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    Dwarf in the Playground
     
    MonkGuy

    Join Date
    Jul 2011

    Default Spellthief - PEACH

    The Spellthief


    Spellthieves specialise more in the flow and the theory of magic than the simple casting of it, while they lag behind most caster when it comes to lobbing spells around they become adepts at pulling and pushing magical energies.

    Adventures: Spellthieves adventure to test their skill but mostly to seek out knowledge, nothing means more to a spellthief than finding the perfect spell for their spellbook or out thinking a cunning trap.

    Characteristics: Many spellthieves focus on stealth as this allows them them to surprise their foes and disarming them before a fight truly starts, others prefer to stand in the middle of the battlefield and control the flow of magic around them. A spellthief has a lot of choice when it comes to skill that he can become adept at anything he sets his mind to.

    Alignment: Any, but usually chaotic.

    Religion: Most spellthieves don't worship gods, they instead rely on their own skill and cunning. Those that do tend to worship gods of magic.

    Background: Spellthives come from far and wide, most starting their lives as either rogues, stealing Wizarding Universities or other places saturated with magical energies or artifacts and tomes, others start out as wizards in training and few attend rare schools dedicated to the art of the spellthief.

    Races: Elves are one of the most common races that find themselves drawn towards the path of the spellthieves due to their natural affinity for magic and uncanny grace, Humans and halflings also make great spellthiefs.

    Other Classes: Spellthieves work much better as part of a team than on their own, as such they make an excellent addition to any adventuring party, their large skill list and abilities mean that they have something to add to almost any situation and can fill various roles. Spellthiefs enjoy the company of spell casters, only when in the presents of a spellcasters can a spellthief truly excel, regardless of whether they be friend or foe, because of this most spellcasters tend to be wary of spellthieves.

    Role: A true jack of all trades, with a mix of combat prowess, arcane might and a large list of spells and abilities there will rarely a moment when there is nothing for a spellthief to do.

    Hit Die: d6
    Starting Age: As rogue.
    Starting Gold: As rogue.
    Class Skills
    The Spellthief’s class skills (and the key ability for each skill) are 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 (local + arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
    Skill Points at 1st Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Spellthief
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Sneak Attack 1st 2nd 3rd 4th
    1st
    +0
    +0
    +2
    +2
    Steal spell (0 or 1st), Trapfinding
    1d6
    -
    -
    -
    -
    2nd
    +1
    +0
    +3
    +3
    Detect magic, Steal Spell Effect
    1d6
    -
    -
    -
    -
    3rd
    +2
    +1
    +3
    +3
    Spell Grace, Uncanny Dodge
    1d6
    -
    -
    -
    -
    4th
    +3
    +1
    +4
    +4
    Spell Grace, Uncanny Dodge
    2d6
    1
    -
    -
    -
    5th
    +3
    +1
    +4
    +4
    Steal spell-like ability
    2d6
    1
    -
    -
    -
    6th
    +4
    +2
    +5
    +5
    Steal spell (3rd), Evasion
    2d6
    2
    -
    -
    -
    7th
    +5
    +2
    +5
    +5
    Absorb spell, Floating Arcana 1/day
    3d6
    2
    -
    -
    -
    8th
    +6/+1
    +2
    +6
    +6
    Steal spell (4th), Pass Spell Effect
    3d6
    2
    1
    -
    -
    9th
    +6/+1
    +3
    +6
    +6
    Arcane sight, Discover Spells
    3d6
    2
    1
    -
    -
    10th
    +7/+2
    +3
    +7
    +7
    Steal spell (5th), Hamper Supernatural
    4d6
    2
    2
    -
    -
    11th
    +8/+3
    +3
    +7
    +7
    Improved Uncanny Dodge, Snatch Ray
    4d6
    2
    2
    1
    -
    12th
    +9/+4
    +4
    +8
    +8
    Steal spell (6th), Steal SR
    4d6
    2
    2-
    1
    -
    13th
    +9/+4
    +4
    +8
    +8
    Take Control, Recycle Components
    5d6
    2
    2
    2
    -
    14th
    +10/+5
    +4
    +9
    +9
    Steal spell (7th), Improved Evasion
    5d6
    3
    2
    2
    1
    15th
    +11/+6/+1
    +5
    +9
    +9
    Take Spell, Rapid Cramming
    5d6
    3
    2
    2
    1
    16th
    +12/+7/+2
    +5
    +10
    +10
    Steal spell (8th), Greater Arcane Sight
    6d6
    3
    2
    2
    2
    17th
    +12/+7/+2
    +5
    +10
    +10
    Steal Su, Floating Arcana 2/day
    6d6
    3
    3
    2
    2
    18th
    +13/+8/+3
    +6
    +11
    +11
    Steal spell (9th), Suppress Spell Effect
    6d6
    3
    3
    2
    2
    19th
    +14/+9/+4
    +6
    +11
    +11
    Spell Anchor
    7d6
    3
    3
    3
    2
    20th
    +15/+10/+5
    +6
    +12
    +12
    Absorb spell (free), Sudden Spellsurge
    7d6
    3
    3
    3
    3

