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How to do a 4e Spellthief?
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<blockquote data-quote="Nifft" data-source="post: 4668440" data-attributes="member: 6562"><p>This is a good idea, and not a bad start.</p><p></p><p>Here's how I'd structure it:</p><p>- At-Wills: melee stabbing, 'steal' rechargeable powers, which recharge Encounter powers.</p><p>- Encounter powers: Mobility, ranged, and area effects (no melee). Low damage, since we expect you to get them back regularly.</p><p>- Daily powers: melee, steals bigger things, like sight and action points.</p><p></p><p><strong>Implement</strong>: Follow the Sorcerer here, and just say Light Blades. That fits with stabby Rogues, too.</p><p></p><p><strong>Role</strong>: Striker (with some Controller).</p><p></p><p><strong>Sneak Attack</strong>: As Rogue, but only melee attacks, only light blades, and only +1d6 damage.</p><p>At 11th level, increase to +2d6 damage.</p><p>At 21st level, increase to +4d6 damage.</p><p></p><p><strong>Steal Power</strong>: Many of your powers contain the Theft keyword. You gain any Theft benefit listed if you hit with the power and your attack deals sneak attack damage.</p><p></p><p><strong>Key Abilities</strong>: Dexterity, and either Con or Cha.</p><p></p><p></p><p>... and then leave the actual theft mechanics up to each individual power:</p><p></p><p>[h3]At Will[/h3]</p><p></p><p><strong>Pilfer Power</strong></p><p>At-Will • Arcane, Theft, Weapon</p><p>Standard • Melee Weapon</p><p>Special: You must be wielding a light blade.</p><p>Attack: Dexterity vs. AC</p><p>Hit: [w] damage</p><p>Theft: Regain the use of one expended Spellthief Encounter Attack or Encounter Utility power.</p><p>Special: At 21st level, deal 2[w] damage instead.</p><p></p><p><strong>Sap Resistance</strong></p><p>At-Will • Arcane, Theft, Weapon</p><p>Standard • Melee Weapon</p><p>Special: You must be wielding a light blade.</p><p>Attack: Dexterity vs. Will</p><p>Hit: [w]+Dex damage</p><p>Theft: Lower the target's resistance to one damage type by up to 5 points until the end of your next round. You gain resist 5 against that damage type.</p><p>Special: At 11th level, you lower (and gain) 10 points of resistance instead of 5.</p><p>At 21st level, deal 2[w]+Dex damage, and you lower (and gain) 15 points of resistance.</p><p></p><p><strong>Steal Vitality</strong></p><p>At-Will •<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />Arcane, Theft, Weapon</p><p>Standard • Melee Weapon</p><p>Special: You must be wielding a light blade.</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: [w]+Dex damage, and the target suffers a -2 to attack rolls until the end of your next turn.</p><p>Theft: Gain temporary hit points equal to your Con modifier.</p><p>Special: At 11th level, gain temporary hit points equal to 3+Con.</p><p>At 21st level, deal 2[w]+Dex damage, and gain temporary hit points equal to 6+Con.</p><p></p><p></p><p>[h3]Encounter 1[/h3]</p><p></p><p><strong>Deathly Doubt</strong></p><p>Encounter • Arcane, Implement, Necrotic, Psychic</p><p>Standard • Close blast 3</p><p>Target: Creatures in burst</p><p>Attack: Dexterity vs. Will</p><p>Hit: 1d6+Cha Necrotic and Psychic damage, and the target is slowed until the end of your next turn.</p><p></p><p><strong>Entropic Warding</strong></p><p>Encounter • Arcane, Necrotic</p><p>Immediate Interrupt • Close burst 1</p><p>Trigger: You are hit by an attack by an enemy within range.</p><p>Effect: You gain a +2 power bonus to AC and Reflex until the end of your next turn. The triggering attacker suffers 1d4+Con necrotic damage.</p><p></p><p><strong>Path of Frost</strong></p><p>Encounter •<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />Arcane, Cold</p><p>Move • Personal</p><p>Effect: Move up to your speed. You gain a +4 power bonus to AC against opportunity attacks for the duration of your movement. If a foe misses you with an opportunity attack granted by this movement, that foe suffers 1d4+Con cold damage.</p><p></p><p></p><p>[h3]Daily 1[/h3]</p><p></p><p><strong>Soul Link</strong></p><p>Daily •<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />Arcane, Healing, Necrotic, Theft, Weapon</p><p>Standard • Melee Weapon</p><p>Special: You must be wielding a light blade.</p><p>Attack: Dex vs. AC</p><p>Hit: 2[w]+Dex necrotic damage</p><p>Theft: Ongoing 5 necrotic damage (save ends), and until the end of the encounter, every time the target takes necrotic damage you heal damage equal to your Con modifier.