[Tome] Spellthief

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RelentlessImp
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[Tome] Spellthief

Post by RelentlessImp »

Abilities are mostly (Ex) because fuck you. Realizarm can go suck a barrel of cocks. Also because they're all tied to a mundane effect, Sneak Attack. This class is in keeping with the suggestion of Ancient History from the thread this class spawned from, with a transformative Blue Mage theme.

Spellthief
Hitdie: d4
BAB: Medium
Saves: Poor Fort, Good Ref, Good Will
Proficiencies: Light Armor, Choose any 2 weapons
Skill Points: 6+INT mod (x4 at first level)
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, (Ab)Use Magic Device, Use Rope
LevelBABFortRefWillAbilities0th1st2nd3rd4th5th6th7th8th9th
01+0+0+2+2Trapfinding, Steal Spells, Spellcasting, Sneak Attack +1d6, Mage Hand, Touch Spell Sneak Attack31--------
02+1+0+3+3Hide in Plain Sight, Steal Active Effects42--------
03+2+1+3+3Legerdemain, Steal Spell-Like Abilities421-------
04+3+1+4+4Steal Supernatural Abilities, Steal Trap432-------
05+3+1+4+4Sneak Attack +2d6, Absorb Spells, Wand Theft4321------
06+4+2+5+5Detect Thoughts, Steal Movement4332------
07+5+2+5+5Steal Energy Resistance, Staff Theft44321-----
08+6/+1+2+6+6Steal Energy44322-----
09+6/+1+3+6+6Sneak Attack +3d6, Steal Lifeforce, Steal Enchantment444321----
10+7/+2+3+7+7Theft of Power, Steal Spell Resistance444332----
11+8/+3+3+7+7Steal Souls, Stolen Vitality4444321---
12+9/+4+4+8+8Steal Subtype, Steal History4444332---
13+9/+4+4+8+8Sneak Attack +4d6, Steal Memories44444321--
14+10/+5+4+9+9Steal Immunity44444332--
15+11/+6/+1+5+9+9Steal Type, Steal Divine Rank444444321-

Spellcasting: A spellthief casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the spellthief spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a spellthief gains access to a new level of spells, he automatically knows all the spells for that level listed on the spellthief’s spell list. Essentially, his spell list is the same as his spells known list. Spellthiefs also have the option of adding to their existing spell list through their various stealing abilities.

To cast a spell, a spellthief must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a spellthief’s spell is 10 + 1/2 the Spellthief's character level + the spellthief’s Intelligence modifier. Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells for a high Intelligence score.

Unlike a cleric or a wizard, a spellthief need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

In addition, a Spellthief does not suffer Arcane Spell Failure from Armor Check Penalties for any armor he is proficient in. The Spellthief's spells do not require inexpensive (less than 1gp) material components.

For advancing spellcasting progression past 15th via the use of a prestige class, use the Wizard table for base daily spell allotment.

Sneak Attack, Trapfinding: As Rogue abilities of the same name. Sneak Attack progresses at first and every fourth level after (1, 5, 9, 13).

Steal Spells (Ex): On a successful sneak attack, the Spellthief can steal spells a target knows up to a maximum level the Spellthief himself knows how to cast, retaining knowledge of the spell for ten minutes per character level and the ability to cast the spell utilizing their own spell slots. May retain a number of stolen spells in memory of a spell level equal to twice character level. DC 10+(Maximum Spell Level Known*2) Spellcraft check to identify all spells known, with the Spellthief learning any spells of a level equal to or less than the Spellcraft check. Target loses the spell or knowledge of it for the duration. A willing target can give the spell to the Spellthief as if they were a Ring of Spell Storing (cap on spell levels stored equal to maximum spell level the Spellthief can cast) without a need for the Spellthief to sneak attack them. Either way the target loses knowledge of the spell for the duration. The Spellthief may choose to forget a spell learned in this manner, returning knowledge of it to the person it was stolen from. (In the case of a prepared spell, the spell is irrevocably lost and must be re-memorized after an eight hour rest.) A Spellthief may only Steal Spells, Spell-like Abilities or Supernatural Abilities once per round.