    Class Features
    All of the following are class features of the Spellthief.

    Weapon and Armour Proficiency: Spellthieves are proficient with all simple weapons, saps, handcross bows and with light armour but not with shields.

    Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 points at 7th level, 4d6 points at 10th level, 5d6 points at 13th level, 6d6 points at 16th level, and 7d6 points at 19th level. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. A spellthief may use as many of his class features on a single sneak attack, or even the same one more than once, as long as the spellthief can afford to spend the sneak attack dice to fuel them.

    Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose steal one spell or potential spell from his target for every die of sneak attack he chooses to forgo. If the target is willing, a spellthief can steal spells with a touch attack (up to the number of sneak attack dice he has).

    The target of a steal spell attack loses one spell from memory if she prepares spells ahead of time, or one spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute or until it is casts or lost, whichever is shorter. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

    For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

    After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treating 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. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour/spellthief level of stealing it; otherwise, the extra spell energy fades harmlessly away.

    When a spellthief starts off he can only steal 0 and 1st levels spells, as he levels up he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

    At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose), this is also the maximum number of spell levels he can steal during his turn. For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totalling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

    A spellthief can't apply metamagic feats or other effects other than sudden metamagic effects to a stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

    This ability works only against spells. It has no effect on psionic powers or spell-like abilities.

    Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

    Detect Magic (Sp): A spellthief of 2nd level or higher can use detect magic a number of times per day equal his class level, at level 7 a spellthief can use this ability at will. His caster level is equal to his spellthief class level.

    Spellgrace (Su): A spellthief of 3rd level or higher gains a bonus on his saves and AC against magical attacks and traps equal to his Charisma modifier .

    Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active magical effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to steal a single magical effect affecting the target for ever 1d6 points of sneak attack damage he chooses to forgo dealing. If the target is willing, a spellthief can steal a magical effect with a touch attack.

    The spellthief can choose which magical effect to steal; otherwise, the DM determines the stolen effect randomly. If a spellthief tries to steal an effect that isn't present, the stolen effect is determined randomly from among those currently in effect on the target. A spellthief can't steal an effect if its caster level exceeds his class level + his Intelligence modifier.
    Upon stealing a magical effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the effect's duration expires, whichever comes first). If the effect's duration hasn't expired by this time, the effect returns to the creature that originally benefited from it.

    A spellthief can benefit from a stolen effect only if he would be a valid target for the effect (ignoring range). For example, a spellthief without the animal type could steal the effect of an animal growth spell but he wouldn't gain any benefit.

    Uncanny Dodge (Ex): Starting at 3rd level, a spellthief gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as rogue), the character automatically gains improved uncanny dodge (see below). A spellthief's rogue level is equal to his spellthief level – 4.

