Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spellthief Fixes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wik" data-source="post: 2848937" data-attributes="member: 40177"><p>I was wondering... has anyone tried to "fix" the spellthief (from Complete Adventurer)? I'm in love with the class concept, although I found out the hard way that if you run with a GM who doesn't focus on spellcasting foes, you become a very weak class concept. In fact, I started running a few "solo" sessions where I designed optimal situations for a spellthief to work in, and even then, I found the class to be less effective than, say, a rogue. </p><p></p><p>I've got a few ideas for how I'd house-rule spellthieves, and I figured I'd run them by y'all to see if we can find some holes. Lemme know what you think:</p><p></p><p>1) Get rid of the armour. Spellthief spells should always have an arcane failure chance. The way I see it, since they'll suffer that failure chance when they steal wizard spells anyways, to put the temptation in there to wear armour is just a little dodgy. I found that I'd put my spellthief in masterwork chainmail, which meant those few times I actually got to steal spells, I'd have to contend with a spell failure chance... not cool.</p><p></p><p>2) Bardic spell progression. Up the spellthief's spell progression to something similar to that of a bards... ie, a 6 level spell progression instead of a 4 level. 4 level progressions really SUCK, as a general rule, and I figure an arcane rogue like a spellthief should have better spell access. as a way of balancing things out a bit, I would drop the typical spellthief spell list (Abjuration, enchantment, transmutation, and illusion spells from the wizard spell list) and actually make a "spellthief spells" list that removed the possibility of the spellthief picking up some higher-powered spells that would unbalance things a bit.</p><p></p><p>3) One thing I've always hated about the spellthief is that their steal spell ability actually inflicts damage. At low levels, this meant that I'd actually kill my target after stealing only a single spell. I think an option that would allow the spellthief to drop even more sneak attack damage to steal more spells would be a neat idea. In other words, you could drop multiple d6 dice to steal multiple spells with one attack. As it stands, the spellthief will spend a round or two getting into position to steal a spell, make a single sneak attack, get a single spell (and often not even the highest level spell; the wizard foe has probably already cast the "big spells"), and then retreat to a distance to cast the spell. If the spellthief were able to steal multiple spells with that one attack, the class would definately become more powerful.</p><p></p><p>4) allow for it to stack somehow with other classes. One thing I hate about the spelltheif is how there are pretty much no prestige class options. once you take levels in spellthief, about your only multi-classing option is rogue... maybe arcane trickster. It'd be nice if there were a way to allow a wizard/spellthief to exist or something.</p></blockquote><p></p>
[QUOTE="Wik, post: 2848937, member: 40177"] I was wondering... has anyone tried to "fix" the spellthief (from Complete Adventurer)? I'm in love with the class concept, although I found out the hard way that if you run with a GM who doesn't focus on spellcasting foes, you become a very weak class concept. In fact, I started running a few "solo" sessions where I designed optimal situations for a spellthief to work in, and even then, I found the class to be less effective than, say, a rogue. I've got a few ideas for how I'd house-rule spellthieves, and I figured I'd run them by y'all to see if we can find some holes. Lemme know what you think: 1) Get rid of the armour. Spellthief spells should always have an arcane failure chance. The way I see it, since they'll suffer that failure chance when they steal wizard spells anyways, to put the temptation in there to wear armour is just a little dodgy. I found that I'd put my spellthief in masterwork chainmail, which meant those few times I actually got to steal spells, I'd have to contend with a spell failure chance... not cool. 2) Bardic spell progression. Up the spellthief's spell progression to something similar to that of a bards... ie, a 6 level spell progression instead of a 4 level. 4 level progressions really SUCK, as a general rule, and I figure an arcane rogue like a spellthief should have better spell access. as a way of balancing things out a bit, I would drop the typical spellthief spell list (Abjuration, enchantment, transmutation, and illusion spells from the wizard spell list) and actually make a "spellthief spells" list that removed the possibility of the spellthief picking up some higher-powered spells that would unbalance things a bit. 3) One thing I've always hated about the spellthief is that their steal spell ability actually inflicts damage. At low levels, this meant that I'd actually kill my target after stealing only a single spell. I think an option that would allow the spellthief to drop even more sneak attack damage to steal more spells would be a neat idea. In other words, you could drop multiple d6 dice to steal multiple spells with one attack. As it stands, the spellthief will spend a round or two getting into position to steal a spell, make a single sneak attack, get a single spell (and often not even the highest level spell; the wizard foe has probably already cast the "big spells"), and then retreat to a distance to cast the spell. If the spellthief were able to steal multiple spells with that one attack, the class would definately become more powerful. 4) allow for it to stack somehow with other classes. One thing I hate about the spelltheif is how there are pretty much no prestige class options. once you take levels in spellthief, about your only multi-classing option is rogue... maybe arcane trickster. It'd be nice if there were a way to allow a wizard/spellthief to exist or something. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spellthief Fixes?
Top