| Post/Author/DateTime | Post |
|---|---|
| nighttree01-17-08, 01:23 AM | I'm taking my first "seriouse" look at plotting a Spellthief character, and was wondering if there are any "alternative" class features out there that I should look into ? |
| Sinfire Titan01-17-08, 01:28 AM | None what so ever. The only major support for it was in Complete Scoundrel. |
| petin01-17-08, 01:46 AM | There are five in Dragon Magazine#353. One allows you to add a minuses to targets rolls using spell slots, another allows you to lower caster levels and stop supernatural abilities, the third makes it so you can use stolen spell slots to heal hit points, forth one takes away all your casting but gives bonuses on skills, and the final one lets you cast as a bard. None of them are super good, but all are enough to make the class a little more fun to play. |
| nighttree01-17-08, 10:36 AM | Thanks Petin, I'll have to take a look at them and see if any are worth considering. |
| mpalmeruci01-17-08, 03:40 PM | I just got that magazine in the mail (office party secret santa gift) and I can tell you, in my opinion, they aren't worth it. The only one I considered is the one that inflicts penalties to the opponents attack rolls and such. That's a possible, but generally there are much better abilities you can get by feat or class. I have a thread on the spellthief (just started playing a level 7 spellthief) combining the luck classes Luckstealer and Fortune's friend if you're interested. Those classes are great for inflicting penalties onto an opponent's rolls AND you get other bonuses. Interestingly, there are two things you may be interested. Good Karma- Complete scoundrel. This lets you retarget spells aimed at your allies to you. The text defines any attack that requires an AC/attack roll as fair game. This feat happens to work really well with my luck combo. Rogue alternate class abilities (Unearthed arcana). If an attacker misses on a ray spell against you, you can redirect the spell back at them. In exchange you lose evasion (2 levels of rogue required). If you have the levels to spend it's not that bad. You'd have absorb spell for general purposes, and if the opponent decides to smack you with a ray spell: 1) If they miss you can redirect the spell 2) If they hit you can absorb it (absorb spell ability) 3) If they get wise to you and decide to lay the ray down on the healer you can Good Karma it up and absorb the spell again, AND I believe you can use Good Karma after the attack roll is made but before the result is announced by the DM. So they would have to re-roll their attack on you. Pretty nice in my opinion. Not to mention if you have some luck feats to back it up you can do the following: Use good Karma (swift action) Force them to re-roll their attack roll once they attack you with the ray (first level ability of the Fortune's Friend- you can use two luck re-rolls per turn). If you can get them to miss on the ray you're golden. If not, you can absorb it and hope you pass the save (not sure if rays have saves, never been hit by one). If they require reflex saves you can add on that feat that lets you re-roll reflex saves, but you're prone afterwards. Just some ideas. |
| The_Shaman01-18-08, 06:26 AM | There was also an interesting feat in the Class Chronicles column that expanded on the role of Complete series' and PHB II classes in FR. It allows you to convert a stolen spell into a domain spell from a single domain of a deity that you have an affinity for. It's here, btw:http://www.wizards.com/default.asp?x=dnd/frcc/20070606 |
| Awesome_Dude01-18-08, 04:27 PM | Rogue alternate class abilities (Unearthed arcana). If an attacker misses on a ray spell against you, you can redirect the spell back at them. In exchange you lose evasion (2 levels of rogue required). That one is in Complete Mage. |