Spell thief

General questions, debates, and rants about RPGs

Moderator: Moderators

Post Reply
User avatar
AndreiChekov
Knight-Baron
Posts: 523
Joined: Fri Aug 17, 2012 12:54 pm
Location: an AA meeting. Or Caemlyn.

Spell thief

Post by AndreiChekov »

So, looking at the shit disaster that this class was, I was thinking of ways to make something that does that and doesn't suck.

Essentially, you end up with a new version of the rogue that can steal spells.

What I was thinking is basic rogue progression, but instead of the trap stuff, steal spells, so with a touch attack and a save of some sort you steal spells, and you can only steal as many spells as a cleric of your level can have. Multiple use here, because any casters in your party can "give" you spells that you can use to decrease casting time at the beginning of a fight.

Alternatively, rather than writing a new class, the entire power of the spell-thief could be turned into a feat. Something for rogues specificaly, or just something that anyone can take. I don't actually see any reason that it should be only rogues.

Basic outline follows

Feat: Spell Thief
1 HD: You can steal spells from others with a touch attack. DC 10 + 1/2 hit die to steal the spell. You get to look at the casters prepared spells, or spontaneous spells and pick one. they lose the spell slot, you gain the spell. You cannot have more spells stolen than a druid of your level could cast.
6 HD: You can steal spells from enemies with a ranged weapon. This doesn't use a touch attack, unless your weapon speficies otherwise, and requires the weapon to hit for the effect to happen.
11 HD: Any spell that you steal is added to a spell list that you keep forever. Your spells per day is the same as a cleric of the same level's domain spells per day. Your modifier for spell saves is dex based
16 HD: Learn any 3 spells of level 6, or lower, you can use them at will. caster level is equal to HD, and save DC is based on dex.
Peace favour your sword.

I only play 3.x
RelentlessImp
Knight-Baron
Posts: 701
Joined: Tue Mar 09, 2010 11:03 am

Post by RelentlessImp »

Spellthief is a 1 level class anyways thanks to the Master Spellthief feat in Complete Scoundrel, so in a way it's already a feat.
User avatar
AndreiChekov
Knight-Baron
Posts: 523
Joined: Fri Aug 17, 2012 12:54 pm
Location: an AA meeting. Or Caemlyn.

Post by AndreiChekov »

This feat has some problems though. It requires 2nd level arcane spells, and it has shit about only casting spells in light armour.

Ontop of that, it requires you to take a shitty class that needs fixing, so that you never reach a good level for this, or it requires you to mix your level with another arcane caster so that you can become a POS wizard that relies on the real wizard to get a few spells appropriate for you level.

This should read as (and this is for not tome 3.x)

Master Spell-thief
You can steal spells with a touch attack. The save is a fort save with a DC of 10 + 1/2 hit die + cha bonus. The target loses the spell slot, and you gain the spell, usable once with the casting stats of the original owner of the spell. You get to pick which spell you gain from any target, and can see their entire spells prepared/spells known list. You cannot steal any spell of a level higher than a cleric of your level could cast.

So, with that being the not tome version, I am pretty sure that a feat that makes this scale to level a bit would be welcome. Hell, I know that I would enjoy stealing spells from my party's sorcerer. Not because that would make him have less spells, but because I get to play a rogue that reduces casting time of party buffs, AND deals with traps
Peace favour your sword.

I only play 3.x
Slade
Knight
Posts: 329
Joined: Tue Nov 09, 2010 6:23 pm

Re: Spell thief

Post by Slade »

AndreiChekov wrote:So, looking at the shit disaster that this class was, I was thinking of ways to make something that does that and doesn't suck.

Essentially, you end up with a new version of the rogue that can steal spells.

What I was thinking is basic rogue progression, but instead of the trap stuff, steal spells, so with a touch attack and a save of some sort you steal spells, and you can only steal as many spells as a cleric of your level can have. Multiple use here, because any casters in your party can "give" you spells that you can use to decrease casting time at the beginning of a fight.

Alternatively, rather than writing a new class, the entire power of the spell-thief could be turned into a feat. Something for rogues specificaly, or just something that anyone can take. I don't actually see any reason that it should be only rogues.

