NeoSeraphi
2011-11-07, 12:22 PM
I posted this for my Tome of Neutrality (http://www.giantitp.com/forums/showthread.php?t=220877), but I want to get some good PEACH here so I'm going to give it its own thread and see what everyone thinks.
The Master Thief
http://i264.photobucket.com/albums/ii187/Wulfeous/Rikku.jpg
Prerequisites: To become a Master Thief, you must meet the following prerequisites:
Class: Spellthief Level 10 (Complete Adventurer)
Alignment: Any nongood, nonevil
Hit Dice: d6
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points: 6+Int Per Level
{table=head]Level|BAB|Fort|Ref|Will|Special|Sneak Attack
1st|+0|+0|+2|+2|Selfish Magic| +1d6
2nd|+1|+0|+3|+3|Selfish Wands| +2d6
3rd|+2|+1|+3|+3|Steal Spell (5th)| +3d6
4th|+3|+1|+4|+4|Improved Steal Spell Effect | +4d6
5th|+3|+1|+4|+4|Steal Spell (6th) | +5d6
6th|+4|+2|+5|+5|Discover Spells | +6d6
7th|+5|+2|+5|+5|Steal Spell (7th) | +7d6
8th|+6|+2|+6|+6|Selfish Absorb Spell | +8d6
9th|+6|+3|+6|+6|Steal Spell (8th) | +9d6
10th|+7|+3|+7|+7|The End Justifies My Means | +10d6
[/table]
Class Features:
Weapon and Armor Proficiency: The master thief gains no additional proficiencies.
Selfish Magic (Ex): A master thief doesn't bother with shrinking his opponents or saving his friends. He has only a few spells available to him, and they're reserved for him and him alone. A master spellthief adds his class level to his spellthief caster level to determine his spellthief caster level, but only when casting spells that have a range of personal, or a range of touch that the master thief targets himself with (For the purposes of this class feature, the master thief is defined as the entity that is performing the ability. He does not receive the benefit of this feature when targeting a simalcrum or some other such nonsense). Additionally, the master thief adds his class level to his spellthief class level for the purpose of the check made to Absorb Spells and to determine the maximum combined levels of spells he can store.
Sneak Attack (Ex): At every level, a master thief gains an additional dice of Sneak Attack damage (see the spellthief class feature of the same name). All sources of Sneak Attack damage stack with each other.
Alternatively, a master thief may sacrifice his sneak attack progression. If he does so, he continues progressing his spellcasting from his spellthief class, as if the master thief prestige class was a full spellcasting progression PrC.
Selfish Wands (Ex): A master thief is able to utilize magic items to an amazing extent, but only when he targets himself with them. This comes from the spellthief's natural ability to absorb and recast spells.
When a master thief of 2nd level or higher makes a Use Magic Device check to attempt to activate a scroll or wand, he receives a perfection bonus on the check equal to his class level, but only if the only target of the spell he is casting is himself. Additionally, if those conditions are met, the master thief may always take 10 on his Use Magic Device checks, regardless of whether he is under stress or threatened (For the purposes of this class feature, the master thief is defined as the entity who is performing the ability, he does not gain the benefits of this feature when targeting a simalcrum or some other such nonsense).
Steal Spell (Su): As the spellthief ability of the same name.
Improved Steal Spell Effect (Su): Starting at 4th level, whenever a master thief steals a spell effect, he may steal up to 1 extra spell effect per 2 class levels (maximum of 5 extra spell effects at level 10) instead (if he is drawing from a willing target, the target must be willing to give away each spell effect).
Discover Spells (Ex): As the spellthief ability of the same name.
Selfish Absorb Spell (Su): Starting at 8th level, a master thief may absorb any spell that is cast within 100 feet, as long as that spell has a single target. This ability is an immediate action. To do this, the master thief must have line of sight and effect to the target of the spell and to the caster. He must be able to see and hear the caster who is casting the spell. He rolls a d20, and adds his spellthief level+his master thief level to that. If his total roll beats the DC (Caster level+11), he becomes the new target of the spell (Even if he is outside the spell's range).
If the spell is harmful, the master thief may succeed his save and absorb it as usual. If the spell is harmless, he may allow it to be cast on him and enjoy its benefits as if he were the target all along. The spellthief may absorb spells from any caster, willing or unwilling, enemy or ally.
The End Justifies My Means (Su): A master thief will do anything to protect his own life. Anything at all. Starting at 10th level, the master thief may use his ability to absorb magic to absorb the life essence of all creatures around him.
Activating this ability is a full-round action that does not provoke an attack of opportunity. All creatures within 60 feet of him (including allies), must make a Will save (DC 20+the master thief's Charisma modifier) or take 5d6+10 points of negative energy damage. (A successful Will save negates the effect)
The master thief may only affect up to twenty different creatures with this ability, starting with the ones closest to him. If a choice needs to be made because there are too many creatures but they are equally far from the spellthief, the DM selects who the ability drains from.
The master thief recovers hit points equal to the total amount of damage dealt to all creatures.
