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== Summon Monster I Useful Stats ==
+
{{author
 +
|author_name=Aarnott
 +
|date_created=
 +
|adopter=
 +
|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>
  
(I assume augment summoning is used)
+
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
  
=== Celestial Badger (small) ===
+
==Spellthief==
  
''Straight combat''
+
<-general description->.
  
'''Movement'''
+
===Making a Spellthief===
* speed 30ft., burrow 10ft.
 
'''Defenses'''
 
* 8 hp (10 raging)
 
* AC 15, 14 touch (-2 raging)
 
* Resistance to cold, acid, electricity 5
 
* SR 6
 
* F/R/W = +6 (+2 raging)/+5/+1
 
'''Attacks'''
 
* Claw +4/+4 (1d2+1 +2 raging), bite -1 (1d3+0 +1 raging)
 
'''Notes'''
 
* rages when hit
 
* low-light vision, darkvision 60ft., scent
 
  
=== Fiendish Monstrous Spider (small) ===
+
<-Strong points and weak points, and effectiveness with party members.->.
  
''Webbing to disable''
+
'''Abilities:''' <-description of most important attributes for this class->.
  
'''Movement'''
+
'''Races:''' <-description of relative likelihood of various races to join this class->.
* speed 30ft., climb 20ft.
 
'''Defenses'''
 
* 6 hp
 
* AC 14, 14 touch
 
* Resistance to cold, fire 5
 
* SR 6
 
* F/R/W = +4/+3/+1
 
'''Attacks'''
 
* Bite +4 (1d4 + poison)
 
** Poison DC 12, 1d3 Str, 1d3 Str
 
** 1/day Smite good (+1 damage vs. good)
 
* 8/day Web medium creatures +4 ranged 50ft., 10ft. increment
 
** fail = entangled - half speed, no run/charge, -2 attacks, -4 dex, DC 15 cast spells
 
** escape artist DC 12, break DC 16, 4 HP
 
'''Notes'''
 
* darkvision 60ft., tremorsense 60ft.
 
  
=== Fiendish Snake (small) ===
+
'''Alignment:'''Any.
  
''Con damage with poison''
+
'''Starting Gold:''' 2d4&times;10 gp (50 gp).
  
'''Movement'''
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].
* speed 20ft., climb 20ft., swim 20ft.
 
'''Defenses'''
 
* 6 hp
 
* AC 17, 14 touch
 
* Resistance to cold, fire 5
 
* SR 6
 
* F/R/W = +4/+5/+1
 
'''Attacks'''
 
* Bite +4 (1d2 + poison)
 
** Poison DC 12, 1d6 Con, 1d6 Con
 
** 1/day Smite good (+1 damage vs. good)
 
'''Notes'''
 
* darkvision 60ft., scent
 
  
== Summon Monster II Useful Stats ==
+
{| 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}}
 +
|}
  
=== Fiendish Wolf (medium) ===
+
====Class Features====
  
''Straight combat / Tripping''
+
All of the following are class features of the Spellthief.
  
'''Movement'''
+
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
* speed 50ft.
 
'''Defenses'''
 
* 17 hp
 
* AC 14, 12 touch
 
* Resistance to cold, fire 5
 
* SR 7
 
* F/R/W = +7/+5/+1
 
'''Attacks'''
 
* Bite +5 (1d6+3 + trip)
 
** Trip +3 -- no touch attack or AoO
 
** 1/day Smite good +2 damage
 
'''Notes'''
 
* low-light vision, darkvision 60ft., scent
 
  
=== Fiendish Monstrous Centipede (large - 5ft. reach) ===
+
'''{{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.
  
''High grapple but provokes AoO''
+
You can have a maximum number of magic points equal to 4 + 1/2 your class level + your charisma modifier.
  
'''Movement'''
+
Each round, you recharge 2 magic points, drawing the power from ambient magical energies.
* speed 40ft., climb 40ft.
 
'''Defenses'''
 
* 19 hp
 
* AC 14, 11 touch
 
* Resistance to cold, fire 5
 
* SR 8
 
* F/R/W = +5/+3/+1
 
'''Attacks'''
 
* Bite +5 (1d8+3 + poison)
 
** Poison DC 13, 1d3 dex, 1d3 dex
 
** 1/day Smite good +3 damage
 
* Grapple +9 (+5 touch provokes AoO)
 
'''Notes'''
 
* darkvision 60ft.
 
