || +3
 +
| class="left" | ''[[#Detect Magic|Detect Magic]]'', [[#Evasion|Evasion]]
 +
| 5 || 5 ft.
 +
|-
 +
|3rd||class="left" | +2 || +1 || +3 || +3
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6
 +
| 5 || 10 ft.
 +
|-
 +
|4th||class="left" | +3 || +1 || +4 || +4
 +
| class="left" | [[#Disable Supernatural Ability|Disable Supernatural Ability]]
 +
| 6 || 10 ft.
 +
|-
 +
|5th||class="left" | +3 || +1 || +4 || +4
 +
| class="left" | [[#Anchoring Sneak Attack|Anchoring Sneak Attack]], [[#Virtual Sneak Attack|Virtual Sneak Attack]] +2d6
 +
| 6 || 10 ft.
 +
|-
 +
|6th||class="left" | +4 || +2 || +5 || +5
 +
| class="left" | [[#Counter Spells and Spell-Like Abilities|Counter Spells and Spell-Like Abilities]]
 +
| 7 || 15 ft.
 +
|-
 +
|7th||class="left" | +5 || +2 || +5 || +5
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6
 +
| 7 || 15 ft.
 +
|-
 +
|8th||class="left" | +6/+1 || +2 || +6 || +6
 +
| class="left" | [[#Counter Supernatural Abilities|Counter Supernatural Abilities]]
 +
| 8 || 15 ft.
 +
|-
 +
|9th||class="left" | +6/+1 || +3 || +6 || +6
 +
| class="left" | ''[[#Arcane Sight|Arcane Sight]]'', [[#Virtual Sneak Attack|Virtual Sneak Attack]] +3d6
 +
| 8 || 20 ft.
 +
|-
 +
|10th||class="left" | +7/+2 || +3 || +7 || +7
 +
| class="left" | [[#Bonus Ambush Feat|Bonus Ambush Feat]]
 +
| 9 || 20 ft.
 +
|-
 +
|11th||class="left" | +8/+3 || +3 || +7 || +7
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6
 +
| 9 || 20 ft.
 +
|-
 +
|12th||class="left" | +9/+4 || +4 || +8 || +8
 +
| class="left" | [[#Backstab Reality|Backstab Reality]]
 +
| 10 || 25 ft.
 +
|-
 +
|13th||class="left" | +9/+4 || +4 || +8 || +8
 +
| class="left" | [[#Concentrate on THIS|Concentrate on THIS]], [[#Virtual Sneak Attack|Virtual Sneak Attack]] +4d6
 +
| 10 || 25 ft.
 +
|-
 +
|14th||class="left" | +10/+5 || +4 || +9 || +9
 +
| class="left" | [[#OmNomNom Magic|OmNomNom Magic]]
 +
| 11 || 25 ft.
 +
|-
 +
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
 +
| 11 || 30 ft.
 +
|-
 +
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
 +
| class="left" | [[#Vomit Magic|Vomit Magic]]
 +
| 12 || 30 ft.
 +
|-
 +
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
 +
| class="left" | [[#Antimagic Bubble|Antimagic Bubble]], [[#Virtual Sneak Attack|Virtual Sneak Attack]] +5d6
 +
| 12 || 30 ft.
 +
|-
 +
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11
 +
| class="left" | TODO
 +
| 13 || 35 ft.
 +
|-
 +
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6
 +
| 13 || 35 ft.
 +
|-
 +
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12
 +
| class="left" | [[#Magicide|Magicide]]
 +
| 14 || 35 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}}
 +
|}
  
[[SRD:Heighten Spell|Heighten Spell]] could be helpful if you think you will be fighting lots of high AC monsters and you need to cast wraithstrike in your 3rd and 4th level spell slots.
+
====Class Features====
  
== References ==
+
All of the following are class features of the Spellthief.
  
* Champions of Valor
+
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
* Book of Exalted Deeds
 
* Unearthed Arcana
 
* Complete Adventurer
 
* Complete Mage
 
* Complete Scoundrel
 
* Monster Manual III
 
* Spell Compendium
 
  
== Game Rule Components ==
+
'''{{Anchor|Magic Points}} {{Su}}:''' You are a magnet to magical energy, drawing it its power. This power is represented by magic points, which are used to power your class abilities.
  
