Difference between revisions of "User:Aarnott/Lego Bin 3"

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'''Races:''' <-description of relative likelihood of various races to join this class->.
 
'''Races:''' <-description of relative likelihood of various races to join this class->.
  
'''Alignment:''' <-alignments allowed for this class, or write "Any"->.
+
'''Alignment:'''Any.
  
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold.  This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
+
'''Starting Gold:''' 2d4&times;10 gp (50 gp).
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' <-Select "Simple" or "As [[rogue]]", "Moderate" or "As [[fighter]]", or "Complex" or "As [[wizard]]", to let players know which starting age category to use for 1st-level characters->.
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].
  
 
{| class="zebra d20"
 
{| class="zebra d20"
Line 54: Line 54:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! colspan="10" | [[#Spells|Spells per Day]]
+
! 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]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
 
 
|-
 
|-
 
|1st||class="left" | +0 || +0 || +2 || +2
 
|1st||class="left" | +0 || +0 || +2 || +2
| class="left" | Ambush Sneak Attack +1d6, Bonus Ambush Feat, Steal Spells, Trapfinding
+
| 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
 
|2nd||class="left" | +1 || +0 || +3 || +3
| class="left" | Detect magic, Evasion
+
| class="left" | ''[[#Detect Magic|Detect Magic]]'', [[#Evasion|Evasion]]
|—||—||—||
+
| 5 || 5 ft.
 
|-
 
|-
 
|3rd||class="left" | +2 || +1 || +3 || +3
 
|3rd||class="left" | +2 || +1 || +3 || +3
| class="left" | Sneak Attack +1d6
+
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6
|—||—||—||
+
| 5 || 10 ft.
 
|-
 
|-
 
|4th||class="left" | +3 || +1 || +4 || +4
 
|4th||class="left" | +3 || +1 || +4 || +4
| class="left" | Disable Supernatural Ability
+
| class="left" | [[#Disable Supernatural Ability|Disable Supernatural Ability]]
|—||—||—||
+
| 6 || 10 ft.
 
|-
 
|-
 
|5th||class="left" | +3 || +1 || +4 || +4
 
|5th||class="left" | +3 || +1 || +4 || +4
| class="left" | Ambush Sneak Attack +2d6, Bonus Ambush Feat
+
| 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
 
|6th||class="left" | +4 || +2 || +5 || +5
| class="left" | Steal Spell Reach 10 ft.
+
| class="left" | [[#Counter Spells and Spell-Like Abilities|Counter Spells and Spell-Like Abilities]]
|||—||—||—
+
| 7 || 15 ft.
 
|-
 
|-
 
|7th||class="left" | +5 || +2 || +5 || +5
 
|7th||class="left" | +5 || +2 || +5 || +5
| class="left" | Sneak Attack +2d6
+
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6
|—||—||—||
+
| 7 || 15 ft.
 
|-
 
|-
 
|8th||class="left" | +6/+1 || +2 || +6 || +6
 
|8th||class="left" | +6/+1 || +2 || +6 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Counter Supernatural Abilities|Counter Supernatural Abilities]]
|—||—||—||
+
| 8 || 15 ft.
 
|-
 
|-
 
|9th||class="left" | +6/+1 || +3 || +6 || +6
 
|9th||class="left" | +6/+1 || +3 || +6 || +6
| class="left" | Ambush Sneak Attack +3d6
+
| class="left" | ''[[#Arcane Sight|Arcane Sight]]'', [[#Virtual Sneak Attack|Virtual Sneak Attack]] +3d6
|—||—||—||
+
| 8 || 20 ft.
 
|-
 
|-
 
|10th||class="left" | +7/+2 || +3 || +7 || +7
 
|10th||class="left" | +7/+2 || +3 || +7 || +7
| class="left" | Bonus Ambush Feat
+
| class="left" | [[#Bonus Ambush Feat|Bonus Ambush Feat]]
|—||—||—||
+
| 9 || 20 ft.
 
|-
 
|-
 
|11th||class="left" | +8/+3 || +3 || +7 || +7
 
|11th||class="left" | +8/+3 || +3 || +7 || +7
| class="left" | Sneak Attack +3d6
+
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6
|—||—||—||
+
| 9 || 20 ft.
 
|-
 
|-
 
|12th||class="left" | +9/+4 || +4 || +8 || +8
 
|12th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | Steal Spell Reach 15 ft.
+
| class="left" | [[#Backstab Reality|Backstab Reality]]
|||—||—||—
+
| 10 || 25 ft.
 
