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| SmiloDan07-11-07, 10:14 PM | The Crafty Purloiner steals the magic from spellcasters and items alike in order to power his bizzare magical inventions. Crafty Purloiner Requirements: Alignment: Any non-good Feats: Combat Expertise, Improved Feint, any Item Creation feat, any Metamagic feat Skills: 10 ranks each in Bluff, Craft alchemy, and Use Magic Device Special: Ability to use 3rd level Infusions Special: Retain Essence special ability Special: Steal Spell (2nd level) special ability Special: Steal Spell-like Effect special ability Special: Sneak Attack +2d6 Class Features: BAB: +3/4 (as bard) Good Saves: Will Hit Dice: 1d6 Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Disable Device, Hide, Knowledge (all), Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spellcraft, Spot, Tumble, Use Magic Device. Skill Points per level: 6 + Int modifier. LEVEL ABILITY 1. Corrupt Item, Craft Reserve, Steal Spell (3rd),+1 level of Infusions 2. Sneak Attack +1d6, Steal Magic Item Effect, +1 level of Infusions 3. Metamagic Spell Trigger, Steal Spell (4th), +1 level of Infusions 4. Bonus Feat, +1 level of Infusions 5. Absorb Spell, Steal Spell (5th), +1 level of Infusions 6. Sneak Attack +2d6, Discover Spells, +1 level of Infusions 7. Steal Spell Resistance, Steal Spell (6th), +1 level of Infusions 8. Bonus Feat, +1 level of Infusions 9. Metamagic Spell Completion, Steal Spell (7th), +1 level of Infusions 10. Sneak Attack +3d6, Absorb Spell (immediate casting), Steal Essence, +1 level of Infusions Corrupt Item (Su). The Crafty Purloiner can degrade the quality of his opponent's equipment. A Crafty Purloiner who hits an opponent with a successful Sneak Attack can forgo dealing 1d6 points of Sneak Attack damage and instead target a piece of equipment the opponent is wearing, carrying, or wielding. The bonus (if any) that piece of equipment provides the opponent is reduced by 1 per Crafty Purloiner level. This can cause the equipment to apply a penalty to the item's function. This effect persists for 1 minute per Crafty Purloiner level. For example, a 3rd level Crafty Purloiner could target his opponent's +2 longsword, causing it to bestow a -1 penalty on attack and damage rolls. Craft Reserve. A Crafty Purloiner has a pool of points that he can spend instead of XP when crafting a magic item. The Crafty Purloiner's Craft Reserve begins with 0 points. Each time he uses his Steal Spell ability, the Craft Reserve increases by an amount equal to the spell level stolen. A Crafty Purloiner can have a Craft Reserve with a maximum equal to his class level multiplied by 100 at any given time. Steal Spell (Su). This ability is similar to the Spellthief ability of the same name. There is one difference, however. When a Crafty Purloiner uses the Steal Spell ability successfully, he also increases his Craft Reserve by a number of points equal to the spell level. Sneak Attack. At 2nd level, and every 4 levels thereafter, a Crafty Purloiner's sneak attack increases by 1d6. Steal Magic Item Effect (Su). At 2nd level, a Crafty Purloiner gains the ability to steal the effects of 1 magic item his opponent possesses. A Crafty Purloiner who hits an opponent with a successful Sneak Attack can forgo dealing 2d6 points of Sneak Attack damage and instead target a piece of equipment the opponent is wearing, carrying, or wielding. The Crafty Purloiner then gains the use of that magic item and his opponent loses the ability to use that magic item for 1 minute. The Crafty Purloiner can use a number of magic items in this manner equal to his Intelligence modifier (minimum 1). If the item is a spell completion or spell trigger item, the Crafty Purloiner must succeed on a Use Magic Device skill check, as normal. The Crafty Purloiner can only steal a magic item effect from an item with a caster level of less than or equal to twice his Crafty Purloiner level. Metamagic Spell Trigger (Su). At 3rd level, a Crafty Purloiner gains the ability to use a metamagic feat that he possesses through a spell trigger magic item, such as a wand or staff. This uses up a number of additional charges equal to the additional spell levels that the metamagic feat usually requires. This ability can only be used with a magic item that has charges. Bonus Feats. At 4th level, and every 4 levels thereafter, a Crafty Purloiner gains a bonus feat. This bonus feat can be any Item Creation feat or Metamagic feat. Absorb Spell (Su). At 5th level, if a Crafty Purloiner makes a saving throw against a spell that targets him, he can attempt to store that spell energy for later use. A spellthief can only absorb spells of a level that he can steal. If he succeeds in absorbing the spell, the Crafty Purloiner can use the spell energy to cast a Spellthief spell, an Infusion, or he can increase his Craft Reserve by an amount equal to the spell level. To absorb a spell, the Crafty Purloiner must make succeed on a level check (1d20 + double his Crafty Purloiner level, upto a maximum of his character level) against a DC of 10 + the spell's caster level. See the Spellthief description of the same name on page 20 of the Complete Adventurer for more details. At 10th level or higher, a Crafty Purloiner can choose to use the stolen spell energy as an immediate action, either to recast the stolen spell or to cast one of his own spells or infusions using the stolen spell energy. Discover Spells (Ex). A Crafty Purloiner of 6th