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(CSHC) Creamsteak's Home Campaign [RG]
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<blockquote data-quote="Lucidus" data-source="post: 3763542" data-attributes="member: 55259"><p><strong><span style="font-size: 15px"><u>Lucidus</u></span></strong></p><p><strong>Tiefling Spellthief 1</strong></p><p><strong>Hit Dice:</strong> 1d6+1 (7 hp)</p><p><strong>Initiative:</strong> +3 (Dex)</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Armor Class:</strong> 17 (+3 Dex, +4 armor) <strong>Flat Footed:</strong> 14 <strong>Touch:</strong> 13</p><p><strong>Base Attack/Grapple:</strong> +0/+2</p><p><strong>Attack:</strong> dagger +2 melee</p><p><strong>Full Attack:</strong> dagger +0 melee, dagger +0 melee</p><p><strong>Space/Reach:</strong> 5ft./5ft.</p><p><strong>Special Attacks:</strong> Sneak attack +1d6, steal spell (0 or 1st)</p><p><strong>Special Qualities:</strong> Trapfinding</p><p><strong>Saves:</strong> Fort +1, Ref +3, Will +2</p><p><strong>Abilities:</strong> Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 14</p><p><strong>Skills:</strong> Awareness +4 [4 ranks], Bluff +4 [2 ranks], Concentration +4 [3 ranks], </p><p>Disable Device +6 [3 ranks], Escape Artist +5 [2 ranks], Identify +6 [3 ranks],</p><p>Knowledge(arcana) +5 [2 ranks], Knowledge(local) +5 [2 ranks], Open Lock +7 [4 ranks],</p><p>Spellcraft +5 [2 ranks], Stealth +7 [4 ranks], Tumble +6 [3 ranks], </p><p>Use Magic Device +4 [2 ranks].</p><p></p><p><strong>Feats:</strong> [Simple Weapon Proficiency], [Light Armor Proficiency], Two Weapon Fighting</p><p>________________________________________________________________</p><p></p><p><strong><u>Equipment</u></strong></p><p>Dagger Dmg. 1d4 Crit. 19-20x2 Weight 1 lb.</p><p>Dagger Dmg. 1d4 Crit. 19-20x2 Weight 1 lb.</p><p>Chain shirt Armor bonus +4 Max dex. +4 Armor penalty -2 speed 30ft</p><p>21 gold</p><p></p><p>________________________________________________________________</p><p></p><p><strong>Weapon and Armor Proficiency (Ex):</strong> Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because of the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shiled incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells recieved from other classes, including those stolen from arcane casters (see the steal spell ability, below).</p><p></p><p><strong>Sneak Attack (Ex):</strong> 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.</p><p></p><p><strong>Steal Spell (Su):</strong> 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 to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.</p><p></p><p>The target of a steal spell attack loses one 0-level or 1st-level spell from memory if he prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster also loses the ability to cast the stolen spell for 1 minute. 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 from among those the target has available.</p><p></p><p>After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat 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 for the purpose of determining caster level, save DC, and so forth. A spellthief can cast thsi 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. A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.</p><p></p><p>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). If he steals a spell that would case 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.</p><p></p><p>A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.</p><p></p><p>This ability works only against spells. It has no effect on psionic powers or spell-like abilities.</p><p></p><p><strong>Trapfinding (Ex): The spellthief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.</strong></p><p><strong></strong></p><p><strong>The spellthief can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</strong></p><p><strong></strong></p><p><strong>A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.</strong></p><p><strong></strong></p><p><strong>________________________________________________________________</strong></p><p><strong></strong></p><p><strong>c Awareness (wis) 4</strong></p><p><strong> *Balance (dex)</strong></p><p><strong>c Bluff (cha) 4 </strong></p><p><strong> *Climb (str)</strong></p><p><strong>c Concentration (con) 4</strong></p><p><strong>c Craft (int)</strong></p><p><strong>c Craft (int)</strong></p><p><strong>c +Decipher Script (int) </strong></p><p><strong> Diplomacy (cha)</strong></p><p><strong>c +Disable Device (int) 6</strong></p><p><strong> Disguise (cha)</strong></p><p><strong>c *Escape Artist (dex) 5</strong></p><p><strong> Forgery (int)</strong></p><p><strong> +Handle Animal (cha)</strong></p><p><strong> Heal(wis)</strong></p><p><strong>c Identify (int) 6</strong></p><p><strong> Intimidate (cha)</strong></p><p><strong>c *Jump (str)</strong></p><p><strong>c +Knowledge(arcana) (int) 5</strong></p><p><strong>c +Knowledge(local) (int) 5</strong></p><p><strong>c +Open Lock (dex) 7</strong></p><p><strong> Perform (cha)</strong></p><p><strong> +Profession (wis)</strong></p><p><strong> Sense Motive (wis)</strong></p><p><strong> +*Sleight of Hand (dex)</strong></p><p><strong>c Speak Language </strong></p><p><strong>c +Spellcraft (int) 5</strong></p><p><strong>c *Stealth (dex) 7</strong></p><p><strong> Survival (wis)</strong></p><p><strong> *Swim (str)</strong></p><p><strong>c +*Tumble (dex) 6</strong></p><p><strong>c +Use Magic Device (cha) 4</strong></p><p><strong> Use Rope</strong></p></blockquote><p></p>
[QUOTE="Lucidus, post: 3763542, member: 55259"] [b][size=4][u]Lucidus[/u][/size][/b][size=4][/size] [b]Tiefling Spellthief 1[/b] [b]Hit Dice:[/b] 1d6+1 (7 hp) [b]Initiative:[/b] +3 (Dex) [b]Speed:[/b] 30 ft. [b]Armor Class:[/b] 17 (+3 Dex, +4 armor) [b]Flat Footed:[/b] 14 [b]Touch:[/b] 13 [b]Base Attack/Grapple:[/b] +0/+2 [b]Attack:[/b] dagger +2 melee [b]Full Attack:[/b] dagger +0 melee, dagger +0 melee [b]Space/Reach:[/b] 5ft./5ft. [b]Special Attacks:[/b] Sneak attack +1d6, steal spell (0 or 1st) [b]Special Qualities:[/b] Trapfinding [b]Saves:[/b] Fort +1, Ref +3, Will +2 [b]Abilities:[/b] Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 14 [b]Skills:[/b] Awareness +4 [4 ranks], Bluff +4 [2 ranks], Concentration +4 [3 ranks], Disable Device +6 [3 ranks], Escape Artist +5 [2 ranks], Identify +6 [3 ranks], Knowledge(arcana) +5 [2 ranks], Knowledge(local) +5 [2 ranks], Open Lock +7 [4 ranks], Spellcraft +5 [2 ranks], Stealth +7 [4 ranks], Tumble +6 [3 ranks], Use Magic Device +4 [2 ranks]. [b]Feats:[/b] [Simple Weapon Proficiency], [Light Armor Proficiency], Two Weapon Fighting ________________________________________________________________ [b][u]Equipment[/u][/b][u][/u] Dagger Dmg. 1d4 Crit. 19-20x2 Weight 1 lb. Dagger Dmg. 1d4 Crit. 19-20x2 Weight 1 lb. Chain shirt Armor bonus +4 Max dex. +4 Armor penalty -2 speed 30ft 21 gold ________________________________________________________________ [b]Weapon and Armor Proficiency (Ex):[/b] Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because of the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shiled incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells recieved from other classes, including those stolen from arcane casters (see the steal spell ability, below). [b]Sneak Attack (Ex):[/b] 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. [b]Steal Spell (Su):[/b] 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 to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action. The target of a steal spell attack loses one 0-level or 1st-level spell from memory if he prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster also loses the ability to cast the stolen spell for 1 minute. 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 from among those the target has available. After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat 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 for the purpose of determining caster level, save DC, and so forth. A spellthief can cast thsi 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. A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away. 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). If he steals a spell that would case 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 to the stolen spell unless the specific spell stolen was prepared with such an effect. This ability works only against spells. It has no effect on psionic powers or spell-like abilities. [b]Trapfinding (Ex): The spellthief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The spellthief can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. ________________________________________________________________ c Awareness (wis) 4 *Balance (dex) c Bluff (cha) 4 *Climb (str) c Concentration (con) 4 c Craft (int) c Craft (int) c +Decipher Script (int) Diplomacy (cha) c +Disable Device (int) 6 Disguise (cha) c *Escape Artist (dex) 5 Forgery (int) +Handle Animal (cha) Heal(wis) c Identify (int) 6 Intimidate (cha) c *Jump (str) c +Knowledge(arcana) (int) 5 c +Knowledge(local) (int) 5 c +Open Lock (dex) 7 Perform (cha) +Profession (wis) Sense Motive (wis) +*Sleight of Hand (dex) c Speak Language c +Spellcraft (int) 5 c *Stealth (dex) 7 Survival (wis) *Swim (str) c +*Tumble (dex) 6 c +Use Magic Device (cha) 4 Use Rope[/b] [/QUOTE]
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