Basic outline follows

Feat: Spell Thief
1 HD: You can steal spells from others with a touch attack. DC 10 + 1/2 hit die to steal the spell. You get to look at the casters prepared spells, or spontaneous spells and pick one. they lose the spell slot, you gain the spell. You cannot have more spells stolen than a druid of your level could cast.
6 HD: You can steal spells from enemies with a ranged weapon. This doesn't use a touch attack, unless your weapon speficies otherwise, and requires the weapon to hit for the effect to happen.
11 HD: Any spell that you steal is added to a spell list that you keep forever. Your spells per day is the same as a cleric of the same level's domain spells per day. Your modifier for spell saves is dex based
16 HD: Learn any 3 spells of level 6, or lower, you can use them at will. caster level is equal to HD, and save DC is based on dex.
Spell thief eventually does more than steal spells:
he can steal buffs, energy resistance, spell-likes, spell resist. Heck, he can even at 7th absorb spells (level check vs caster level) so he can be immune to enemy spells (powering his own spells) but needs to be level 20 to immediate cast it.

To improve it:
no need to sacrifice a 1d6 to steal, just happens if he wants/can.
He gets these abilities at a faster rate.
Last edited by Slade on Fri Jun 05, 2015 6:16 pm, edited 1 time in total.
User avatar
Ancient History
Serious Badass
Posts: 12708
Joined: Wed Aug 18, 2010 12:57 pm

Post by Ancient History »

Spellthief is an interesting concept, in that it's trying to take do a rogue/mage gish instead of a fighter/mage. There are legs to that idea, and mechanically that shouldn't be impossible - especially in Vancian spellcasting. It's also a natural progression from the rogue's Use Device ability. Which is really what it boils down to: this should be a prestige class, not a base class.
Eikre
Knight-Baron
Posts: 571
Joined: Mon Aug 03, 2009 5:41 am

Post by Eikre »

RelentlessImp wrote:Spellthief is a 1 level class anyways thanks to the Master Spellthief feat in Complete Scoundrel, so in a way it's already a feat.
Master Spellthief will let you steal spells of an appropriate level, but it doesn't do anything to uncap the limit you have on retaining them. Anything above spell level 1 that you steal will vanish immediately.

Actually, the most interesting thing about that feat is the incidental fact that it stacks all your arcane caster levels together. So you dip Spellthief on your way to Nar Demonbinder/Knight of the Weave (which already have a CL equal to your levels in them plus another class) and Ultimate Magus (which is a dual-progression class for arcane spellcasting that incidentally hands out +4 CL and free metamagic) and then get into an argument with your DM about whether your CL is a recurring function with an infinite limit, or if it's merely double your level plus fourteen. Or whatever.
User avatar
AndreiChekov
Knight-Baron
Posts: 523
Joined: Fri Aug 17, 2012 12:54 pm
Location: an AA meeting. Or Caemlyn.

Post by AndreiChekov »

Ancient History wrote:Spellthief is an interesting concept, in that it's trying to take do a rogue/mage gish instead of a fighter/mage. There are legs to that idea, and mechanically that shouldn't be impossible - especially in Vancian spellcasting. It's also a natural progression from the rogue's Use Device ability. Which is really what it boils down to: this should be a prestige class, not a base class.
You mean a prestige class that starts at level 3?
One level of rogue, one of arcane, and then you are behind 1 sneak attack, and 1 caster level.
Peace favour your sword.

I only play 3.x
User avatar
Ancient History
Serious Badass
Posts: 12708
Joined: Wed Aug 18, 2010 12:57 pm

Post by Ancient History »

Nothing doing. Spellthief is a prestige class you get into after 3 levels of rogue. You go straight from snatching purses to snatching spells.
K
King
Posts: 6487
Joined: Fri Mar 07, 2008 7:54 pm

Post by K »

Spellthief is entirely a "concept class" that is extremely powerful and interesting if you do something that no sane DM is going to let you do. Otherwise, it blows.

In this case, the interesting thing is that you are going to capture people and monsters with PAO and go around with a charm bracelet of powerful monsters to steal spells and spell-likes from.
Last edited by K on Sat Jun 06, 2015 8:24 pm, edited 1 time in total.
User avatar
Ancient History
Serious Badass
Posts: 12708
Joined: Wed Aug 18, 2010 12:57 pm

Post by Ancient History »

Spell Thief should go into straight Blue Magic territory.
Slade
Knight
Posts: 329
Joined: Tue Nov 09, 2010 6:23 pm

Post by Slade »

Ancient History wrote:Nothing doing. Spellthief is a prestige class you get into after 3 levels of rogue. You go straight from snatching purses to snatching spells.
Heck, why not make it an archetype: we can give up trapsense for all those goodies.
1) spellcasting
2) spell stealing
3) Spell absorbing
4) stealing Spell resistence/energy resistance//spell-likes

The stupid idea they had was weakened the rogue before adding stuff. Just adding would be fine.
souran
Duke
Posts: 1113
Joined: Wed Aug 05, 2009 9:29 pm

Post by souran »

It may just be me but if it sort of seems like if the rogue is going to be a 20 level long class a lot of the things that the spell thief does ought to just be powers of level 10+ thieves.