Touch Spell Sneak Attack (Ex): Whenever a Spellthief attacks with a Touch spell, a Ranged Touch spell, or a Ray spell (or SLA, or Su) that deals hit point damage while eligible for Sneak Attack, he may cast that spell once and deal its effect once per iterative attack the Spellthief would otherwise be eligible for, using their normal attack bonuses as the attack bonus per iterative (thus a 10th level Spellthief could make attacks at +7/+2). In addition, this ability functions only for Spellthief spells, or spells, Spell-like Abilities or Supernatural Abilities the Spellthief has stolen through the use of Steal Spells, Steal Spell-like Abilities, or Steal Supernatural Abilities.

Mage Hand (Sp): At-will mage hand, free action activation, usable once per round. At third level this becomes Greater Mage Hand. At fifth level the effective strength score equals the Spellthief's strength score or 10 (whichever is higher).

Hide in Plain Sight (Ex): As the Ranger ability of the same name, except in any terrain.

Steal Active Effects (Ex): On a successful sneak attack, and with a DC 10+(Magic Effect Level*2) Spellcraft check, the Spellthief learns of any effects on the target, and the Spellthief can steal an active magical buff (defined here as any effect with a Save entry of Harmless that has been cast on the target) from the target, using the effect's caster level to determine the effect on the Spellthief. This lasts until the effect would otherwise have expired.

Legerdemain (Su): Able to use Disable Device, Open Lock, et al. through Mage Hand, Telekinesis, Greater Mage Hand - any spell that emulates being able to manipulate objects at a distance. The Spellthief is additionally always considered to be using tools when doing so. At fifth level, they are always considered to be using Masterwork Thieves' Tools.

Steal Spell-like Abilities (Ex): Can steal SLAs from creatures that have them on a successful sneak attack with a DC 10+(Target's Highest SLA Spell Level Known*2) Spellcraft check, gaining one use while the target loses one use and knowledge of the ability for the same duration as the Spellthief knows it. Retains for 10 minutes per character level. Functions as a Spell-like ability when the Spellthief uses the stolen ability. The Spellthief may only steal a Spell-like Ability if it emulates a spell level equal to or less than the maximum spell level he may cast out of his own spells. A Spellthief may only Steal Spells, Spell-like Abilities or Supernatural Abilities once per round.

Steal Supernatural Abilities (Ex): Can steal Supernatural abilities from creatures that have them on a successful sneak attack with a DC 10+(Target's Highest Level Spell Known, SLA, or Supernatural ability [Whichever is highest]*2) Spellcraft check, gaining one use while the target loses one use and knowledge of the ability for the same duration as the Spellthief knows it. Retains knowledge of it for five minutes per character level. Functions as a Supernatural ability when the Spellthief uses the stolen ability. The Spellthief may only steal a Supernatural Ability if it emulates a spell level equal to or less than the maximum spell level he may cast out of his own spells. A Spellthief may only Steal Spells, Spell-like Abilities or Supernatural Abilities once per round.

Steal Trap (Ex): Upon successfully disarming a Trap, the Spellthief may "steal" the concept of the trap they just disarmed. Later, as a standard action, the Spellthief may afflict the Trap upon any creature within their line of sight, in effect triggering the trap on that creature. The Spellthief may store one such trap at a time. At levels 8, 12, 16 and 20, the Spellthief may store one additional trap.

Absorb Spells (Ex): If the Spellthief saves against a spell, spell-like ability or supernatural ability that has him as a target or in its area of effect, the Spellthief may absorb the spell with a successful check against the effect's caster - 1d20 + character level vs 10 + effect's caster level. If the Spellthief successfully absorbs the spell, and may use it in the same manner as a stolen spell by the Steal Spells ability, with identical duration of retention. If the Spellthief absorbs an area of effect spell, the spell effect ends immediately without letting it affect the others within its area. The Spellthief may retain only one spell absorbed in this manner at a time, but may choose to forget the spell retained at any point, even while saving against another effect in order to absorb it.