=== Progression ===
+
You can have a maximum number of magic points equal to 4 + 1/2 your class level + your charisma modifier.
  
'''Race (Templates):''' [[Race::Human]]
+
Each round, you recharge 2 magic points, drawing the power from ambient magical energies.
  
{| class="zebra d20" style="text-align: left;" {{#vardefine: odd|0}}
+
Whenever a spell is cast, spell-like ability is cast, or activated supernatural ability is used within 5ft. of you, you regain 1 magic point. This range increases by 5ft. per 3 class levels. See '''Table: The Spelltheif''' for the Absorb Magic Radius.
|- style="text-align: center;"
+
 
! rowspan="2" | ECL
+
Whenever you roll a saving throw against a non-harmless spell, spell-like ability, or activated supernatural ability, you regain 2 magic points.
! rowspan="2" | Class/HD/LA
+
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
+
By spending a standard action plus a swift action, you can regain a number of magic points equal to your charisma modifier.
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
+
 
! rowspan="2" | Feats
+
'''{{Anchor|Disable Spells and Spell-Like Abilities}} {{Su}}:'''
! rowspan="2" | Class<br/>Features
+
 
! rowspan="2" | Special
+
For the purpose of this ability, spell-like abilities are called spells. Since spell-like abilities are always cast as a particular class type, use that to determine the number of spell levels that can be stolen.
|- style="text-align: center;"
+
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
+
Whenever you hit with a sneak attack, you can forgo any number of sneak attack dice to steal an equal amount of spell levels from your opponent. Your opponent must make a Will save DC 10 + 1/2 your class level + your charisma modifier or else you can see their prepared spells (or spell list if they are a spontaneous caster) and choose any number of spells that have a total spell level equal to the amount of sneak attack dice you decided to forgo.
|-
+
 
| 1st || [[SRD:Monk|Monk]] of the [[Publication:Unearthed Arcana/Passive Way|Passive Way]] 1 || +0 || +2 || +2 || +2 || Sacred Vow, Vow of Poverty, [[SRD:Combat Expertise|Combat Expertise]], Nymph's Kiss || Unarmed strike (1d6), flurry of blows, monk AC bonus ||
+
After stealing a spell, you can cast the spell yourself during the next 3 rounds. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. You can cast this spell even if you do not have the minimum ability score normally required to cast a spell of that level. You must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.
|-
+
 
| 2nd || [[SRD:Monk|Monk]] of the [[Publication:Unearthed Arcana/Passive Way|Passive Way]] 2 || +1 || +3 || +3 || +3 || [[SRD:Improved Trip|Improved Trip]], Touch of Golden Ice || Evasion ||
+
The owner of the spells you stole cannot cast those spells (or any metamagic version of them) for 3 rounds, but may make a new saving throw each round to end the effect, at which point you lose access to the spells. The owner also loses the spell slot (or prepared spell) for each of the spells you stole.
|-
+
 
| 3rd || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 1 || +2 || +5 || +5 || +3 || [[SRD:Knock-Down|Knock-Down]], [[SRD:Track|Track]] || Favored enemy: arcanists (CM), wild empathy, fast movement ||
+
This ability costs magic points according to the following:
|-
+
 
| 4th || Scout 1 || +2 || +5 || +7 || +3 || Intuitive Attack || Skirmish (+1d6), trapfinding ||
+
* Melee sneak attack - 1 magic point
|-  
+
* Ranged sneak attack - 2 magic points
| 5th || Scout 2 || +3 || +5 || +8 || +3 ||  || Battle fortitude +1, uncanny dodge ||
+
* Spell-like ability - +1 point
|-  
+
* Each additional usage of this ability this round - +1 cumulative magic points
| 6th || Scout 3 || +4 || +6 || +8 || +4 || Swift Hunter, Sacred Strike || Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step ||
+
 
|-  
+
'''{{Anchor|Trapfinding}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Trapfinding|rogue]] ability of the same name.
| 7th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 2 || +5 || +7 || +9 || +4 || || Skirmish (+2d6, +1 AC) ||
+
 
|-
+
'''{{Anchor|Virtual Sneak Attack}} {{Ex}}:''' Virtual sneak attack dice count as sneak attack dice for all intents and purposes, except that they do not provide bonus damage like sneak attack dice.
| 8th || CoV [[SRD:Ranger|Ranger]] substitution level (3rd) || +6 || +7 || +9 || +5 || Sanctify Natural Attack || Weavespeak (sending 1/day) ||
+
 