Doing this is both deadly and exhausting. The master thief may not perform this ability again for one hour, and during that time, his ability to absorb spells is completely negated.
The Master Thief
http://i264.photobucket.com/albums/ii187/Wulfeous/Rikku.jpg
Prerequisites: To become a Master Thief, you must meet the following prerequisites:
Class: Spellthief Level 10 (Complete Adventurer)
Alignment: Any nongood, nonevil
Hit Dice: d6
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points: 6+Int Per Level
{table=head]Level|BAB|Fort|Ref|Will|Special|Sneak Attack
1st|+0|+0|+2|+2|Selfish Magic| +1d6
2nd|+1|+0|+3|+3|Selfish Wands| +2d6
3rd|+2|+1|+3|+3|Steal Spell (5th)| +3d6
4th|+3|+1|+4|+4|Improved Steal Spell Effect | +4d6
5th|+3|+1|+4|+4|Steal Spell (6th) | +5d6
6th|+4|+2|+5|+5|Discover Spells | +6d6
7th|+5|+2|+5|+5|Steal Spell (7th) | +7d6
8th|+6|+2|+6|+6|Selfish Absorb Spell | +8d6
9th|+6|+3|+6|+6|Steal Spell (8th) | +9d6
10th|+7|+3|+7|+7|The End Justifies My Means | +10d6
[/table]
Class Features:
Weapon and Armor Proficiency: The master thief gains no additional proficiencies.
Selfish Magic (Ex): A master thief doesn't bother with shrinking his opponents or saving his friends. He has only a few spells available to him, and they're reserved for him and him alone. A master spellthief adds his class level to his spellthief caster level to determine his spellthief caster level, but only when casting spells that have a range of personal, or a range of touch that the master thief targets himself with (For the purposes of this class feature, the master thief is defined as the entity that is performing the ability. He does not receive the benefit of this feature when targeting a simalcrum or some other such nonsense). Additionally, the master thief adds his class level to his spellthief class level for the purpose of the check made to Absorb Spells and to determine the maximum combined levels of spells he can store.
Sneak Attack (Ex): At every level, a master thief gains an additional dice of Sneak Attack damage (see the spellthief class feature of the same name). All sources of Sneak Attack damage stack with each other.
Alternatively, a master thief may sacrifice his sneak attack progression. If he does so, he continues progressing his spellcasting from his spellthief class, as if the master thief prestige class was a full spellcasting progression PrC.
Selfish Wands (Ex): A master thief is able to utilize magic items to an amazing extent, but only when he targets himself with them. This comes from the spellthief's natural ability to absorb and recast spells.
When a master thief of 2nd level or higher makes a Use Magic Device check to attempt to activate a scroll or wand, he receives a perfection bonus on the check equal to his class level, but only if the only target of the spell he is casting is himself. Additionally, if those conditions are met, the master thief may always take 10 on his Use Magic Device checks, regardless of whether he is under stress or threatened (For the purposes of this class feature, the master thief is defined as the entity who is performing the ability, he does not gain the benefits of this feature when targeting a simalcrum or some other such nonsense).
Steal Spell (Su): As the spellthief ability of the same name.
Improved Steal Spell Effect (Su): Starting at 4th level, whenever a master thief steals a spell effect, he may steal up to 1 extra spell effect per 2 class levels (maximum of 5 extra spell effects at level 10) instead (if he is drawing from a willing target, the target must be willing to give away each spell effect).
Discover Spells (Ex): As the spellthief ability of the same name.
Selfish Absorb Spell (Su): Starting at 8th level, a master thief may absorb any spell that is cast within 100 feet, as long as that spell has a single target. This ability is an immediate action. To do this, the master thief must have line of sight and effect to the target of the spell and to the caster. He must be able to see and hear the caster who is casting the spell. He rolls a d20, and adds his spellthief level+his master thief level to that. If his total roll beats the DC (Caster level+11), he becomes the new target of the spell (Even if he is outside the spell's range).
If the spell is harmful, the master thief may succeed his save and absorb it as usual. If the spell is harmless, he may allow it to be cast on him and enjoy its benefits as if he were the target all along. The spellthief may absorb spells from any caster, willing or unwilling, enemy or ally.
The End Justifies My Means (Su): A master thief will do anything to protect his own life. Anything at all. Starting at 10th level, the master thief may use his ability to absorb magic to absorb the life essence of all creatures around him.
Activating this ability is a full-round action that does not provoke an attack of opportunity. All creatures within 60 feet of him (including allies), must make a Will save (DC 20+the master thief's Charisma modifier) or take 5d6+10 points of negative energy damage. (A successful Will save negates the effect)
The master thief may only affect up to twenty different creatures with this ability, starting with the ones closest to him. If a choice needs to be made because there are too many creatures but they are equally far from the spellthief, the DM selects who the ability drains from.
The master thief recovers hit points equal to the total amount of damage dealt to all creatures.
Doing this is both deadly and exhausting. The master thief may not perform this ability again for one hour, and during that time, his ability to absorb spells is completely negated.