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*Pathfinder & Starfinder
Pathfinderizing the Spellthief
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<blockquote data-quote="Wik" data-source="post: 5949301" data-attributes="member: 40177"><p>Or, another idea that occured to me: </p><p></p><p>Spelltheft is simply a standard action, which you can do within 30 feet. If you catch the guy flatfooted (or flank him), you get a +2 on the attempt. When you steal a spell, you sacrifice one of your spell slots to gain a spell from your enemy. You make an opposed caster level check against his caster level check, with a bonus to your check equal to the level of the spell you sacrificed, while he gets a bonus equal to the level of the spell slot you're trying to steal.</p><p></p><p>If you succeed, you steal the spell (and maybe get to hit the caster with a negative effect as part of the action?). If you fail, well, too bad.</p><p></p><p>You get a full 9 levels of spells, but your spell list is limited (I'd say non-combat, roguey-type spells?). However, many of your spell slots can't actually be used to cast spells - instead, they can only be used to sacrifice for spell theft.</p><p></p><p>Also, you can steal spell-like abilities using the same method. </p><p></p><p>***</p><p></p><p>In addition to this, you'd have a d8 for hit points, 6 skill points, rogue trapfinding, and a few other minor abilities to round out the class - possibly around making magic items work and misfire in strange ways. </p><p></p><p>I like the idea because it gives the character something to do when he can't steal spells (he can cast them himself!), but it doesn't turn a spellthief who is unable to cast spells into a weaker version of the rogue or wizard.</p></blockquote><p></p>
[QUOTE="Wik, post: 5949301, member: 40177"] Or, another idea that occured to me: Spelltheft is simply a standard action, which you can do within 30 feet. If you catch the guy flatfooted (or flank him), you get a +2 on the attempt. When you steal a spell, you sacrifice one of your spell slots to gain a spell from your enemy. You make an opposed caster level check against his caster level check, with a bonus to your check equal to the level of the spell you sacrificed, while he gets a bonus equal to the level of the spell slot you're trying to steal. If you succeed, you steal the spell (and maybe get to hit the caster with a negative effect as part of the action?). If you fail, well, too bad. You get a full 9 levels of spells, but your spell list is limited (I'd say non-combat, roguey-type spells?). However, many of your spell slots can't actually be used to cast spells - instead, they can only be used to sacrifice for spell theft. Also, you can steal spell-like abilities using the same method. *** In addition to this, you'd have a d8 for hit points, 6 skill points, rogue trapfinding, and a few other minor abilities to round out the class - possibly around making magic items work and misfire in strange ways. I like the idea because it gives the character something to do when he can't steal spells (he can cast them himself!), but it doesn't turn a spellthief who is unable to cast spells into a weaker version of the rogue or wizard. [/QUOTE]
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Pathfinderizing the Spellthief
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