|-
+
'''''{{Anchor|Detect Magic}} {{Sp}}:'''''  A spellthief of 2nd level or higher can use ''[[SRD:Detect Magic|Detect Magic]]'' as a spell-like ability at the cost of 1 magic point each round he chooses to maintain it.
| 9th || CoV [[SRD:Ranger|Ranger]] substitution level (4th) || +7 || +8 || +10 || +5 || Improved Skirmish || Skirmish (+2d6/+2 AC), bonus spell slots, improved spellcasting ||
+
 
|-  
+
'''{{Anchor|Evasion}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Evasion|rogue]] ability of the same name.
| 10th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 5 || +8 || +8 || +10 || +5 || Nemesis (arcanists) || Favored enemy: constructs, wild shape 1/day ||
+
 
|-
+
'''{{Anchor|Sneak Attack}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Sneak Attack|rogue]] ability of the same name.
| 11th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 6 || +9 || +9 || +11 || +6 || || Skirmish (+3d6/+2 AC), wild shape 2/day ||
+
 
|-
+
'''{{Anchor|Disable Supernatural Abilities}} {{Su}}:'''
| 12th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 7 || +10 || +9 || +11 || +6 || [[SRD:Multiattack|Multiattack]], Nemesis (constructs) ||  Woodland stride, wild shape 3/day ||
+
 
|-
+
Whenever you hit with a sneak attack, you can forgo any number of sneak attack dice to steal an activated supernatural ability from your opponent. Your opponent must make a Will save DC 10 + the number of sneak attack you forgo + your charisma modifier or else you can see what activated supernatural abilities they have available and steal one of them.
| 13th || CoV [[SRD:Ranger|Ranger]] substitution level (8th) || +11 || +10 || +12 || +6 || || Skirmish (+3d6/+3 AC), expanded spell list ||
+
 
|-
+
After stealing a supernatural ability, you can use it once yourself during the next 3 rounds. Treat the ability as if it were used by the original owner for the purpose of determining damage, save DC, and so forth. You must supply the same components (including verbal, somatic, material, XP, and any focus) required.
| 14th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 9 || +12 || +10 || +12 || +7 || Exalted Wild Shape || Spell reflection (CM) ||
+
 
|-
+
The owner of the ability cannot use it for 3 rounds, but may make a new saving throw each round to end the effect, at which point you lose access to the supernatural ability.
| 15th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 10 || +13 || +11 || +13 || +7 || Natural Spell || Skirmish (+4d6/+3 AC), favored enemy: elementals, wild shape 4/day ||
+
 
|-
+
This ability costs magic points according to the following:
| 16th || CoV [[SRD:Ranger|Ranger]] substitution level (11th) || +14 || +11 || +13 || +7 || Nemesis (elementals) || ||
+
 
|-
+
* Melee sneak attack - 3 magic points
| 17th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 12 || +15 || +12 || +14 || +8 || || Skirmish (+4d6/+4 AC) ||
+
* Ranged sneak attack - 4 magic points
|-  
+
* Each additional usage of this ability this round - +1 cumulative magic points
| 18th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 13 || +16 || +12 || +14 || +8 || Sword of the Arcane Order, Some other VoP feat || Camouflage ||
+
 
|-
+
'''{{Anchor|Anchoring Sneak Attack}} {{Ex}}:''' You gain [[Anchoring Sneak Attack (3.5e Feat)|Anchoring Sneak Attack]] as a bonus feat.
| 19th || CoV [[SRD:Ranger|Ranger]] substitution level (14th) || +17 || +13 || +15 || +8 || || Skirmish (+5d6/+4 AC) ||
+
 
|-
+
'''{{Anchor|Counter Spells and Spell-Like Abilities}} {{Su}}:'''
| 20th || [[Publication:Unearthed Arcana/Ranger Variant|Ranger Variant]] 15 || +18 || +13 || +15 || +9 || Nemesis (undead) || Favored enemy: undead ||
+
 
|}
+
Whenever a spell's line of effect comes within your absorb magic radius (see '''Table: The Spellthief'''), you can attempt to counter it. You are effectively attacking the spell itself, causing it to fizzle.
 +
 
