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| ReganokKnight03-03-07, 06:10 PM | Master Thief Hit Die: d6 Requirements: To qualify to become a Master Thief, a character must fulfill the following criteria: Skills: Search 8 ranks Hide 8 ranks Move Silently 8 ranks Disable Device 8 ranks Listen 5 ranks Open Lock 5 ranks Feats: Stealthy Special: Evasion class feature Must have participated in the stealthy “retrieval” of valuable items worth at least 5,000gp. Class Skills: A Master Thief's class skills and key attribute for each are: are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).Skill Points at Each Level: 8 + Int modifier. Level BAB Ref Fort Will Spell per day ---------------------------------------------------- 1 2 3 4 5 1 +0 +2 +0 +2 0 - - - - 2 +1 +3 +0 +3 1 - - - - 3 +2 +3 +1 +3 1 0 - - - 4 +3 +4 +1 +4 2 1 - - - 5 +3 +4 +1 +4 2 1 0 - - 6 +4 +5 +2 +5 2 2 1 - - 7 +5 +5 +2 +5 3 2 1 0 - 8 +6 +6 +2 +6 3 2 2 1 - 9 +6 +6 +3 +6 3 3 2 1 0 10 +7 +7 +3 +7 4 3 2 2 1 Level Special Abilities ------------------------------------------------------------------- 1 Into the darkness, Hide in Plain Sight 2 Skill Mastery, Dark Vision +30ft 3 Deep Pockets, Trap Sense +2 4 Helping Hands 5 Dark Vision +60ft, Find that Buyer 6 Improved Spells, Trap Sense +4 7 Heightened Senses 8 Dark Vision +90ft 9 Improved Spells, Trap Sense +6 10 Special Spell-like Ability Class Features: Weapon and Armor Proficiencies: The Master Thief gains no armor or weapon proficiencies as a result of this prestige class. Spells The Master Thief has a spell book just like a wizard and prepares spells in the same way. The Master Thief also gains spells in the same way as a wizard. The Master Thief has no prohibitated schools of magic but is restricted to spells which would help him in his chosen profession (as decided by the DM). This excludes any and all damage spells or spells that cause death (clever usage aside) though Wall spells that deal no damage are acceptable. Spells that can protect the Master Thief’s goods are acceptable, even if they are traps that would cause damage…it serves ‘em right any way. Into the darkness (Su) The Master Thief may expend any prepared spell slot to give himself a bonus to hide and move silently equal to the level of the spell expended. This bonus lasts for rounds equal to two times the level of the spell expended. At 4th level the bonus to Hide and Move Silently increases to twice the level of the spell expended. At 7th level the bonus to Hide and Move Silently increases to three times the level of the spell expended and the bonus lasts for rounds equal to three times the level of the spell expended. Hide in Plain Sight (Sn) The Master Thief may hide while within 10ft of a shadow (not his own) even while being observed. Skill Mastery The Master Thief may choose 1 + Int Modifier number of skill in which he can take a 10 on skills that he would normally not be able to take a 10 on when in danger or threatened. The Master Thief may choose another skill every 2 levels after level 2 (4, 6, 8, and 10) Dark Vision At level 2 the Master Thief gains dark vision 30ft. If the Master Thief already has dark vision then its range increases by 30ft and additional 30ft at level 5 and 8. Deep Pockets (Su) Once per day, a 3rd-level Master Thief can turn any container—from a waistcoat pocket to a backpack to a barrel—into the equivalent of a bag of holding. The container’s weight remains the same, but it becomes capable of holding up to 10 cubic feet (or 100 pounds) of material per level. The duration of this effect is 1 hour per level. If the effect ends prematurely (such as by being dispelled), everything within the container spills out onto the floor. Helping Hands (Su) The Master Thief may expend any prepared spell slot to give himself a bonus to Sleight of hand, Disable Device, and Open Lock equal to the level of the spell expended. This bonus lasts for rounds equal to two times the level of the spell expended. At 7th level the bonus to Sleight of hand, Disable Device, and Open Lock increases to twice the level of the spell expended. At 10th level the bonus to Sleight of hand, Disable Device, and Open Lock increases to three times the level of the spell expended and the bonuses last for rounds equal to three times the level of the spell expended. Find that Buyer The Master Thief is adept at finding a way to fence his stolen goods. He gains a competence bonus equal to their level to Gather Information, Intimidate, and Diplomacy when looking for a safe place to sell his