The ability to steal spells and buffs ought to be just general level 11-15 type rogue powers.

15-20 would need to let thieves steal things like thoughts, emotions, or memories shit that is truely intangible. 20th level thieves ought to be able to steal shit like "destiny" or "fate" or "death"
User avatar
Ancient History
Serious Badass
Posts: 12708
Joined: Wed Aug 18, 2010 12:57 pm

Post by Ancient History »

<shrug> That's more or less how it used to be...although I should caveat that. In AD&D epic-level thieves, who had maxed out their other thief skills, were allowed to unlock shit like Detect Magic, Use Scroll, and casting a small number of Illusion spells; some thief kits gave other magic-related powers. And if you used Option X in book Y, you could buy some of those from level 1 instead of your standard thief skills - just a straight out "No, I don't want to climb walls and pick locks, I'd much rather be able to see through illusions and use magic scrolls, thanks ever so kindly."

But yeah, magic-stealing tricks should probably just be a standard rogue character class option.
souran
Duke
Posts: 1113
Joined: Wed Aug 05, 2009 9:29 pm

Post by souran »

There were kits that gave thieves the ability to cast a small number of spells, usually using the 2E paladin and Ranger as the model. Thieves also had an explicit ability to use mage scrolls after level 10. But 2E thieves were shitty in ways that 3E rogues can't even begin to imagine.

I played 2E from 1992 until the day the edition died and I never once saw a person choose to play a single classed thief. They simply didn't exist because they were obviously terrible. If you need a reminder you can go and play Baldur's Gate EE or Icewind Dale.

Anyway, Buff spells and spell slots are things that should be obvious targets or "theft" by players or monsters. There already are spells that steal other spells from people and its so clearly in the purview of rogues its still silly it isn't default. Even if you don't want to give rogues inception type powers it seems like "steal memorized spells" or "steal active spell effects" ought to just be rogue talents/ninja tricks. Maybe instead of a feat push it towards a different character currency?
Last edited by souran on Sun Jun 07, 2015 1:35 am, edited 1 time in total.
RelentlessImp
Knight-Baron
Posts: 701
Joined: Tue Mar 09, 2010 11:03 am

Post by RelentlessImp »

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

Class Features:
1: Trapfinding, Steal Spells, Spellcasting, Sneak Attack +1d6, Mage Hand, Touch Spell Sneak Attack
2: Hide in Plain Sight, Steal Active Effects
3: Legerdemain, Steal Spell-like Abilities
4: Steal Supernatural Abilities, Steal Trap
5: Sneak Attack +2d6, Absorb Spells, Wand Theft
6: Detect Thoughts, Steal Movement
7: Steal Energy Resistance, Staff Theft
8: Steal Energy
9: Sneak Attack +3d6, Steal Lifeforce, Steal Enchantment
10: Theft of Power, Steal Spell Resistance
11: Steal Souls, Stolen Vitality
12: Steal Subtype
13: Sneak Attack +4d6, Steal Memories
14: Steal Immunity
15: Steal Type
16: ???
17: Sneak Attack +5d6, ???
18: ???
19: ???
20: Steal Divine Rank

Spellcasting: Spontaneous casting, no ASF in any armor the Spellthief is proficient with. Uses the Wizard's table for progression and spells per day, has a unique spells known list from which it casts as per a themed caster like Dread Necromancer or Beguiler. Int-based casting. Additionally, the Spellthief's spells do not require inexpensive material components (under 1gp).

Sneak Attack, Trapfinding: As Rogue abilities of the same name. Sneak Attack progresses at first and every fourth level after (1, 5, 9, 13, 17).

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 six seconds. 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 (Sp): 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.

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 + Spellthief 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 6 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.

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. Retaining the bonuses counts as one of their bonded magic items.

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

The Spellthief may only store one such item's bonuses at a time.

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.

Steal Souls (Ex): On a successful sneak attack, the Spellthief can force the target to make a Fortitude save (DC 10 + 1/2 character level + Int mod) once per round or die. If the target dies from it, or from enough Sneak Attack damage dealt to the creature or from negative levels dealt by Steal Lifeforce, the Spellthief immediately absorbs the creature's soul into themselves. The Soul is a Planar Currency with a value of 100gp per HD. 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.

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 for 1 day per character level. The creature affected loses the subtype.

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, and retains it for 1 day per 2 character levels.

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.

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.