    Armoured Casting (Ex)
    : Normally, armour of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. At 4th level and later a spellthief avoids any chance of arcane spell failure from spells he casts including stolen spells as long as you restrict yourself to light armour. This training does not extend to any other form of armour.

    Spells: Beginning at 4th level, a spellthief gains a spellbook and the ability to cram a small number of abjuration, divination, enchantment, illusion, and transmutation spells from any spell list, these spells are cast as arcane spells.

    A spellthief can cast any spell he has crammed, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.

    To cram or cast a spell, a spellthief must have an intelligence score of at least 10 + the spell level (Intelligence 11 for 1st level spells, intelligence 12 for 2nd -level spells, and so on). The Difficulty Class for a saving throw against a spellthief's spell is 10 + the spell level + the spellthief’s Charisma 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 above. In addition, he receives bonus spells per day if he has a high Intelligence score.

    Spoiler: Spells crammed per level
    Show
    Spells Crammed/day
    Level 1st 2nd 3rd 4th
    1st
    -
    -
    -
    -
    2nd
    -
    -
    -
    -
    3rd
    -
    -
    -
    -
    4th
    2
    -
    -
    -
    5th
    2
    -
    -
    -
    6th
    3
    -
    -
    -
    7th
    3
    -
    -
    -
    8th
    4
    2
    -
    -
    9th
    4
    2
    -
    -
    10th
    4
    3
    -
    -
    11th
    4
    3
    2
    -
    12th
    4
    4
    2
    -
    13th
    4
    4
    3
    -
    14th
    4
    4
    4
    2
    15th
    4
    4
    4
    3
    16th
    4
    4
    4
    3
    17th
    5
    4
    4
    4
    18th
    5
    5
    4
    4
    19th
    5
    5
    5
    4
    20th
    5
    5
    5
    5


    Like a sorcerer, a spellthief knows only a small number of spells. However, each day a spellthief may change his crammed spells after 8 hours of rest and studying his spell book for one hour.
    To cram a spell, a spellthief must have enough peace, quiet, and comfort to allow for proper concentration. The spellthief's surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Spellthieves also must have access to their spellbooks to study from and sufficient light to read them by.

    A spellthief can exchange any spell he has crammed for any other in his spellbook of an equal level or lower, for example he could use a 2nd level cram slot to cram a 1st level spell, or a 1st level cram slot to cram a 0 level spell. He can cast any spell he has crammed at any time, assuming he has not yet used up his spells per day for that spell level. For example, an 8th-level spellthief can cram four 1st level spells and two 2nd level spell. He can cast a 1st-level spells twice, and a 2nd-level spells once in the course of the day. He might end up using the same 1st level spell twice, or one 1st level spell once and another 1st level spell once, or any combination that adds up to 2 uses of any of his 1st level spells.

    If a spellthief knows any metamagic feats, he can apply them to his spells when he crams his spells for the day. For example, a spellthief might choose to cram a Silent Magic Missile by using a 2nd level spell cram slot. Any time she uses Magic Missile during the ensuing day, he must use a 2nd-level spell slot to cast it, and it is always empowered. A spellthief could use a 1st-level spell slot and a 2nd-level spell slot to cram Magic Missile and Silent Magic Missile if he wanted to have both spells available to him in a day. A Spellthief can also choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. Only when using metamagic feats on the fly does a spellthief have an increased casting time as sorcerers do. A spellthief's caster level is equal to his class level. Only the spells a spellthief currently has crammed are considered on a spellthief's spell list for purposes of using magic items.

    Spellbook: A spellthief gets access to his first spellbook at 4th, most spellthieves start off with a stolen or borrowed spellbook. This book usually contains all the abjuration, divination, enchantment, illusion, and transmutation 0-level spells from the wizard/sorcerer spell list, plus five 1st level spells from the same list. At each level after 4th he gains a free spell of any spell level that he can cast for his spellbook (a DM may choose to limit which spell lists a spellthief can choose free spells from). At any time, a spellthief can also add spells found in other's spellbooks or from scrolls to his own (this follows the normal rules for adding spells to a spellbook, page PHB 178).

    Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to gain one use of target's spell like abilities by forgoing 1 die of sneak attack. If the target is willing, a spellthief can steal a spell-like ability with a touch attack.

    This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. The target loses one use of the ability, if the ability has a limited number of uses per day this, the target must have at least one such use left, or the spellthief can't steal the ability.

    A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within one minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability. A spellthief can only hold one spell-like ability at a time.

    Evasion (Ex): At 6th level and higher, a spellthief can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the spellthief is wearing light armour or no armour. A helpless spellthief (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

    Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him (if the spellthief is not a valid target for the spell it counts as a successful save for this ability), he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

    To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level + spellthief's intelligence mod) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

    At 20th level or higher, a spellthief can choose to use the stolen spell energy as a free action before the start of his next turn to recast the original spell.

    Floating arcana (Ex): At 7th level, spellthieves gain a bonus metamagic, sudden metamagic or item creation feat. He must still meet the prerequisites for this feat. At the start of each day, he can choose to change his bonus feat to any other metamagic, sudden metamagic or item creation feat for which he meets the prerequisites for. At 17th level he choose two feats instead of just one.

    Push Spell Effect (Su): Beginning at 8th level a spellthief can attempt to push an on going magical effect currently effecting him on to a new target using his sneak attack. For each die of sneak attack a spellthief chooses to forgo he can force the creature to make a saving throw versus the effects original saving throw, a successful save means the effect stays with you and failure indicates that the effect has been passed over to the new creature (a single spell effect can only be pushed once per sneak attack). If the target is willing, a spellthief can pass on a effect with a touch attack (an effect can only be pushed if the new target would be a valid target for the spell).

    Upon passing a magical effect, a target creature gains the effect (and the spellthief loses that effect) for 1 minute per class level (or until the duration expires, whichever comes first). If the effect's duration hasn't expired by this time, the effect returns to the creature that originally benefited from it.

    Arcane Sight (Sp): Beginning at 9th level, a spellthief can use arcane sight as a swift action a number of times per day equal to his Intelligence modifier (minimum 1). Its caster level is equal to his spellthief class level. At 16th level this becomes Greater Arcane Sight.

    Discover Spells (Ex): A spellthief of 9th level or higher who successfully hits with a sneak attack instantly learns the level of the highest spell known to the target along with the number of spell-like abilities, supernatural abilities as well as the number of magical effects active on the target. In addition when the spellthief steals a spell he becomes aware of the names of all other spells prepared or known by the target of the same level, similarly when a spellthief steals a spell-like ability he learns the names of all other spell-like abilities the target knows, the same is true for supernatural abilities and any active effects. This knowledge allows the spellthief to better choose which spells to steal on subsequent attacks.

    For example, a 9th-level spellthief who sneak attacks an 8th level tiefling sorcerer choosing to steal Dispel Magic would also know that the sorcerer can cast up to 4th level spells, discover the names of all other 3th-level spells known, and know that the sorcerer can at least one spell like ability.

    Suppress Supernatural Ability (Su): A spellthief of 10th level or higher can use a sneak attack to temporarily suppress a creature's supernatural ability by forgoing 1 die of sneak attack and force the target to make a will save (DC 10 +1/2 spellthief level + intelligence modifier) on a failed save the target loses the uses a supernatural ability for 1 round per spellthief level.

    Improved Uncanny Dodge (Ex): At 11th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker.

    Snatch Ray (Su): At 11th level and higher a spellthief learns to catch incoming rays and energy missile spells. Once per round when the spellthief would normally be hit with a ray or energy missile spell the spellthief may make a reflex save verse the ray's attack roll + the spell's level, if he succeeds he is able to recast the ray back at the original caster or at a new target, the spellthief makes a new attack roll using his own attack bonuses (associated DC's and caster levels are unchanged). In order to catch a ray the spellthief must be aware of the attack and not be flat-footed. Attempting to snatch a ray or energy missile doesn't count as an action. A ray is a spell that produces a ray effect. An energy missile is a weaponlike spell that produces something physical that the spell projects or the caster can hurl, such as Melf's acid arrow or produce flame. Fireball, magic missile, and the like are not energy missiles.