items (a place less likely to be noticed by officers or others who would care). Improved Spells When casting spells such as Horde Gullet and Treasure Scent the Master Thief casts them at a +1 Caster level. This stacks with Practiced Caster. At 9th level, this changes to +3 caster level. In addition this ability affects some spells in other ways. For example, each time you gain this ability, you may eat items one size larger than normal when under the affect to Horde Gullet. Treasure Scent’s area is increased by 30ft. The DM may approve other spells that may be affected in this way. Heightened Senses (Su) The Master Thief may expend any prepared spell slot to give himself a bonus to Search and Spot equal to the twice the level of the spell expended. This bonus lasts for rounds equal to two times the level of the spell expended. At 10th level the bonus to Search and Spot increases to triple the level of the spell expended and lasts for three times the level of the spell. Special spell-like ability (Sp) The Master Thief has spent so much time thieving from a particular source that they gain a unique ability useful only against them. At level 10 the Master Thief picks a target, humanoids, monstrous humanoids, undead, dragons, etc. They gain Hide from (chosen target) once a day as a spell-like ability; they also add this spell to their list as a level 4 spell. The spell acts just like any other Hide spell. Suggested Spell List 0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS) Div Detect Magic: Detects spells and magic items within 60 ft. Read Magic: Read scrolls and spellbooks. Evoc Dancing Lights: Creates torches or other lights. Light: Object shines like a torch. Illus Ghost Sound: Figment sounds. Silent Portal: Negates sound from door or window. Trans Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Stick: Glues an object weighing 5 pounds or less to another object. Univ Arcane Mark: Inscribes a personal rune (visible or invisible). Prestidigitation: Performs minor tricks. 1ST-LEVEL SORCERER/WIZARD SPELLS Abjur Alarm: Wards an area for 2 hours/level. Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Dispel Ward: As dispel magic, but affects only wards. Ironguts: Subject gains +5 bonus on saving throws against poison. Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. Conj Obscuring Mist: Fog surrounds you. Unseen Servant: Invisible force obeys your commands. Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks. Deep Breath: Your lungs are filled with air. Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through. Div Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Identify M: Determines properties of magic item. Appraising Touch: Gain +10 bonus on Appraise checks. Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action. Instant Search: Make Search check at +2 as free action. Spontaneous Search: Instantly Search area as if having taken 10. Ench Charm Person: Makes one person your friend. Hypnotism: Fascinates 2d4 HD of creatures. Sleep: Puts 4 HD of creatures into magical slumber. Distract: Subjects take –4 on Concentration, Listen, Search, and Spot. Distract Assailant: One creature is flat-footed for 1 round. Incite: Subjects can’t ready actions or delay. Inhibit: Subject delays until next round. Shock and Awe: Flat-footed creatures get –10 on initiative. Evoc Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Illus Disguise Self: Changes your appearance. Magic Aura: Alters object’s magic aura. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level. Dead End: Removes spoor of one creature/level. Net of Shadows: Ordinary shadows that provide concealment to all in the area. Serene Visage: Gain insight bonus on Bluff checks equal to half your level. Trans Animate Rope: Makes a rope move at your command. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Jump: Subject gets bonus on Jump checks. Reduce Person: Humanoid creature halves in size. Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check. Breath Flare: Your breath weapon dazzles subjects. Cheat: Caster rerolls when determining the success of a game of chance. Ebon Eyes: Subject can see through magical darkness. Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. Low-Light Vision: See twice as far as a human in poor illumination. Mage Hand, Greater: As mage hand, but medium range and up to 40 lb. Portal Beacon: You grant others knowledge of a magic portal’s location. Remove Scent: Hides touched creature’s scent. Slide: Move subject 5 feet. Wings of the Sea: +30 ft. to subject’s swim speed. 