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.

Where to take it past 11? Stealing subtypes? Immunities? Types? Capstone of Steal Divine Rank?
Last edited by RelentlessImp on Wed Jun 10, 2015 2:35 am, edited 62 times in total.
Slade
Knight
Posts: 329
Joined: Tue Nov 09, 2010 6:23 pm

Post by Slade »

Still should keep the absorb ability when targeted by a spell/spell-like ability of the Complete Adventurer one. Succeed you aren't affected and lets you act as if stole the spell.

Granted it was a level check vs caster check, but still immunity to any of those effects was pretty unique.
RelentlessImp
Knight-Baron
Posts: 701
Joined: Tue Mar 09, 2010 11:03 am

Post by RelentlessImp »

Slade wrote:Still should keep the absorb ability when targeted by a spell/spell-like ability of the Complete Adventurer one. Succeed you aren't affected and lets you act as if stole the spell.

Granted it was a level check vs caster check, but still immunity to any of those effects was pretty unique.
Good point, I forgot to actually look at the CAdv Spellthief and integrate the abilities it gets at level-appropriate times. Stealing Spell Resistance isn't something you need to do at level 15, it's something you need to do at level 8, 10 at the latest. Energy Resistance, too. So I rejiggered a bit. Still got a few bare spots.
User avatar
AndreiChekov
Knight-Baron
Posts: 523
Joined: Fri Aug 17, 2012 12:54 pm
Location: an AA meeting. Or Caemlyn.

Post by AndreiChekov »

You could add something about stealing ability scores.

Or perhaps stealing the powers from magic items.
Peace favour your sword.

I only play 3.x
Eikre
Knight-Baron
Posts: 571
Joined: Mon Aug 03, 2009 5:41 am

Post by Eikre »

Yeah, let them jack enhancements when they break shit so that someone could conceivably ever be interested in sundering.
This signature is here just so you don't otherwise mistake the last sentence of my post for one.
RelentlessImp
Knight-Baron
Posts: 701
Joined: Tue Mar 09, 2010 11:03 am

Post by RelentlessImp »

Okay, a special Sunder attack, a Soul-stealing ability, and Wand and Staff stealing abilities added, and Touch Spell Sneak Attack rejiggered after testing. At low levels, Touch Spell Sneak Attack was doing basically not enough damage, and at high levels where it becomes ridiculous damage is a mug's game anyways.
TiaC
Knight-Baron
Posts: 968
Joined: Thu Jun 20, 2013 7:09 am

Post by TiaC »

Perhaps a steal life ability that gives them an extra life that they can expend to survive any effect that would kill them?
virgil wrote:Lovecraft didn't later add a love triangle between Dagon, Chtulhu, & the Colour-Out-of-Space; only to have it broken up through cyber-bullying by the King in Yellow.
FrankTrollman wrote:If your enemy is fucking Gravity, are you helping or hindering it by putting things on high shelves? I don't fucking know! That's not even a thing. Your enemy can't be Gravity, because that's stupid.
RelentlessImp
Knight-Baron
Posts: 701
Joined: Tue Mar 09, 2010 11:03 am

Post by RelentlessImp »

Added that to the Steal Souls ability. 5,000gp worth of souls and you get to live.
User avatar
Ancient History
Serious Badass
Posts: 12708
Joined: Wed Aug 18, 2010 12:57 pm

Post by Ancient History »

Blood of Vol had a feat or somesuch where they autokilled dying characters, stealing part of their souls; which made them impossible to raise, and in exchange the thief was immortal (unaging) for a year.

cf.

http://dndtools.pw/classes/thief-of-life/
http://dndtools.pw/classes/hellbreaker/
Last edited by Ancient History on Wed Jun 10, 2015 2:00 am, edited 1 time in total.
RelentlessImp
Knight-Baron
Posts: 701
Joined: Tue Mar 09, 2010 11:03 am

Post by RelentlessImp »

Ancient History wrote:Blood of Vol had a feat or somesuch where they autokilled dying characters, stealing part of their souls; which made them impossible to raise, and in exchange the thief was immortal (unaging) for a year.
Are you talking about the Thief of Life from Faiths of Eberron?

e;fb. They already get to regain one year per negative level dealt; do they need a year's worth of unaging tacked on it, too?
Last edited by RelentlessImp on Wed Jun 10, 2015 2:09 am, edited 1 time in total.
User avatar
Ancient History
Serious Badass
Posts: 12708
Joined: Wed Aug 18, 2010 12:57 pm

Post by Ancient History »

Yeah, I was getting it confused with the Life Leech feat.
Post Reply