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Pathfinderizing the Spellthief
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<blockquote data-quote="Wik" data-source="post: 5950862" data-attributes="member: 40177"><p>My thought process right now works sort of like this:</p><p></p><p>* Use the rogue as a base to build off, but lose pretty much all the class abilities. The idea is that the character is thematically a rogue, but he doesn't have the things that make rogues awesome (no evasion, no sneak attack). Since there's a good chance I'll be playing this class alongside a rogue-lover, I really wouldn't want to step on toes or even be a little brother-type player in that arena.</p><p></p><p>* Light armour, and rogue-style weapons. The old spellthief's simple weapons only rule was kind of dumb. Like the bard, the spellthief can cast arcane spells in light armour. </p><p></p><p>* Instead of evasion, the spellthief would have evasion only against magical effects. Like the old spellthief, he would have a bonus to will saves against magic effects (as opposed to a flat good will save). He would retain trapfinding, but lose out on most of the awesome rogue mobility options. </p><p></p><p>* Spells are going to focus on debuff and stealth, with maybe a few charms and illusions thrown in. In other words, similar to the bard list, only without the sound-based spells and without the buffs. The idea of the spells being that they are something the class will do when he doesn't steal spells.</p><p></p><p>* The character can steal spells, spell-like abilities, and maybe redirect already-existing buffs. He should be able to use his "Virtual" spell slots to counterspell, as well. When he actually steals a spell, he must have a target that loses his dex bonus (like sneak attack). While he steals the spell, he will also, as past of the action, hit the caster with a negative effect. I'm thinking that effect will relate to making casting spells harder for the caster, or even applying caster level penalties to spells cast next round (ie, you can cast fireball, but it's only gonna do 3d6, as opposed to 5d6). </p><p></p><p>* All spells would be based off the character's charisma stat. As a fun side rule, you could say that if the spellthief stole a spell he couldn't normally cast (A 5th level divine spell, and the spellthief only has a wisdom of 14), there could be random penalties, although that's for later consideration after the main parts of the class are figured out. </p><p></p><p>* The class will have other magic-related abilities that are fun, but perhaps a touch unreliable, and more built in for flavour as opposed to pure mechanical awesomeness (ie, make a Use Magic Device check to drain two charges instead of one from a wand, but at a higher effect based on your check). </p><p></p><p>* My guideline for all this is to see how effective the character would be against a spell caster as opposed to, say, a ranger with Favoured Enemy (Wizard). My theory is that the spellthief as I've stated above would be better, but not overly so.</p></blockquote><p></p>
[QUOTE="Wik, post: 5950862, member: 40177"] My thought process right now works sort of like this: * Use the rogue as a base to build off, but lose pretty much all the class abilities. The idea is that the character is thematically a rogue, but he doesn't have the things that make rogues awesome (no evasion, no sneak attack). Since there's a good chance I'll be playing this class alongside a rogue-lover, I really wouldn't want to step on toes or even be a little brother-type player in that arena. * Light armour, and rogue-style weapons. The old spellthief's simple weapons only rule was kind of dumb. Like the bard, the spellthief can cast arcane spells in light armour. * Instead of evasion, the spellthief would have evasion only against magical effects. Like the old spellthief, he would have a bonus to will saves against magic effects (as opposed to a flat good will save). He would retain trapfinding, but lose out on most of the awesome rogue mobility options. * Spells are going to focus on debuff and stealth, with maybe a few charms and illusions thrown in. In other words, similar to the bard list, only without the sound-based spells and without the buffs. The idea of the spells being that they are something the class will do when he doesn't steal spells. * The character can steal spells, spell-like abilities, and maybe redirect already-existing buffs. He should be able to use his "Virtual" spell slots to counterspell, as well. When he actually steals a spell, he must have a target that loses his dex bonus (like sneak attack). While he steals the spell, he will also, as past of the action, hit the caster with a negative effect. I'm thinking that effect will relate to making casting spells harder for the caster, or even applying caster level penalties to spells cast next round (ie, you can cast fireball, but it's only gonna do 3d6, as opposed to 5d6). * All spells would be based off the character's charisma stat. As a fun side rule, you could say that if the spellthief stole a spell he couldn't normally cast (A 5th level divine spell, and the spellthief only has a wisdom of 14), there could be random penalties, although that's for later consideration after the main parts of the class are figured out. * The class will have other magic-related abilities that are fun, but perhaps a touch unreliable, and more built in for flavour as opposed to pure mechanical awesomeness (ie, make a Use Magic Device check to drain two charges instead of one from a wand, but at a higher effect based on your check). * My guideline for all this is to see how effective the character would be against a spell caster as opposed to, say, a ranger with Favoured Enemy (Wizard). My theory is that the spellthief as I've stated above would be better, but not overly so. [/QUOTE]
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