 +
To counter a spell, you can make an Attack of Opportunity (if you have one available) or readied attack against the spell. The spell has an armor class equal to 10 + the caster level of the spell + the caster's primary ability modifier for the purposes of this attack. If you hit, the spell is countered and you have stolen it. You can automatically steal a spell being cast from a willing target.
 +
 
 +
After stealing a spell, you can cast the spell yourself during the next 3 rounds. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. You can cast this spell even if you do not have the minimum ability score normally required to cast a spell of that level. You must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.
 +
 
 +
Unlike a disabled spell, the caster of the original spell is free to cast the same spell again.
 +
 
 +
This ability costs magic points according to the following:
 +
 
 +
* Readied attack - 3 magic points
 +
* Attack of Opportunity - 6 magic points
 +
 
 +
'''{{Anchor|Counter Supernatural Abilities}} {{Su}}:'''
 +
 
 +
Whenever a supernatural ability is activated within your absorb magic radius (see '''Table: The Spellthief'''), you can attempt to counter it. You are effectively attacking the ability itself, causing it to fizzle.
  
Final progression: [[Final Class Progression::Monk of the Passive Way 2 / Scout 3 / Ranger Variant 15]]
+
To counter the ability, you can make an Attack of Opportunity (if you have one available) or readied attack against the ability. The ability has an armor class equal to 10 + the HD of the creature + the creature's highest ability modifier for the purposes of this attack. If you hit, the ability is countered and you have stolen it.
  
====Items====
+
After stealing a supernatural ability, you can use it once yourself during the next 3 rounds. Treat the ability as if it were used by the original owner for the purpose of determining damage, save DC, and so forth. You must supply the same components (including verbal, somatic, material, XP, and any focus) required.
  
None. You have Vow of Poverty.
+
Unlike a disabled ability, the owner of the original ability is free to use it again.
  
== Highlights ==
+
This ability costs magic points according to the following:
  
The build does not turn online until level 10 when you can turn into a Fleshraker Dinosaur (MM3).
+
* Readied attack - 4 magic points
 +
* Attack of Opportunity - 8 magic points
  
At level 20:
+
'''''{{Anchor|Arcane Sight}} {{Sp}}:'''''  A spellthief of 9th level or higher can use ''[[SRD:Arcane Sight|Arcane Sight]]'' as a swift action spell-like ability with a duration of 1 round. He can continue maintaining the arcane sight as a free action at the start of his turn. Each round he has arcane sight active, he must spend 1 magic point.
  
*Starting stats using a 32 point buy: Str 15, Dex 8, Con 14, Int 13, Wis 17, Cha 8
+
'''{{Anchor|Bonus Ambush Feat}} {{Ex}}:''' You gain an Ambush feat that you meet the prerequisites for.
*At level 20 (including VoP bonuses): Str 15, Dex 12, Con 20, Int 15, Wis 30, Cha 8
 
*In dino form: Str 17, Dex 23, Con 21, Int 15, Wis 30, Cha 8 (counting +4 dex and con from a spell)
 
*AC unbuffed: 48 = 10 (Base) +6 (skirmish), +10 (monk), +6 natural (dino form), +2 stacking natural (VoP), +10 exalted (VoP), +3 deflection (VoP), +6 Dex
 
*AC buffed: 56: +4 (mage armor), +4 (barkskin) ( exalted AC from vow of poverty and armor ac doesnt stack)
 
*Speed: 70' (+10' scout, 10' ranger)
 
*Attack routine (without haste): +33/+33/+28/+22/+18 (unarmed flurry of blows) and claw, bite, rake, and tail all at +31 ( you can make your routine of attacks, or all the monster attacks, but not the 2 of them)
 
**Modifiers are: +18 (BAB) + 5 Magic + 10 (Wisdom) + 2 (Charging) - 2 (Flurry of Blows) -2 (multiattack for natural weapons)
 
**Thanks to wraith strike, these are all touch attacks.
 
**To get the rake, the claw must hit
 
**Only one of the bite or tail can hit a single opponent (but they both can hit different opponents)
 
**All of these attacks are done in a super-pounce. It works like normal pounce, but if one of the natural attacks hit, you get a free trip attack against the target if they are your size or smaller. If that trip attack hits, you get to make a free grapple attempt. If the grapple attempt succeeds, you are in a grapple with the opponent and they are pinned.
 