At level 8, on activating the Absorb Spells ability, the Spellthief may choose to turn the spell on its creator rather than retaining it, treating the spell as if it had been affected by Spell Turning.

Wand Theft (Ex): With a special Use Magic Device check on a Wand (DC 10 + 3*Spell level of spell contained in the wand), after first Emulating the necessary abilities to use the wand, the Spellthief may, with the expenditure of ten charges from the wand, add the spell contained in the wand to their list of class spells. They may retain the spell for ten minutes per Spellthief level, and use their own spell slots to cast it. They may retain up to three Wand Theft spells at once.

Detect Thoughts (Sp): At-will Detect Thoughts. Additionally, on a successful Sneak Attack, in addition to any other effects, the Spellthief gains the effect of a Mind Probe on the target, gaining the answer to one question the target knows the answer to. Can only gain the Mind Probe once per round. Will save is DC 10 + 1/2 Character Level + Spellthief's Int mod.

Steal Movement (Ex): On a successful sneak attack, the Spellthief can, in addition to any other sneak attack-based effect, steal a natural form of movement speed that the target possesses, gaining it permanently. The Spellthief can gain up to their Spellthief level times 10 in movement speed in this manner. The Spellthief may steal one form of movement speed only. At levels 10, 15 and 20, the Spellthief may steal and maintain one additional movement speed. The Spellthief may not steal forms of movement speeds granted by spells, spell-like abilities or supernatural abilities.

In addition, the Spellthief gains any special abilities associated with the stolen movement speed, such as a xorn's Earth Glide or a black dragon's Water Breathing.

Steal Energy Resistance (Ex): On a successful sneak attack against an opponent with a natural energy resistance, the Spellthief may, in addition to other Sneak Attack-based effects, steal an amount of that energy resistance from the creature equal to twice his Spellthief level. The affected creature loses the energy resistance in the same amount. The Spellthief may retain this energy resistance for as long as he wishes, but may not have more than one type of energy resistance stolen in this manner.

At levels 8, 10, 12, 14, 16, and 18 the Spellthief may absorb an additional type of energy resistance, each up to twice his Spellthief level, and maintain them as long as he wishes. Each stolen energy resistance has its own individual cap.

The Spellthief may not absorb energy resistances granted by spells, Spell-like Abilities, or Supernatural Abilities, and must use Steal Active Effects for that instead.

Staff Theft (Ex): With a special Use Magic Device check (DC 10 + 4*Maximum spell level contained in the Staff), after Emulating the proper abilities to use the spells contained in the Staff, the Spellthief may, at a cost of ten charges from the Staff, add any of the spells from the Staff to their class list. They may retain such stolen spells for ten minutes per Spellthief level, and use their own spell slots to cast the spell.

Steal Energy (Ex): When the Spellthief uses their Steal Spells ability, they can instead choose to steal a spell slot or spell use, refreshing one of their spell uses per day of an equal level of the spell that would be stolen otherwise. The target loses the spell slot/spell use as if the spell was expended. When using Steal Spell-like Ability or Steal Supernatural Ability, the Spellthief may instead recharge a spell use with the stolen ability, gaining no ability to use it while the target still loses one use and knowledge of the ability. A Spellthief may only use Steal Energy once per round, in addition to Steal Spells, Spell-like Abilities or Supernatural Abilities.

Steal Lifeforce (Ex): The Spellthief deals one negative level per successful sneak attack, healing 5hp per negative level dealt this way. In addition, the Spellthief regains 1 year of life for every negative level dealt this way, down to their minimum Adult age.

Steal Enchantment (Ex): While a target is a valid Sneak Attack target, the Spellthief may choose to make a special Sneak Attack against a target's worn or wielded magic item. This functions as a Sunder attack, on which the Spellthief gains all of their Sneak Attack damage. In addition, the object targeted is also a valid target for any damage dealing spells. If the Steal Enchantment attack succeeds in breaking the item, the Spellthief immediately steals the magical enchantments from the item, storing the abilities inside of themselves. This has two effects:

First, the Spellthief may replicate those abilities on his own weapons, unarmed attacks or attacks made with natural weapons, including adding the bonuses to their Touch Spells. Or, the Spellthief may enjoy the benefits of the item in the case of armor or wondrous items as if they were wearing the item.