  
=== Fiendish Monstrous Scorpian (medium) ===
+
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.
  
''Reliable grappler (improved grab)''
+
Whenever you roll a saving throw against a non-harmless spell, spell-like ability, or activated supernatural ability, you regain 2 magic points.
  
'''Movement'''
+
By spending a standard action plus a swift action, you can regain a number of magic points equal to your charisma modifier.
* speed 40ft.
 
'''Defenses'''
 
* 17 hp
 
* AC 14, 10 touch
 
* Resistance to cold, fire 5
 
* SR 7
 
* F/R/W = +7/+0/+0
 
'''Attacks'''
 
* 2 Claws +4 (1d4+3) and Sting -1 (1d4+1 + poison)
 
** Poison DC 15, 1d3 Con, 1d3 Con
 
** 1/day Smite good +2 damage
 
** Improved Grab (+4 grapple)
 
*** Constrict 1d4+3
 
'''Notes'''
 
* darkvision 60ft., tremorsense 60ft.
 
  
=== Fiendish Monstrous Spider (medium) ===
+
'''{{Anchor|Disable Spells and Spell-Like Abilities}} {{Su}}:'''
  
''Web large creatures''
+
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.
  
'''Movement'''
+
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.
* speed 30ft., climb 20ft.
+
 
'''Defenses'''
+
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.
* 15 hp
+
 
* AC 14, 13 touch
+
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.
* Resistance to cold, fire 5
+
 
* SR 7
+
This ability costs magic points according to the following:
* F/R/W = +6/+3/+0
+
 
'''Attacks'''
+
* Melee sneak attack - 1 magic point
* Bite +4 (1d6+2 + poison)
+
* Ranged sneak attack - 2 magic points
** Poison DC 14, 1d4 Str, 1d4 Str
+
* Spell-like ability - +1 point
** 1/day Smite good +2 damage
+
* Each additional usage of this ability this round - +1 cumulative magic points
* 8/day Web large creatures +3 ranged 50ft., 10ft. increment
+
 
** fail = entangled - half speed, no run/charge, -2 attacks, -4 dex, DC 15 cast spells
+
'''{{Anchor|Trapfinding}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Trapfinding|rogue]] ability of the same name.
** escape artist DC 14, break DC 18, 6 HP
+
 
'''Notes'''
+
'''{{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.
* darkvision 60ft., tremorsense 60ft.
+
 
 +
'''''{{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.
 +
 
 +
'''{{Anchor|Evasion}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Evasion|rogue]] ability of the same name.
 +
 
 +
'''{{Anchor|Sneak Attack}} {{Ex}}:''' This ability is identical to the [[SRD:Rogue#Sneak Attack|rogue]] ability of the same name.
 +
 
 +
'''{{Anchor|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
 +
 
 +
'''{{Anchor|Anchoring Sneak Attack}} {{Ex}}:''' You gain [[Anchoring Sneak Attack (3.5e Feat)|Anchoring Sneak Attack]] as a bonus feat.
 +
 
 +
'''{{Anchor|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
 +
 
 +
'''{{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.
 +
 
 +
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
 +
 
 +
'''''{{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.
 +
 
 +
'''{{Anchor|Bonus Ambush Feat}} {{Ex}}:''' You gain an Ambush feat that you meet the prerequisites for.
 +
 
 +
'''{{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.
 +
 
 +
This ability costs 10 magic points.
 +
 
 +
'''{{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.
 +
 
 +
This ability costs 1 magic point.
 +
 
 +
'''{{Anchor|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).
 +
 
 +
'''{{Anchor|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.
 +
 
 +
'''{{Anchor|Antimagic Bubble}} {{Ex}}:''' You are able to create a shortlasting bubble of antimagic.
 +
 
 +
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.
 +
 
 +
This ability costs 12 magic points.
 +
 
 +
'''{{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.
 +
 
 +
 
 +
----
 +
{{3.5e Base Classes Breadcrumb}}
 +
[[Category:3.5e]]
 +
[[Category:User]]
 +
[[Category:Class]]
 +
[[Category:Base Class]]

Latest revision as of 23:26, 29 September 2011

Homebrew.png
Author: Aarnott (talk)
Date Created:
Status: <-how close to completion->
Editing: Clarity edits only please
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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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