*Damage: 1d6 + 5d6 (skirmish) + 2d6 (improved skirmish) + 5 (magic) + 3 (strength)
 
**This applies to unarmed strikes and natural weapons
 
**Against a touch AC of 20, this comes out to approximately 286.2 DPR on average
 
**Hasted, you do 324 DPR on average (you can cast haste)
 
**Each hit will trigger a free trip attempt
 
**Each hit requires a DC 14 fortitude save against dex damage from touch of golden ice
 
**Each natural weapon hit requires a DC 25 fortitude save against dex damage from dinosaur poison.
 
*You will have lots of skill points and useful skills.
 
*You are not a swift tracker, but you do get scent, so you are effective.
 
  
=== Tactics ===
+
'''{{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 + 1/2 your class level + your dexterity modifier or else be flatfooted against your attack. This attack could interrupt a spell or spell-like ability, as normal.
  
First, you turn into a Fleshraker Dinosaur (MM3). Next you cast haste on yourself (if you want) and then, using some memorized spells from your spellbook (I assume this is legal with VoP, otherwise, use your buddy's spellbook), you swift cast wraith strike before your pounce making a ton of powerful touch attacks.
+
This ability costs 10 magic points.
  
If you don't kill your target, you should have enough ranks in [[SRD:Concentration Skill|concentration]] to swift cast another wraith strike defensively and ounce a different target. If there is only one target, you will have to evade for a round, unless the target is large enough that you can pounce to a different square (to trigger skirmish again).
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'''{{Anchor|Concentrate on THIS}} {{Ex}}:''' As a swift action, a spellthief can draw an influx of magical power, breaking the concentration of nearby casters. All characters casting or concentrating on a spell, spell-like ability, or supernatural ability within your absorb magic radius take a penalty equal to your class level to concentration checks and must make a concentration check DC 25 in order to concentrate on any active spells. This effect lasts until the start of your next turn.
  
Against flying targets, you can always memorize the ''[[SRD:Fly|fly]]'' spell. Otherwise, you have a large racial bonus to jump checks in dino form and you have tons of skill points as you level up, so you should be able to reach a nice jump check.
+
This ability costs 1 magic point.
  
You can also memorize the burrow spell if needed (although that takes up one of your valuable 2nd level spell slots).
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'''{{Anchor|OmNomNom Magic}} {{Su}}:''' You are able to eat spells for breakfast.  
  
=== Limitations ===
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As an immediate action, you can take a -2 penalty to a saving throw against a non-harmless spell/spell-like ability/supernatural ability that requires a save. If you do, you regain 4 magic points (in addition to any others you would normally gain).
  
*Enemies immune to skirmish (oozes, plants)
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'''{{Anchor|Vomit Magic}} {{Su}}:''' You are able to send a burst of stored magical energy in a line.
*Typical melee limitations (illusions, concealment, etc.)
 
**You do have low light vision and scent, however.
 
**You can also detect what square a favored enemy is in (if they within 60ft.) without fail.
 
  
=== DM Counters ===
+
As a swift action, you can fire a 60 ft. line of magical energy. To use this ability, you must expend one of the spells or spell-like abilities, or supernatural abilities you have stolen. If you do, the line deals 2d6 damage per spell level or 1d6 damage per HD  of the creature for supernatural abilities. Any creature caught in the area may make a Reflex save DC 10 + 1/2 your class level + your charisma modifier for half damage.
  
Exploit those limitations!
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This ability costs 3 magic points.
  
=== Further Optimization ===
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'''{{Anchor|Antimagic Bubble}} {{Ex}}:''' You are able to create a shortlasting bubble of antimagic.
  
* Use the Mystic Ranger option in Dragon Magazine#336 to gain 0th and 5th level spells (which you can use to memorize wizard spells).
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As a swift action, you can cover yourself in an [[SRD:Antimagic Field|Antimagic Field]]. It only affects you, but allows you to ignore ongoing spell effects and area of effect magics. Furthermore, you can ignore any objects, monsters, walls, clouds, etc. that were created by magic (even if the object is actually real now). This ability lasts until the end of your turn.
  