2ND-LEVEL SORCERER/WIZARD SPELLS Abjur Arcane Lock M: Magically locks a portal or chest. Obscure Object: Masks object against scrying. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Alarm, GreaterF: As alarm, and it works on coexistent planes. Distracting Ray: Ray forces spellcaster to make Concentration check. Earth LockM: Constricts tunnel, preventing access. Portal Alarm: You are alerted when a creature passes through a warded portal. Conj Fog Cloud: Fog obscures vision. Glitterdust: Blinds creatures, outlines invisible creatures. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Baleful Transposition: Two subjects switch places. Inky Cloud: Obscures sight underwater beyond 5 ft. Div Detect Thoughts: Allows “listening” to surface thoughts. Locate Object: Senses direction toward object (specific or type). See Invisibility: Reveals invisible creatures or objects. Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance. Chain of Eyes: See through other creatures’ eyes. Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures. Marked Object: You gain bonus to track a specific being. Ench Entice Gift: Subject gives caster what it’s holding. Evoc Continual Flame M: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Shatter: Sonic vibration damages objects or crystalline creatures. Force LadderF: Creates an immobile ladder of force. Veil of Shadow: Darkness grants you concealment. Illus Blur: Attacks miss subject 20% of the time. Invisibility: Subject is invisible for 1 min./level or until it attacks. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Phantom Trap M: Makes item seem trapped. Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. Delusions of Grandeur: Subject thinks it is better than it is. Phantom FoeM: Subject is always flanked by one creature. Reflective Disguise: Viewers see you as their own species and gender. Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks. Wall of Gloom: Shadow barrier obscures vision. Trans Alter Self: Assume form of a similar creature. Darkvision: See 60 ft. in total darkness. Fox’s Cunning: Subject gains +4 Int for 1 min./level. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Pyrotechnics: Turns fire into blinding light or choking smoke. Rope Trick: As many as eight creatures hide in extradimensional space. Spider Climb: Grants ability to walk on walls and ceilings. Whispering Wind: Sends a short message 1 mile/level. Earthbind: Subject creature can’t fly. Fins to Feet: Transforms tails and fins into legs and feet. Fly, Swift: Gain fly speed of 60 ft. for 1 round. Slide, Greater: Move subject 20 feet. Surefooted Stride: You can move over rubble as easily as you can over open ground. Swim: Subject gains swim speed, +8 bonus on Swim checks. Wings of Air: Subject’s flight maneuverability improves by one step. 3RD-LEVEL SORCERER/WIZARD SPELLS Abjur Dispel Magic: Cancels magical spells and effects. Nondetection M: Hides subject from divination, scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Anticipate TeleportationF: Predict and delay the arrival of creatures teleporting into range by 1 round. Antidragon AuraM: Allies gain bonus to AC and saves against dragons. Sign of SealingM: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened. Conj Sepia Snake Sigil M: Creates text symbol that immobilizes reader. Sleet Storm: Hampers vision and movement. Stinking Cloud: Nauseating vapors, 1 round/level. Servant Horde: Create 2d6 unseen servants +1/level (max +15). Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures. Div Arcane Sight: Magical auras become visible to you. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Tongues: Speak any language. Analyze Portal: Find a nearby portal and discover its properties. Circle Dance: Indicates direction to known individual. Ench Deep Slumber: Puts 10 HD of creatures to sleep. Hold Person: Paralyzes one humanoid for 1 round/level. Suggestion: Compels subject to follow stated course of action. Suppress Breath Weapon: Subject can’t use its breath weapon. Miser’s Envy: Subject jealously covets nearby object. Evoc Daylight: 60-ft. radius of bright light. Wind Wall: Deflects arrows, smaller creatures, and gases. Blacklight: Create an area of total darkness. Sonorous Hum: Removes need to concentrate to maintain next spell cast. Wall of Light: Creates wall of light, can dazzle creatures. Illus Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects. Cone of Dimness: Subjects believe they are engulfed in magical darkness. Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval. Suspended SilenceM: Object becomes programmed to create an area of silence at your command. Necro Gentle Repose: Preserves one corpse. Trans Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Secret Page: Changes one page to hide its real content. Shrink Item: Object shrinks to one-sixteenth size. Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. Water Breathing: Subjects can breathe underwater. Air Breathing: Subjects can breathe air freely. Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. Deeper Darkvision: Subject can see 90 ft. in magical darkness. False Gravity: Travel on a solid surface as if that surface had its own gravity. Tremorsense: Grants tremorsense to a range of 30 feet. 4TH-LEVEL SORCERER/WIZARD SPELLS Abjur Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Remove Curse: Frees object or person from curse. Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check. Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it. Wall of Chaos/Evil/Good/LawM: Wall blocks creatures of opposite alignment. Conj Dimension Door: Teleports you short distance. Minor Creation: Creates one cloth or wood object. Solid Fog: Blocks vision and slows movement. Translocation Trick: You and subject switch places and appear as each other. Wall of Sand: Swirling sand blocks ranged attacks, slows movement through. Div Arcane Eye: Invisible floating eye moves 30 ft./round. Detect Scrying: Alerts you of magical eavesdropping. Locate Creature: Indicates direction to familiar creature. Scrying F: Spies on subject from a distance. Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. Treasure Scent: You detect valuable metals and gems. Ench Charm Monster: Makes monster believe it is your ally. Geas, Lesser: Commands subject of 7 HD or less. Evoc Resilient Sphere: Force globe protects but traps one subject. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. Floating Disk, Greater: As floating disk, but you can ride it. Force Chest: 2-ft-cube chest made of force. Illus Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Rainbow Pattern: Lights fascinate 24 HD of creatures. Sensory Deprivation: All of subject’s senses are blocked. Trans Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast. Stone Shape: Sculpts stone into any shape. Blinding Breath: Your breath weapon blinds subjects. Metal Melt: Melts metal object without heat. Raise from the Deep: Creature or sunken ship made buoyant. Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits. Scramble Portal: You randomize the destination of a magic portal. 5TH-LEVEL SORCERER/WIZARD SPELLS Abjur Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Dismissal: Forces a creature to return to native plane. Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Anticold Sphere: Sphere hedges out cold creatures and protects you from cold. Contingent Energy Resistance: Energy damage triggers a resist energy spell. Duelward: +4 on Spellcraft checks, counterspell as an immediate action. Ironguard, Lesser: Subject becomes immune to nonmagical metal. Planar Tolerance: Provides long-term protection against overtly damaging planar traits. Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area. Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast. Wall of Dispel Magic: Creatures passing through a transparent wall becomes subjects of targeted dispel magic. Zone of Respite: Prevents teleportation and similar effects from functioning in the area. Conj Major Creation: As minor creation, plus stone and metal. Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will. Teleport: Instantly transports you as far as 100 miles/level. Wall of Stone: Creates a stone wall that can be shaped. Dimension Door, Greater: Short-range, multipleuse dimension door. Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings. Phantasmal Thief: Creates an unseen force that steals from others. Div Contact Other Plane: Lets you ask question of extraplanar entity. Prying Eyes: 1d4 +1/level floating eyes scout for you. Telepathic Bond: Link lets allies communicate. Ench Dominate Person: Controls humanoid telepathically. Feeblemind: Subject’s Int and Cha drop to 1. Hold Monster: As hold person, but any creature. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. Evoc Interposing Hand: Hand provides cover against one opponent. Sending: Delivers short message anywhere, instantly. Wall of Force:Wall is immune to damage. Illus Dream: Sends message to anyone sleeping. False Vision M: Fools scrying with an illusion. Mirage Arcana: As hallucinatory terrain, plus structures. Persistent Image: As major image, but no concentration required. Seeming: Changes appearance of one person per two levels. Illusory Feast: Subjects become dazed by illusory food. Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist. Shadow Hand: Medium hand blocks opponents or carries items. Shadowfade: Opens a portal to the Plane of Shadow. Necro Magic Jar F: Enables possession of another creature. Wrack: Renders creature helpless with pain. Trans Fabricate: Transforms raw materials into finished items. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Passwall: Creates passage through wood or stone wall. Telekinesis: Moves object, attacks creature, or hurls object or creature. Dragonsight: Gain low-light vision, darkvision, and blindsense. Nightstalker’s TransformationM: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves, +3d6 sneak attack, and evasion. Reduce Person, Greater: Subject remains reduced for 10 minutes/level. Spell Matrix, LesserF: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell. Xorn Movement: Touched creature swims through earth like a xorn. |
| Rakmakallan03-03-07, 07:42 PM | Not bad. As far as I'm concerned I have two suggestions: 1) Make that spell list shorter by choosing spells that specifically aid your purpose(stealing valuables). The assassin is a nice such example. 2) From what I read, spellcasting is secondary to te prc, so remove those CL abilities and add eg Hide in plain sight( just saying). |
| enygmatic_me03-03-07, 07:50 PM | I like the idea, that said though it needs work. First, for a PrC that gains spells there is absolutely no arcane requirements. I would suggest that you require, at least, 5 ranks in Knowledge (Arcanca). The requirements of the class are extremely simple. Any rogue (or spellthief), even those not initially building toward this PrC, will have most of the requirements. For the abilities this PrC grants, in my opinion, this is too easy an entrance. Into the Darkness and Helping Hands says that you can expend any prepared spell to activiate. Does that include prepared spells gained from other classes? Can a prepared Divine spell be used? I am uncertain why this class even gets spells to be honest. Most of the abilities you have given do lend themselves to the idea of someone who has taken the art of theft to a quasi-magical level, but the spells just feel a little tacked on. |
| ReganokKnight03-04-07, 12:49 AM | in response to Rakmakallan The spell list is suggested. it is upto the DM to decide which spells fit the Master Thief's style. I tried to pick them out based on if they a) help steal stuff b) help you get away c) keep something busy while you steal stuff (sleep and such) d) hide or store the stuff you've stolen e) sneak in to places/get out of places (so teleport/DimDoor are up to the DM) The improved spells was supposed to make the Master Thief better at the spells that help him in his everyday job. But i agree that is doesn't really fit, so ill take out the caster level increase. Any thoughts on the otherhalf of the abilty though? and what do you mean by add eg HIPS? now in response to enygmatic_me I took the idea for this Prc from Hordestealer from the Draconomicon, they gain limited spell cast up to level 4. The Hordestealer has no knowledge(arcana) req (that i canremember) though you do have to know draconic. I wanted a thief who uses spells to augment his thiefing. I will raise the reqs though because it is more of a specialized Prc it just happens that its what a rogue does normally... And the spells to be expended most be ones gained from this prestige. the thought of using spells from other classes had not occured to me so i didn't add that in. Its not that the Master Thief is s good that its magic has that he uses magic to help him rather than casting spells. Hope this helps explain some things... |
| Rakmakallan03-04-07, 08:24 AM | With HIPS I meant that it is a far better ability for the master thief than Improved Spellcasting. My point is you don't have to add a whole bunch of spells(let alone improving them) to accomplish a nice stealing prc. Mundane abilities can be equally effective. Moreover, as enygmatic_me mentioned you can enter the prc in no time as a rogue(dunno about the spellthief) so the master thief's abilities can be used to strengthen the rogue's role. On the other hand, whatever the spell list is, consider making the Master Thief look like Arcane Trickster(for example think about the possibility a ranged stealing ability). |