Second, the Spellthief may choose to release the energy into a magical item being created, adding the abilities to the item as it is being crafted with no increase in time of creation or crafting cost, but still subject to the limits of crafting (total +10-equivalent bonus).

If using Tome, the Spellthief may steal Lesser and Moderate abilities when they gain this ability. At level 13, they can steal Major abilities.

At level 15, the Spellthief may choose to Sunder artifacts in this manner.

The Spellthief may store any number of items in this manner at a time, but each item takes up a mystical "body slot" somewhere on their body that keeps other magic items from functioning when worn in the same body slot (or counts as a bonded item if using Book of Gears magic items). In effect, the Spellthief becomes the Magical Christmas Tree, rather than their gear. In the case of weapons, the Spellthief must choose whether to use their weapon's enchanted bonuses or those stored, and may only change this choice with fifteen minutes of concentration. In the case of armor, the Spellthief gains both the Armor Bonus and Enhancement Bonus (being hit manifests the armor as a ghostly afterimage) but is no longer subject to Maximum Dexterity, armor check penalties or arcane spell failure, but the armor so utilized in this manner must be of a type the Spellthief is proficient in.

Steal Spell Resistance (Ex): On a successful sneak attack, in addition to any other Sneak Attack-based effect, the Spellthief may steal a subject's Spell Resistance, up to a total of 10 + Spellthief Level. The affected creature loses the Spell Resistance when the Spellthief gains it. The Spellthief may retain this Spell Resistance permanently, and may lower and raise it with a free action, or an immediate action if it is not his turn.

Theft of Power (Ex): The Spellthief's ability to retain Spells Known, Spell-like Abilities, Supernatural Abilities, and spells stolen from wands or staves through their Steal Spells, Steal Spell-like Abilities, Steal Supernatural Abilities, Absorb Spells, Wand Theft and Staff Theft abilities becomes permanent. The Spellthief may retain a mixture of the stolen spells up to a number of spell levels equal to their character level times 2 at one time, and may choose to forget them to make room for others at any point. A Spellthief may steal multiple copies of X/day Spell-like Abilities or Supernatural Abilities and count them as a single instance of that ability. Additionally, any time the Spellthief steals a Spell-like Ability or Supernatural Ability, rather than be a single use, it becomes X/day (X being the number of times they've stolen it), up to a maximum of 3/day, allowing them to recharge their stolen SLAs and Supernatural Abilities.

At level 15, the Spellthief's Theft of Power grows to store their character level times 3 in spell levels. At level 20, they can store their character level times 4 in spell levels.

In addition, if the Spellthief steals a breath weapon with Steal Supernatural Abilities, the Spellthief's usage becomes once per 1d4 rounds, just like a dragon's. A Breath Weapon counts as a 3rd level spell.

Steal Souls (Ex): Any time a creature dies in the Spellthief's presence, the creature must make a Foritude save (DC 10 + 1/2 Spellthief's character level + Spellthief's Int mod). On failure, the Spellthief immediately absorbs the creature's soul into themselves. The Soul is a Planar Currency with a value of (CR squared) times 100gp. The Spellthief may retain an unlimited amount of souls within themselves, and expunge them out into gemstones with a minimum value of 100gp. While the Soul is stolen, the dead creature may not be returned to life, even with a Wish.

Additionally, any time the Spellthief would be struck with an effect that would otherwise kill them, the Spellthief may make a Reflex save (DC = damage dealt, or DC 10 + Caster level of the effect) in order to expend 5,000gp worth of stolen souls. Those souls are expunged immediately (and continue to their afterlife), and the Spellthief is reduced to 1 hit point. The Spellthief may do this so long as they have 5,000gp worth of souls stored, and may never drop below 1hp before running out of souls or failing their save.

The Spellthief may also choose to count as the alignment of any of the souls they are currently in possession of. They may change emulated alignments as a swift or immediate action.

