Using Omnifarious Grey's example above, here is the proposed class feature steal power:
Steal Power Spellthief Class Feature
At-Will * Arcane, Implement
Minor action (Special) Melee touch
Special: You can only use this power once per round.
Target: One creature
Attack: Dexterity vs. Will
Hit: The target cannot use or recharge one encounter, daily, or recharge power (chosen at random by the DM) until the end of your next turn. In addition, you gain 1 power charge. If the target does not have any encounter, daily, or recharge powers, you do not gain a charge.
Notes:
(1) Not sure what the main attack stat for a spellthief should be. Dexterity, Intelligence, and Charisma seem like the most appropriate choices.
(2) Should this be a minor or standard action? If it is a minor action, should it be usable more than 1/round?
(3) How long should the power charge persist? I am leaning towards charges disappear when you take a short or extended rest (basically until the end of the encounter).
So the spellthief prevents the monster/NPC from using or recharging one power (not at-will) during its next turn. This offers some form of control or, one may argue, even be a bit of defender. So what does the spellthief do with this charge?
Here is an example at-will:
Ghostknife Spellthief Attack Level 1
At-Will * Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage, and you gain the insubstantial quality against the next attack made against you before the start of your next turn.
Special (1 power charge): You deal an additional 1d6 damage.
Increase damage to 2[W] at 21st level.
Notes:
(1) I think some powers could use max 1 charge for a special rider, and some powers could use N charges, mainly to stack on extra damage (I am assuming a spellthief is a striker).
(2) Should the class have a class feature that lets you spend power charges on melee attacks to do extra damage, maybe 1d6 per charge? Should it be less, like 1d4 per charge, since the spellthief is interfering with a monster's ability to attack?
Steal Power Spellthief Class Feature
At-Will * Arcane, Implement
Minor action (Special) Melee touch
Special: You can only use this power once per round.
Target: One creature
Attack: Dexterity vs. Will
Hit: The target cannot use or recharge one encounter, daily, or recharge power (chosen at random by the DM) until the end of your next turn. In addition, you gain 1 power charge. If the target does not have any encounter, daily, or recharge powers, you do not gain a charge.
Notes:
(1) Not sure what the main attack stat for a spellthief should be. Dexterity, Intelligence, and Charisma seem like the most appropriate choices.
(2) Should this be a minor or standard action? If it is a minor action, should it be usable more than 1/round?
(3) How long should the power charge persist? I am leaning towards charges disappear when you take a short or extended rest (basically until the end of the encounter).
So the spellthief prevents the monster/NPC from using or recharging one power (not at-will) during its next turn. This offers some form of control or, one may argue, even be a bit of defender. So what does the spellthief do with this charge?
Here is an example at-will:
Ghostknife Spellthief Attack Level 1
At-Will * Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage, and you gain the insubstantial quality against the next attack made against you before the start of your next turn.
Special (1 power charge): You deal an additional 1d6 damage.
Increase damage to 2[W] at 21st level.
Notes:
(1) I think some powers could use max 1 charge for a special rider, and some powers could use N charges, mainly to stack on extra damage (I am assuming a spellthief is a striker).
(2) Should the class have a class feature that lets you spend power charges on melee attacks to do extra damage, maybe 1d6 per charge? Should it be less, like 1d4 per charge, since the spellthief is interfering with a monster's ability to attack?
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