    Steal Spell Resistance (Su): Beginning at 12th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 2d6 points of sneak attack damage and instead reduce the target's spell resistance by 5 + his class level. The spellthief can choose to gains spell resistance up to or equal to the amount he stole. If the target is willing, a spellthief can steal spell resistance with a touch attack.

    The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's Intelligence modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can't use this ability on the same creature again until the creature's stolen spell resistance returns.

    Take Control (Su): At 13th level, a Spellthief gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the spellthief makes an an opposed caster level check against the target spellcaster. If the spellthief wins, he gains control of the spell for as long as he maintains concentration or until the original spell duration expires. The spell functions as though the spellthief were the caster (even if it is a spell he cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spellthief allows his concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.

    Recycle Components (Ex): A spellthief can ignore up to 50gp worth of components when casting an absorbed spell as well as any focuses.

    Improved Evasion (Ex): From 14th level on, you gain the benefit of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are helpless, you do not gain the benefit of improved evasion.

    Take Spell (Su): At 15th level, a spellthief can attempt to seize control over a persistent effect
    created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster’s control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the spellthief. The target spellcaster and the spellthief make an opposed caster level check. If the spellthief wins, she gains control of the spell until its original duration expires. The spell functions as though the spellthief had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the spellthief wishes to dismiss it, he must make a second successful opposed caster level check to do so. If he fails, the spell remains in effect and control reverts to the original caster.

    Rapid Cramming (Ex): Starting 15th level a spellthief may exchange a single spell he has crammed for a new spell after just 10 minutes meditation or all of his crammed spells in one hour. This follows the normal rules for crammings spell other than having to have 8 hours rest prior to mediating, this does not refresh any used spell slots.

    Steal Supernatural Ability (Su): From 17th level on, you can use a sneak attack to steal a creature's supernatural ability. If you hit a creature with a sneak attack a spellthief can chose to forgo four dice of sneak attack in order to gain the use of one of the targets supernatural abilities, if the target is willing you can steal a supernatural ability with a touch as a touch attack. A spellthief can only process one supernatural ability at a time and cannot steal another until you lose access to the stolen ability (by discharging it as a swift action or after 1 minute, whichever comes first).

    Spell Anchor(Su): Once per turn as an immediate action a spellthief may choose to change one of the targets of a magical attack from an ally to himself, become the centre of an untargeted magical area effect or include himself in an effect that can target any number of creatures within range (such as mass spells). Anchoring a magical effect requiring an attack roll adds +2 to the roll. In order to Anchor an effect the effect must have range greater than touch, the spellthief needs to be aware of the attack, not flat-footed, within 30ft of the effect or caster and within the maximum range of the spell or ability. The choice to anchor an effect must be made before the success or failure of any rolls is decided.

    Suppress Spell Effect (Ex): A spellthief of 19th level and higher gains the ability to ignore the benefits and penalties of magical attacks. While under the effect of an unwanted spell or magical ability either through a failed saving throw or his steal spell effect ability, a spellthief may attempt to suppress the effects of a magical attack that has a duration longer than instant, on his turn after being affected a spellthief may make a new saving throw versus the original DC. Passing this new save indicates that the spellthief stops receiving any benefits or penalties from an effect for 1 minute per spellthief level or until the effect expires but it continues to be present. A spellthief only gets one chance to suppress any effect.

    Sudden Spellsurge (Su): Thrice per day, a 20th level spellthief may apply an effect of a metamagic feat he knows with an unmodified level adjust of 4 or less to a spell he casts without; increasing the level of the spell, specially preparing it as one ahead of time, or increasing its casting time. He may also use one use of this ability to gain an extra use of a sudden metamagic feat he knows.
    Last edited by darkbuu_1; 2014-09-14 at 02:51 AM.

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