Stolen Vitality (Ex): Any time the Soulthief is subject to an effect that deals negative levels, the Soulthief may instead sacrifice a number of HD of stolen souls gained through Steal Souls equivalent to the levels that would otherwise be drained. At any time the Spellthief is subjected to a Death effect, the Spellthief may substitute a number of HD stolen through Steal Souls equal to their own character level to stave it off.

Steal Subtype (Ex): On a successful sneak attack, the Spellthief can, in addition to any other sneak attack-based effect, steal the creature's subtype, and retain it permanently. The Spellthief may retain a number of subtypes equal to 1/5 his character level (round up normally).

Steal History (Ex): The Spellthief's ability to steal has become legendary. The Spellthief has stolen their own history from the fabric of time, as well as stolen the knowledge of their true name from the history of the universe. His very presence upon the multiverse is a blank. As such, Spellthief is immune to any effect that would discern anything about them, past, future or present. This includes the Gods' ability to see up to Divine Ranks weeks into the past or future, as well as excluding knowledge of actions the Spellthief takes within their portfolio. Any effect that attempts to discern the Spellthief through their allies fails to show anything about the Spellthief.

The Spellthief may perform this thievery upon another creature with a month of research about the subject, as well as being within their presence for at least 12 hours per day. However, the effect is not permanent for them; the Spellthief only knows themselves well enough to do more than a patch job. After one week per character level, the creature's history returns to the fabric of the multiverse, whereupon they can be affected by discerning effects once more. The Spellthief may maintain this patch job with fifteen minutes worth of full round actions while in physical contact with the creature, taken at any point during the period the creature is under its effect. The Spellthief may maintain this protection for one person per character level, with each maintenance requiring an individual 15 minutes throughout the time the creature is under its effect. Renewing the protection resets the clock as the Spellthief erases anything attempting to return to the multiverse's knowledge.

At level 20, the Spellthief can force the multiverse to forget a creature upon its death. On a successful Steal Souls, the creature's existence is wiped from the multiverse for as long as its soul is retained within the Spellthief as if it had been affected by the willing effect of this ability.


Steal Memories (Ex): On a successful sneak attack, the Spellthief can assimilate all the memories of their target if they fail a Will save of DC 10 + 1/2 Character Level + Spellthief's Intelligence modifier. The Spellthief permanently retains the memories, but must make a DC 20 Intelligence check to glean any specific information out of them. Yes, this works against Aboleths and absorbs their racial memories, too.

In addition, the Spellthief gains access to all the memories of any creature slain by his Steal Souls ability.

Steal Immunity (Ex): On a successful sneak attack, the Spellthief can, in addition to any other sneak attack-based effect, steal an immunity from their target. The target loses their immunity and the spellthief gains it permanently. The Spellthief may maintain a number of immunities equal to 1/4 their character level.

Steal Type (Ex): On a successful sneak attack, the Spellthief can, in addition to any other sneak attack-based effect, steal the creature's Type, in effect copying it. The Spellthief can retain the Type change for as long as they want but can only have one Type at a time. The Spellthief may lose this Type at any point, returning to their base Type.

Steal Divine Rank (Ex): On a successful sneak attack against a creature bearing a Divine Rank, the Spellthief can steal one Divine Rank with a Spellcraft Check of DC 10 + Total Divine Ranks. This is a permanent theft, and the Spellthief immediately gains one Divine Rank, starting at 0, and gains the appropriate salient divine abilities for each Rank it achieves, along with all according benefits, including the establishing of a Portfolio and up to four Domains and the ability to grant spells to divine spellcasters if worshiped.

Additionally, upon reaching Divine Rank 0, all Cleric spells, Ranger Spells and their Portfolio's Domain spells are added to the Spellthief's class spell list. In addition, they gain the Granted Powers of their Portfolio's Domains.

