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*Pathfinder & Starfinder
Pathfinderizing the Spellthief
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<blockquote data-quote="Wik" data-source="post: 5951106" data-attributes="member: 40177"><p>A Draft For the Spellthief PRC:</p><p></p><p>Pre-Reqs: </p><p>* Must be able to cast 2nd level arcane spells.</p><p>* Eschew Materials </p><p>* Sneak Attack +2d6</p><p>* Spellcraft 5 ranks.</p><p>* Use Magic Device 5 ranks. </p><p></p><p>Hit Die: d8.</p><p>Attack: As Rogue.</p><p>Saves: Reflex and Will. </p><p></p><p>Skills: 6 + Int. Combination of both sorcerer and rogue list, more or less. </p><p></p><p>Spells: Proceeds as sorcerer. No level loss. </p><p></p><p>Abilities:</p><p></p><p>Spellthief (1st): Can steal spell instead of a die of sneak attack damage. Opposed check against the target's CMD (with a bonus to the CMD equal to the level of the spell you steal). If you win, you get to steal the spell. You gain +1 for each die of sneak attack you sacrifice. You must lose at least 1d6 points of Sneak Attack. Stolen spell is randomly determined, cannot be a higher level than your spellthief level. You can name a spell, and you get that one if the target has it. Spells that you steal are based on your charisma score.</p><p>Armoured Sneak (1st): No spell failure while in light armour.</p><p>Trapfinding (1st): Spellthief and Rogue levels stack for purposes of Trapfinding. </p><p>Magic Sight (2nd): Detect Magic at will. </p><p>Sneak Attack (2nd): +1d6.</p><p>Steal Spell Effect (3rd): Can steal an active spell effect and transfer to self, with a sneak attack. This works just like steal spell, and you must spend at least 1d6 of sneak attack to do so. </p><p>Steal Energy Resistance (4th): Steal Energy Resistance. Again, through 1d6 of Sneak Attack. While you steal, the monster loses the resistance. It remains at stealing 10 points, and does not improve. You cannot steal immunity.</p><p>Steal Spell-Like Ability (5th): Can steal a spell-like ability. Works otherwise like steal spell. While you have it, the other guy can't use it. You can only use the ability once.</p><p>Sneak Attack (5th): +2d6.</p><p>Absorb Spell (6th): Once per day, the spellthief can attempt to absorb a spell as a mage is casting it. He makes an opposed caster level check against the caster, and if he succeeds, he absorbs the spell before it is cast - and gains an extra spell slot.</p><p>Fast Stealing (6th): Full round action, can steal spell and then immediately cast it. </p><p>Spell Evasion (7th): Can make a save against a spell even if it doesn't normally allow a save. </p><p>Sneak Attack (8th): +3d6. </p><p>Steal Spell Resistance (9th): Lose 3d6 points of Sneak Attack to lower a target's SR by 5 points, and gain SR 5, for a number of rounds equal to Spellthief's Cha Modifier. </p><p>Reflect Spell (10th): If a spellthief saves against an effect that targets just him, he can instantly reflect it back upon the caster.</p></blockquote><p></p>
[QUOTE="Wik, post: 5951106, member: 40177"] A Draft For the Spellthief PRC: Pre-Reqs: * Must be able to cast 2nd level arcane spells. * Eschew Materials * Sneak Attack +2d6 * Spellcraft 5 ranks. * Use Magic Device 5 ranks. Hit Die: d8. Attack: As Rogue. Saves: Reflex and Will. Skills: 6 + Int. Combination of both sorcerer and rogue list, more or less. Spells: Proceeds as sorcerer. No level loss. Abilities: Spellthief (1st): Can steal spell instead of a die of sneak attack damage. Opposed check against the target's CMD (with a bonus to the CMD equal to the level of the spell you steal). If you win, you get to steal the spell. You gain +1 for each die of sneak attack you sacrifice. You must lose at least 1d6 points of Sneak Attack. Stolen spell is randomly determined, cannot be a higher level than your spellthief level. You can name a spell, and you get that one if the target has it. Spells that you steal are based on your charisma score. Armoured Sneak (1st): No spell failure while in light armour. Trapfinding (1st): Spellthief and Rogue levels stack for purposes of Trapfinding. Magic Sight (2nd): Detect Magic at will. Sneak Attack (2nd): +1d6. Steal Spell Effect (3rd): Can steal an active spell effect and transfer to self, with a sneak attack. This works just like steal spell, and you must spend at least 1d6 of sneak attack to do so. Steal Energy Resistance (4th): Steal Energy Resistance. Again, through 1d6 of Sneak Attack. While you steal, the monster loses the resistance. It remains at stealing 10 points, and does not improve. You cannot steal immunity. Steal Spell-Like Ability (5th): Can steal a spell-like ability. Works otherwise like steal spell. While you have it, the other guy can't use it. You can only use the ability once. Sneak Attack (5th): +2d6. Absorb Spell (6th): Once per day, the spellthief can attempt to absorb a spell as a mage is casting it. He makes an opposed caster level check against the caster, and if he succeeds, he absorbs the spell before it is cast - and gains an extra spell slot. Fast Stealing (6th): Full round action, can steal spell and then immediately cast it. Spell Evasion (7th): Can make a save against a spell even if it doesn't normally allow a save. Sneak Attack (8th): +3d6. Steal Spell Resistance (9th): Lose 3d6 points of Sneak Attack to lower a target's SR by 5 points, and gain SR 5, for a number of rounds equal to Spellthief's Cha Modifier. Reflect Spell (10th): If a spellthief saves against an effect that targets just him, he can instantly reflect it back upon the caster. [/QUOTE]
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