== Credits ==
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This ability costs 12 magic points.
  
Thanks goes to Alex2 and BackHandOfFate who helped me refine the build!
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'''{{Anchor|Magicide}} {{Su}}:''' A 20th level spellthief is a true master of stealing magical power. Once per day, as a full round action, you can make a single attack against an enemy, treating them as flat-footed. If you hit, the creature must make a Will Save DC 10 + 1/2 your class level + your charisma modifier or else lose access to all of its spells, spell-like abilities, and supernatural abilities (including passive abilities). You gain access to all these abilities and may use them at the same strength as the owner. At the end of each of its turns, the creature may make a new saving throw to end this effect, at which point it regains access to its abilities and you lose access.
  
  
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Latest revision as of 23:26, 29 September 2011

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Spellthief[edit]

<-general description->.

Making a Spellthief[edit]

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

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

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

Alignment:Any.

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: As rogue.

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 Disable Spells and Spell-Like Abilities, Trapfinding, Virtual Sneak Attack +1d6 4 5 ft.
2nd +1 +0 +3 +3 Detect Magic, Evasion 5 5 ft.
3rd +2 +1 +3 +3 Sneak Attack +1d6 5 10 ft.
4th +3 +1 +4 +4 Disable Supernatural Ability 6 10 ft.
5th +3 +1 +4 +4 Anchoring Sneak Attack, Virtual Sneak Attack +2d6 6 10 ft.
6th +4 +2 +5 +5 Counter Spells and Spell-Like Abilities 7 15 ft.
7th +5 +2 +5 +5 Sneak Attack +2d6 7 15 ft.
8th +6/+1 +2 +6 +6 Counter Supernatural Abilities 8 15 ft.
9th +6/+1 +3 +6 +6 Arcane Sight, Virtual Sneak Attack +3d6 8 20 ft.
10th +7/+2 +3 +7 +7 Bonus Ambush Feat 9 20 ft.
11th +8/+3 +3 +7 +7 Sneak Attack +3d6 9 20 ft.
12th +9/+4 +4 +8 +8 Backstab Reality 10 25 ft.
13th +9/+4 +4 +8 +8 Concentrate on THIS, Virtual Sneak Attack +4d6 10 25 ft.
14th +10/+5 +4 +9 +9 OmNomNom Magic 11 25 ft.
15th +11/+6/+1 +5 +9 +9 Sneak Attack +4d6 11 30 ft.
16th +12/+7/+2 +5 +10 +10 Vomit Magic 12 30 ft.
17th +12/+7/+2 +5 +10 +10 Antimagic Bubble, Virtual Sneak Attack +5d6 12 30 ft.
18th +13/+8/+3 +6 +11 +11 TODO 13 35 ft.
19th +14/+9/+4 +6 +11 +11 Sneak Attack +5d6 13 35 ft.
20th +15/+10/+5 +6 +12 +12 Magicide 14 35 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.

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

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

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

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

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

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

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

Disable Spells and Spell-Like Abilities (Su):

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

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

After stealing a spell, you can cast the spell yourself during the next 3 rounds. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. You can cast this spell even if you do not have the minimum ability score normally required to cast a spell of that level. You must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.

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

This ability costs magic points according to the following:

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

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

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

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

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

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

Disable Supernatural Abilities (Su):

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

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

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

This ability costs magic points according to the following:

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

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

Counter Spells and Spell-Like Abilities (Su):

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

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

After stealing a spell, you can cast the spell yourself during the next 3 rounds. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. You can cast this spell even if you do not have the minimum ability score normally required to cast a spell of that level. You must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.

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

This ability costs magic points according to the following:

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

Counter Supernatural Abilities (Su):

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

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

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

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

This ability costs magic points according to the following:

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

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

Bonus Ambush Feat (Ex): You gain an Ambush feat that you meet the prerequisites for.

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 + 1/2 your class level + your dexterity modifier or else be flatfooted against your attack. This attack could interrupt a spell or spell-like ability, as normal.

This ability costs 10 magic points.

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

This ability costs 1 magic point.

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 any others you would normally gain).

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 + 1/2 your class level + your charisma modifier for half damage.

This ability costs 3 magic points.

Antimagic Bubble (Ex): You are able to create a shortlasting bubble of antimagic.

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

This ability costs 12 magic points.

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



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