level or higher who steals a spell form a spellcaster with his steal spell ability automatically learns the names of all other spells known or prepared by the spellcaster that are of the same level as the stolen spell. Steal Spell Resistance (Su). A Crafty Purloiner who hits an opponent with a successful Sneak Attack can forgo dealing 3d6 points of Sneak Attack damage and instead reduce the target's spell resistance by 5. The Crafty Purloiner also gains spell resistance equal to 5 + double his class level (upto a maximum of his character level). The stolen spell resistance persists for a number of rounds equal to the Crafty Purloiner's Charisma modifier (minimum 1 round) and then returns to the target creature. See page 20 of the Complete Adventurer for more details. Metamagic Spell Completion (Su). At 9th level, a Crafty Purloiner learns how to apply a metamagic feat he knows to a spell completion item (generally a scroll). The Crafty Purloiner must succeed on a Use Magic Device check with a DC of 20 + (3 x the modified spell level). The modified spell level is the level of the spell on the magic item plus the additional spell level(s) the metamagic feat applies to a spell. The Crafty Purloiner can use this ability a number of times per day equal to 3 + his Intelligence modifier. Steal Essence (Su). A Crafty Purloiner learns how to drain the magic from the magical items of his opponents. A Crafty Purloiner who hits an opponent with a successful Sneak Attack can forgo dealing 4d6 points of Sneak Attack damage and instead target one the magical items that his opponent possesses. His opponent must make a Will Save with a DC of 10 + the Crafty Purloiner level + the Crafty Purloiner's Charisma modifer or the targeted magical item becomes non-magical, as if it were hit with a Rod of Cancellation. If his target fails the Will save, the Crafty Purloiner increases his Craft Reserve by the number of XP it took to create that magic item. If that magic item held charges, the Crafty Purloiner gains only the remaining proportion of XP available to the item. See page 32 of the Eberron Campaign Setting for more information on this under the Retain Essence entry. EPIC PROGRESSION LEVEL ABILITY 11. Steal Spell (8th), +1 level of Infusions 12. Bonus Feat, +1 level of Infusions 13. Steal Spell (9th), +1 level of Infusions 14. Sneak Attack +4d6, +1 level of Infusions 15. Steal Spell (10th), +1 level of Infusions 16. Bonus Feat, +1 level of Infusions 17. Steal Spell (11th), +1 level of Infusions 18. Sneak Attack +5d6, +1 level of Infusions 19. Steal Spell (12th), +1 level of Infusions 20. Bonus Feat, +1 level of Infusions New Epic Feats: Absorb Area Spell [epic] You are able to absorb the spell energy of area effect spells. Requirements: Absorb Spell (immediate casting), Spellcraft 24 ranks Benefit: You are able to use your Absorb Spell ability on area effect spells that do not specifically target you. You must be in the area of effect of the spell to absorb it. If you succeed on your saving throw against the spell, and you succeed on the level check to absorb the spell, you gain all the effects of absorbing the spell. The spell still affects all other targets of the spell normally. Normal: You can only absorb spells that target you specifically. Devour Area Spell [epic] You are able to absorb all of the spell energy of an area effect spell. Requirements: Absorb Spell (immediate casting), Absorb Area Spell, Spellcraft 27 ranks Benefit: When you use your Absorb Spell ability to absorb an area spell successfully, you draw in all of the spell energy of that spell. Other targets in the area of effect of that spell are unaffected by that spell. |
| SmiloDan07-12-07, 11:36 AM | This PrC is for the BBEG in my campaign, the Lead Jester. The Lead Jester was an insane genius alchemist at the Queendom's court about 150 years ago. He took over the throne during a war against a powerful evil empire. He created a doomsday device that pulled a star out the heavens and smote the capital city of the evil empire a little over a century ago. This was much more catastrophic that anticipated, and left a crater hundreds of miles in diameter that soon became a new ocean, drowning millions. Horrified at the massive loss of life, the Rainbow Court of the Queendom had a coup of their own and threw the Lead Jester into an oubliette of an insane asylum and placed the proper heir back on the throne. Fast forward 150 years and the Lead Jester has somehow escaped, and seeks revenge for his imprisonment. This time, he plans on crashing the moon onto the Queendom's capital. This could destroy the world. The Lead Jester is a derro artificer 5/spellthief 5/Crafty Purloiner X. His insane genius lead to the invention of gunpowder, the warforged, battlerager trolls, ironclad maulers, and several other alchemical advances. Does this PrC seem like a good fit for this BBEG? It's for a swashbuckling campaign that is made up of a halfling rogue/swashbuckler/invisible blade, a human duskblade/swashbuckler/fortune's friend, a half-drow bard/swashbuckler, a half-elf beguiler, an aquatic elf druid, a human ranger/scout archer, and a raptoran wizard evoker. They play privateers that will eventually gain the Crown's attention. The twins (the duskblade and the bard) are from a lesser house of the Court. |
| SmiloDan07-14-07, 02:29 PM | Does this PrC look balanced? |
| SmiloDan07-23-07, 02:04 PM | Should it get more bonus Item Creation feats? Is it too nichey? |