Geron Raveneye
Explorer
Is my personal attempt at upping the "standard four" to 36 levels and still keep them kinda interesting to play. Is easy enough for Fighter and Wizard, too.
So I'm trying to extract the Thief from 3e's Rogue class, and add something special for those additional 16 levels. And here is where the Spellthief comes into play. I find the idea of a thief who, at high levels, learns how to steal spells, spell effects, resistances, etc. very fascinating, and fitting for a D&D fantasy campaign setting like Mystara or the like.
What I'm going to change, though, is the trigger of those abilities. Instead of making the thief sacrifice some of his sneak attack damage, I'd like to base these thefts on the Pick Pockets skill (or Sleight of Hand for 3.5). All I need is a good DC for those actions, and an idea at which level to start offering those abilities.
So, to summarize:
- I want to create a Thief class that hearkens back to the old Thief of RC D&D times, with 36 levels.
- I'm planning to add some of the Spellthief abilities to that class at higher levels, but change the "Sneak Attack" trigger I want to use the Pick Pockets skill.
My questions would be:
- At what level (of 36) should I start inserting those abilities into this class? My idea would be either 15th or 20th. Comments?
- What check DCs would you suggest for stealing magic? My ideas at the moment are something like 35+spell level for stealing spells or spell effects, 40+amount stolen for stealing any resistancies, and something like 45 for stealing intrinsic special qualities of a monster.
For those who want to take a look at the Spellthief class, go http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=1
Any comment and suggestion more than welcome.
So I'm trying to extract the Thief from 3e's Rogue class, and add something special for those additional 16 levels. And here is where the Spellthief comes into play. I find the idea of a thief who, at high levels, learns how to steal spells, spell effects, resistances, etc. very fascinating, and fitting for a D&D fantasy campaign setting like Mystara or the like.
What I'm going to change, though, is the trigger of those abilities. Instead of making the thief sacrifice some of his sneak attack damage, I'd like to base these thefts on the Pick Pockets skill (or Sleight of Hand for 3.5). All I need is a good DC for those actions, and an idea at which level to start offering those abilities.
So, to summarize:
- I want to create a Thief class that hearkens back to the old Thief of RC D&D times, with 36 levels.
- I'm planning to add some of the Spellthief abilities to that class at higher levels, but change the "Sneak Attack" trigger I want to use the Pick Pockets skill.
My questions would be:
- At what level (of 36) should I start inserting those abilities into this class? My idea would be either 15th or 20th. Comments?
- What check DCs would you suggest for stealing magic? My ideas at the moment are something like 35+spell level for stealing spells or spell effects, 40+amount stolen for stealing any resistancies, and something like 45 for stealing intrinsic special qualities of a monster.
For those who want to take a look at the Spellthief class, go http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=1
Any comment and suggestion more than welcome.