</p><p></p><p><strong>Steal Sight</strong></p><p>Daily • Arcane, Theft, Weapon</p><p>Standard • Melee Weapon</p><p>Special: You must be wielding a light blade.</p><p>Attack: Dex vs. Reflex</p><p>Hit: 3[w]+Dex damage</p><p>Theft: The target is blind (save ends). Until the end of the encounter, you can treat the target's square as your own for the purpose of determining line-of-sight (but not line-of-effect).</p><p></p><p>- - -</p><p></p><p>Whaddya think?</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4668440, member: 6562"] This is a good idea, and not a bad start. Here's how I'd structure it: - At-Wills: melee stabbing, 'steal' rechargeable powers, which recharge Encounter powers. - Encounter powers: Mobility, ranged, and area effects (no melee). Low damage, since we expect you to get them back regularly. - Daily powers: melee, steals bigger things, like sight and action points. [b]Implement[/b]: Follow the Sorcerer here, and just say Light Blades. That fits with stabby Rogues, too. [b]Role[/b]: Striker (with some Controller). [b]Sneak Attack[/b]: As Rogue, but only melee attacks, only light blades, and only +1d6 damage. At 11th level, increase to +2d6 damage. At 21st level, increase to +4d6 damage. [b]Steal Power[/b]: Many of your powers contain the Theft keyword. You gain any Theft benefit listed if you hit with the power and your attack deals sneak attack damage. [b]Key Abilities[/b]: Dexterity, and either Con or Cha. ... and then leave the actual theft mechanics up to each individual power: [h3]At Will[/h3] [b]Pilfer Power[/b] At-Will • Arcane, Theft, Weapon Standard • Melee Weapon Special: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: [w] damage Theft: Regain the use of one expended Spellthief Encounter Attack or Encounter Utility power. Special: At 21st level, deal 2[w] damage instead. [b]Sap Resistance[/b] At-Will • Arcane, Theft, Weapon Standard • Melee Weapon Special: You must be wielding a light blade. Attack: Dexterity vs. Will Hit: [w]+Dex damage Theft: Lower the target's resistance to one damage type by up to 5 points until the end of your next round. You gain resist 5 against that damage type. Special: At 11th level, you lower (and gain) 10 points of resistance instead of 5. At 21st level, deal 2[w]+Dex damage, and you lower (and gain) 15 points of resistance. [b]Steal Vitality[/b] At-Will •:)Arcane, Theft, Weapon Standard • Melee Weapon Special: You must be wielding a light blade. Attack: Dexterity vs. Reflex Hit: [w]+Dex damage, and the target suffers a -2 to attack rolls until the end of your next turn. Theft: Gain temporary hit points equal to your Con modifier. Special: At 11th level, gain temporary hit points equal to 3+Con. At 21st level, deal 2[w]+Dex damage, and gain temporary hit points equal to 6+Con. [h3]Encounter 1[/h3] [b]Deathly Doubt[/b] Encounter • Arcane, Implement, Necrotic, Psychic Standard • Close blast 3 Target: Creatures in burst Attack: Dexterity vs. Will Hit: 1d6+Cha Necrotic and Psychic damage, and the target is slowed until the end of your next turn. [b]Entropic Warding[/b] Encounter • Arcane, Necrotic Immediate Interrupt • Close burst 1 Trigger: You are hit by an attack by an enemy within range. Effect: You gain a +2 power bonus to AC and Reflex until the end of your next turn. The triggering attacker suffers 1d4+Con necrotic damage. [b]Path of Frost[/b] Encounter •:)Arcane, Cold Move • Personal Effect: Move up to your speed. You gain a +4 power bonus to AC against opportunity attacks for the duration of your movement. If a foe misses you with an opportunity attack granted by this movement, that foe suffers 1d4+Con cold damage. [h3]Daily 1[/h3] [b]Soul Link[/b] Daily •:)Arcane, Healing, Necrotic, Theft, Weapon Standard • Melee Weapon Special: You must be wielding a light blade. Attack: Dex vs. AC Hit: 2[w]+Dex necrotic damage Theft: Ongoing 5 necrotic damage (save ends), and until the end of the encounter, every time the target takes necrotic damage you heal damage equal to your Con modifier. [b]Steal Sight[/b] Daily • Arcane, Theft, Weapon Standard • Melee Weapon Special: You must be wielding a light blade. Attack: Dex vs. Reflex Hit: 3[w]+Dex damage Theft: The target is blind (save ends). Until the end of the encounter, you can treat the target's square as your own for the purpose of determining line-of-sight (but not line-of-effect). - - - Whaddya think? Cheers, -- N [/QUOTE]
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