PDA

View Full Version : Pathfinder Spellthief (Rogue Archetype)



legomaster00156
2016-08-02, 11:49 PM
Spellthief
Whether through long study or unrealized potential, some rogues find themselves in a unique position to fend off spellcasters. Considered some of the most deadly threats to wizards, sorcerers, and other such spellcasters, they can drain the magic from their opponents, and can even turn such magic back around on its caster.

Spell Stealing (Su)
A spellthief does not gain Sneak Attack as a normal rogue. Instead, they gain the ability to steal magic from their enemies. When attacking a spellcaster who is flat-footed or otherwise denied their Dexterity bonus to AC, or when flanking such a spellcaster, a spellthief may steal one or more spells from their target. The spellthief must hit the target with an attack to successfully steal spells.
A spellthief can steal up to 1 level of spells at level 1, and this increases by 1 level at level 3, and every odd-numbered level beyond that. A spellthief may steal one or more spells, so long as the total spell levels stolen does not exceed the cap. If he knows what spells the caster has available, he may steal specific spells; otherwise the spells stolen are random, with priority towards the highest level spells the spellthief may steal. A level 0 spell counts as a level 1 spell for this ability.
A spellthief may mentally store a single spell in his mind, which can be any spell that he has stolen. He may store this spell in his mind for no more than a number of minutes equal to his class level, at which point the knowledge is lost. While a spell is stored, the spellthief may cast the spell with the standard casting time. He uses his class level as his caster level, and the save DC (and all other casting stat-dependent effects) is based on his Intelligence modifier. The spell's knowledge is lost after casting it.
A spellthief may not retain knowledge of a spell while one is already stored. A spellthief may voluntarily lose knowledge of a spell as a free action.
When a spell is stolen, the spellcaster loses access. If a spellcaster prepares their spells, they lose the prepared spell(s) stolen. If a spellcaster is a spontaneous caster, they instead lose one casting of the spell level(s) stolen, and lose access to the stolen spell(s) for one minute.
This ability is not precision damage, and is not negated by cover, nor any abilities that protect against precision damage.
A willing adjacent target can allow the spellthief to steal a spell as a standard action, without attacking.

For example:
A level 5 spellthief (with 13 INT) attacks a flat-footed level 6 sorcerer. He knows that the sorcerer knows Fly, and so he decides to steal that spell. Since he can steal level 3 spells, and his attack hits, he steals the spell. The sorcerer loses one level 3 spell slot for the day and may not cast Fly for one minute. The spellthief chooses to retain knowledge of the spell. At any point within the next 5 minutes, the spellthief is able to cast Fly one time, at a caster level of 5.
Later, the same spellthief is accompanied by a cleric with a caster level of 4. The cleric allows the spellthief to steal a casting of Inflict Moderate Wounds as a standard action that deals no damage. The cleric loses one prepared casting of Inflict Moderate Wounds. The spellthief retains this spell knowledge, and later casts the spell with a caster level of 5 (and, if necessary, a save DC of 13).

This ability replaces Sneak Attack.

Detect Magic (Sp)
Starting at level 2, a spellthief may cast Detect Magic at-will as a spell-like ability with a caster level equal to his class level. At level 10, they may instead cast Greater Detect Magic. At level 18, they may instead cast Analyze Dweomer.
This ability replaces the rogue talents and advanced talents gained at level 2, 6, 10, 14, and 18.

Spell Sense (Ex)
At level 3, a spellthief gains a +1 bonus to saving throws against spells and spell-like abilities. This bonus increases by 1 at level 9, and once more at level 15, for a maximum bonus of +3.
This ability replaces Trap Sense/Danger Sense.

Spell-Like Stealing (Su)
At level 4, a spellthief may use their Spell Stealing ability to steal spell-like abilities. They may not retain knowledge of spell-like abilities, and may only steal a single spell-like ability per attack, as opposed to being able to steal multiple.
This ability replaces Uncanny Dodge.

Reflect Magic (Su)
At level 8, a spellthief is capable of turning magic around on its user. Once per day as an immediate action, they may make an opposed caster level check against a spell or spell-like ability targeted at them, using their class level as their caster level. If they fail, the spell is unaffected by the ability. If they pass, the spell is reflected on its caster, as Spell Turning. They may use this ability an additional time per day at level 14, and three times per day at level 20. The spellthief must be aware of the spell/spell-like ability being cast in order to use this ability.
This ability replaces Improved Uncanny Dodge.

Spellbane (Su)
At level 20, a spellthief may attack magic itself. They may attack spell effects as if they were creatures (an effect has an AC equal to its caster level + its spell level). If they hit, the effect is automatically dispelled, and the spellthief is treated as if they had stolen the spell from its original source, including being able to retain the spell knowledge and cast it. They may ready an attack to attack a spell effect as it is cast, and thus prevent even instantaneous effects (such as Fireball or Teleport) from working.
This ability replaces Master Strike.