|-
 
|-
 
|13th||class="left" | +9/+4 || +4 || +8 || +8
 
|13th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | Ambush Sneak Attack +4d6
+
| 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
 
|14th||class="left" | +10/+5 || +4 || +9 || +9
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#OmNomNom Magic|OmNomNom Magic]]
|—||—||—||
+
| 11 || 25 ft.
 
|-
 
|-
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
| class="left" | Bonus Ambush Feat, Sneak Attack +4d6
+
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
|—||—||—||
+
| 11 || 30 ft.
 
|-
 
|-
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Vomit Magic|Vomit Magic]]
|—||—||—||
+
| 12 || 30 ft.
 
|-
 
|-
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
| class="left" | Ambush Sneak Attack +5d6
+
| 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
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11
| class="left" | Steal Spell Reach 30 ft.
+
| class="left" | TODO
|||—||—||—
+
| 13 || 35 ft.
 
|-
 
|-
 
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11
 
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11
| class="left" | Sneak Attack +5d6
+
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6
|—||—||—||
+
| 13 || 35 ft.
 
|-
 
|-
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12
| class="left" | Bonus Ambush Feat
+
| class="left" | [[#Magicide|Magicide]]
|—||—||—||
+
| 14 || 35 ft.
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
Line 177: Line 177:
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the <-class name->.
+
All of the following are class features of the Spellthief.
  
 
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
 
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
  
'''{{Anchor|Spells}}:''' <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->.  <-pluralized class name-> choose their spells from the following list:
+
'''{{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.
  
0&mdash;<-spells, spells, spells->
+
You can have a maximum number of magic points equal to 4 + 1/2 your class level + your charisma modifier.
  
1st&mdash;<-spells, spells, spells->
+
Each round, you recharge 2 magic points, drawing the power from ambient magical energies.
  
2nd&mdash;<-spells, spells, spells->
+
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.
  
3rd&mdash;<-spells, spells, spells->
+
Whenever you roll a saving throw against a non-harmless spell, spell-like ability, or activated supernatural ability, you regain 2 magic points.
  
4th&mdash;<-spells, spells, spells->
+
By spending a standard action plus a swift action, you can regain a number of magic points equal to your charisma modifier.
  
5th&mdash;<-spells, spells, spells->
+
'''{{Anchor|Disable Spells and Spell-Like Abilities}} {{Su}}:'''
  
6th&mdash;<-spells, spells, spells->
+
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.
  
7th&mdash;<-spells, spells, spells->
+
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.
  
8th&mdash;<-spells, spells, spells->
+
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.
  
9th&mdash;<-spells, spells, spells->
+
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.
  
{| class="zebra d20"
+
This ability costs magic points according to the following:
|+ {{Anchor|Table: <-class name-> Spells Known}}
 
|-
 
! rowspan="2" | Level || colspan="10" | Spells Known
 
|-
 
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
|-
 
| 1st || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 2nd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 3rd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 4th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 5th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 6th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 7th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 8th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 9th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 10th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 11th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 12th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 13th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 14th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 15th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 16th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 17th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 18th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 19th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 20th || — || — || — || — || — || — || — || — || — || —
 
|}
 
  
'''{{Anchor|Ambush Sneak Attack}} {{Ex}}:''' Counts as sneak attack dice for the purposes of ambush feats.
+
* 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
  
'''{{Anchor|Bonus Ambush Feat}} {{Ex}}:''' Gain an ambush feat you qualify for.
+
'''{{Anchor|Trapfinding}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Trapfinding|rogue]] ability of the same name.
  
'''{{Anchor|Steal Spells}} {{Su}}:''' You can steal any spell (or spell-like ability) that traces its line of effect within 5 ft. of you.
+
'''{{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.
  
To steal a spell, make an Attack of Opportunity against an armor class equal to 10 + the caster level of the spell + the caster's primary ability modifier. If you hit, the spell is countered and you have stolen it.
+
'''''{{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.
  
A stolen spell can be cast by you as a standard action, regardless of its previous casting time. It is cast with the same range, DC, duration, caster level, etc. as the original caster when they cast the spell. You are aware of all of this information immediately when you have stolen the spell.
+
'''{{Anchor|Evasion}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Evasion|rogue]] ability of the same name.
  
A stolen spell lasts until the caster you stole it from regains their spells or dies, at which point it must be cast within 1 minute, which you are aware of.
+
'''{{Anchor|Sneak Attack}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Sneak Attack|rogue]] ability of the same name.
  
