User:Aarnott/Lego Bin 3

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Author: Aarnott (talk)
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Spellthief

<-general description->.

Making a Spellthief

<-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: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×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 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->.

Table: The Spellthief

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Magic Points, Virtual Sneak Attack +1d6, Disable Spells and Spell-Like Abilities, Trapfinding
2nd +1 +0 +3 +3 Detect magic, Evasion
3rd +2 +1 +3 +3 Sneak Attack +1d6
4th +3 +1 +4 +4 Disable Supernatural Ability
5th +3 +1 +4 +4 Virtual Sneak Attack +2d6
6th +4 +2 +5 +5 Counter Spells and Spell-Like Abilities
7th +5 +2 +5 +5 Sneak Attack +2d6
8th +6/+1 +2 +6 +6 Counter Supernatural Abilities
9th +6/+1 +3 +6 +6 Virtual Sneak Attack +3d6
10th +7/+2 +3 +7 +7 <-any class features gained at this level->
11th +8/+3 +3 +7 +7 Sneak Attack +3d6
12th +9/+4 +4 +8 +8 Steal Spell Reach 15 ft.
13th +9/+4 +4 +8 +8 Virtual Sneak Attack +4d6
14th +10/+5 +4 +9 +9 <-any class features gained at this level->
15th +11/+6/+1 +5 +9 +9 Sneak Attack +4d6
16th +12/+7/+2 +5 +10 +10 <-any class features gained at this level->
17th +12/+7/+2 +5 +10 +10 Virtual Sneak Attack +5d6
18th +13/+8/+3 +6 +11 +11 Steal Spell Reach 30 ft.
19th +14/+9/+4 +6 +11 +11 Sneak Attack +5d6
20th +15/+10/+5 +6 +12 +12 <-any class features gained at this level->

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

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.

Whenever you fail a saving throw against a 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.

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.

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

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

Counter Spells and Spell-Like Abilities (Su):

Whenever a spell's line of effect comes within 5 ft. of you, you can attempt to counter it.

To counter a spell, make an Attack of Opportunity or readied attack 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. 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 5 ft. of you, you can attempt to counter it.

To counter the ability, make an Attack of Opportunity or readied attack against an armor class equal to 10 + the HD of the creature + the creature's highest ability modifier. 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

Trapfinding (Ex): As rogue

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.

Evasion (Ex): As rogue

Sneak Attack (Ex): As rogue

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

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.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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 "—"->
<-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 "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

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. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




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