Spell List:
0th: cure minor wounds*, disrupt ectoplasm, disrupt undead, inflict light wounds*, electric jolt, launch bolt, launch item, prestidigitation, ray of frost, touch of fatigue
1st: bestow wounds, boneblast, chill touch, color spray, cure light wounds*, ebon eyes (self only), endure elements, enlarge person, inflict light wounds*, lesser orb of acid/cold/electricity/fire/sound, negative energy ray, nystul's magic aura, protection from good/evil/chaos/law, ray of clumsiness, ray of enfeeblement, ray of flame, reduce person, secret weapon, targeting ray, urchin's spines
2nd: bite of the wererat, blast of force, blinding color surge, blur, bone chill, chain of eyes, combust, cure moderate wounds*, distracting ray, false life, force hammer, ghoul touch, identify, inflict moderate wounds*, invisibility, knife spray, knock, levitation, melf's acid arrow, protection from energy, rainbow beam, ray of ice, saltray, scorching ray, seeking ray, shadow spray
3rd: amorphous form, anticipate teleportation, blindsight, blink, cure serious wounds*, displacement, fly, inflict serious wounds*, gust of wind, magic vestment, magnetism, nondetection, poison, ray of dizziness, ray of exhaustion, ray of the python, rust ray, spell vulnerability, wand modulation
4th: aboleth curse, defenestrating sphere, enervation, explosive runes, freedom of movement, greater invisibility, melf's slumber arrows, orb of acid/cold/electricity/fire/force/sound, spell immunity, stoneskin, touch of years
5th: bolts of bedevilment, false vision, overland flight, prismatic ray, slay living, spell resistance, superior resistance, teleport, viscid glob
6th: bite of the weretiger, disintegrate, freeze, harm*, heal*, ruby ray of reversal, true seeing
7th: antimagic ray, avasculate, energy ebb, energy immunity, greater teleport, prismatic spray, scalding touch, stun ray
8th: blackfire, otto's irresistible dance, polar ray, superior invisibility
9th: astral projection, energy drain, imprisonment, prismatic deluge

*Cure X Wounds/Heal spells function only for dealing damage to undead. Inflict X Wounds/Harm spells function only for dealing damage to living.
Last edited by RelentlessImp on Sat Sep 12, 2015 6:44 am, edited 21 times in total.
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Prak
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Post by Prak »

Divine Rank is kind of just bad. Not necessarily your ability, but the concept of Divine Rank. Gods in D&D should definitely be stabbable, but they need a major overhaul so that they actually are. So, between that, and your quandary with levels 17-19, I would probably make the class only 15 levels and shift things downward, or make it a ten level prestige class, which would allow you to compress things somewhat.
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RelentlessImp
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Post by RelentlessImp »

D&D Gods are eminently stabbable. You just need to stab the ones that discarded spellcaster levels and the ability to know all Wizard spells. They can certainly know where you're coming from and who you are but they can't stop you stabbing them by casting Kill Arno The Dwarf.

I was considering compressing it down into a ten level class, though. Too much to get in ten levels?
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Post by AndreiChekov »

I am against compressing it to 10 levels. As it stands right now, it gets new and interesting things at every level, and they are all around the right level to be viable, but not overpowering.

Apart from general editing for wording and coma usage, it looks good to me.
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Post by RelentlessImp »

AndreiChekov wrote:Apart from general editing for wording and coma usage, it looks good to me.
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RelentlessImp
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Post by RelentlessImp »

This should be finished. Cleaned up the Spellcasting section, and should probably do a revision of the spell list, but ready for critique and examination.
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OgreBattle
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Post by OgreBattle »

How would you recommend playing the spellthief at level 5 and lower? The d4 hitdice seems risky for a sneak attack oriented class at those levels.

I'm not that familiar with TOME magic-related feats, but is there anything like reserve feats that can give the spellthief at-will touch attacks?
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Post by RelentlessImp »

They would probably take Two Weapon Fighting and Touch Spell Sneak Attack with Inflict Light Wounds and Concentration checks, or opening up if they win initiative with lesser orbs and negative energy ray, moving to scorching ray/ray of ice and inflict moderate wounds at 3rd level.
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Kaelik
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Post by Kaelik »

You know inflict is a touch attack that doesn't even do as much damage as Orbs past level 2 right? I mean, the real ultimate power of Inflict Light Wounds is to have cast it ahead of time and be holding the charge, thus no concentration checks, and then to use Orb spells from them on out.
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