You can can possess a maximum number of stolen spell levels equal to your class level (treat 0-level spells as 1/2 level for this purpose.
+
'''{{Anchor|Disable Supernatural Abilities}} {{Su}}:'''
  
'''{{Anchor|Trapfinding}} {{Ex}}:''' As rogue
+
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.
  
'''{{Anchor|Detect Magic}} {{Sp}}:'''  A spellthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level.
+
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.
  
'''{{Anchor|Evasion}} {{Ex}}:''' As rogue
+
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.
  
'''{{Anchor|Sneak Attack}} {{Ex}}:''' As rogue
+
This ability costs magic points according to the following:
  
'''{{Anchor|Disable Supernatural Ability}} {{Su}}:''' TODO: Shuts off a supernatural ability for X rounds.
+
* Melee sneak attack - 3 magic points
 +
* Ranged sneak attack - 4 magic points
 +
* Each additional usage of this ability this round - +1 cumulative magic points
  
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information->
+
'''{{Anchor|Anchoring Sneak Attack}} {{Ex}}:''' You gain [[Anchoring Sneak Attack (3.5e Feat)|Anchoring Sneak Attack]] as a bonus feat.
  
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information->
+
'''{{Anchor|Counter Spells and Spell-Like Abilities}} {{Su}}:'''
  
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information->
+
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.
  
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
+
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.
  
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->
+
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.
  
<-Lather, rinse...->
+
Unlike a disabled spell, the caster of the original spell is free to cast the same spell again.
  
<-... repeat as necessary.->
+
This ability costs magic points according to the following:
  
====Epic <-class name->====
+
* Readied attack - 3 magic points
 +
* Attack of Opportunity - 6 magic points
  
{| class="zebra d20"
+
'''{{Anchor|Counter Supernatural Abilities}} {{Su}}:'''
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic <-class name->}}</div>
 
Hit Die: d<-Die size for Hit Die->
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class=
 
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
  
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
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.
  
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
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.
  
<-Lather, rinse...->
+
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.
  
<-... repeat.->
+
Unlike a disabled ability, the owner of the original ability is free to use it again.
  
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
+
This ability costs magic points according to the following:
  
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
+
* Readied attack - 4 magic points
 +
* Attack of Opportunity - 8 magic points
  
====<-Sample race of your choice-> <-class name-> Starting Package====
+
'''''{{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.
  
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
+
'''{{Anchor|Bonus Ambush Feat}} {{Ex}}:''' You gain an Ambush feat that you meet the prerequisites for.
  
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
+
'''{{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.
  
{| class="zebra d20"
+
This ability costs 10 magic points.
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
  
'''Feat:''' <-1st-level feat selection->.
+
'''{{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.
  
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. ->.
+
This ability costs 1 magic point.
  
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
+
'''{{Anchor|OmNomNom Magic}} {{Su}}:''' You are able to eat spells for breakfast.  
  
'''Gold:''' <-Starting gold using this package.->.
+
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).
  
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'''{{Anchor|Vomit Magic}} {{Su}}:''' You are able to send a burst of stored magical energy in a line.
===Campaign Information===
 
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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.
====Playing a <-class name->====
 
 
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
 
 
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 
 
 
'''Combat:''' <-Typical role in combat->.
 
 
 
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
 
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====<-pluralized class name-> in the World====
 
 
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 
 
 
<-Where characters of this class fit in a d20 world.->
 
 
 
'''Daily Life:''' <-day in the life of a character of this class->.
 
 
 
'''Notables:''' <-notable NPCs of this class->.
 
 
 
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
 
 
 
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 
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<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
 
 
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | <-common knowledge->.
 
|-
 
| 10 || class="left" | <-not so common knowledge->.
 
|-
 
| 15 || class="left" | <-rare information->.
 
|-
 
| 20 || class="left" | <-very rare information->.
 
|}
 
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This ability costs 3 magic points.
====<-pluralized class name-> in the Game====
 
  
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
+
'''{{Anchor|Antimagic Bubble}} {{Ex}}:''' You are able to create a shortlasting bubble of antimagic.
  
'''Adaptation:''' <-Possible variant conceptions of this class.->.
+
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.
  
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
+
This ability costs 12 magic points.
  
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
+
'''{{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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{{3.5e Base Classes Breadcrumb}}
 
{{3.5e Base Classes Breadcrumb}}

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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