Prestige Spellthief (PrC) (P.E.A.C.H) [Archive] - Wizards Community

Post/Author/DateTimePost
Khatoblepas

04-11-07, 08:11 PM
Someone said that the Spellthief would be better as a prestige class. Would it?

Spell Thief

Hit Die: d6


Requirements
Spells or Spell-like abilities: Arcane Caster Level 5th
Feats: Siphon Spell Energy, Eschew Materials
Skills: Spellcraft 9 ranks, Knowledge (Arcana) 6 ranks,
Special: Must have stolen a valuable arcane or divine text from a society of spellcasters.


Class Skills
The Spell Thief’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)

Skill Points at Each Level: 6 + Int modifier.

Level BAB Fort Ref Will Special Spells
1st +0 +0 +2 +2 Steal Spell Effect, Spellgrace +1 -
2nd +1 +0 +3 +3 Steal Spell (1st), Sneak Attack +1d6 +1 existing spellcasting class
3rd +2 +1 +3 +3 Steal Spell (2nd), Spellgrace +2 -
4th +3 +1 +4 +4 Steal Spell (3rd), Absorb Spell +1 existing spellcasting class
5th +3 +1 +4 +4 Steal Spell (4th), Sneak Attack +2d6 -
6th +4 +2 +5 +5 Steal Spell (5th), Spellgrace +3 +1 existing spellcasting class
7th +5 +2 +5 +5 Steal Spell (6th), Discover Spells -
8th +6 +2 +6 +6 Steal Spell (7th), Sneak Attack +3d6 +1 existing spellcasting class
9th +6 +3 +6 +6 Steal Spell (8th), Spellgrace +4 -
10th +7 +3 +7 +7 Steal Spell (9th) +1 existing spellcasting class


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Class Features
All the following are Class Features of the Spell Thief prestige class.

Weapon and Armor Proficiency: Spell Thieves are proficient in all simple weapons, and light armor only. They are not proficient with shields.

Steal Spell Effect (Su): Spellthieves can siphon an active spell effect from another creature. By forgoing 1d6 points of sneak attack damage, a spellthief can instead gain the benefit of a spell effect currently affecting the target. A willing target can have the spell effect stolen as a standard action. A spell thief can only steal spell effects that could be cast on him by the original caster (that is, he has to be a valid target of the spell - he cannot steal spell effects that don't affect his type, or have a range of personal) and the effect lasts for 1 minute per spellthief level, or the duration of the spell, whichever is shorter. As long as the ability is stolen, the original target of the spell effect gains no benefit from it. A Spell Thief cannot steal a spell effect that has a caster level above his character level + his charisma modifier.

Steal Spell (Su): As Spellthief entry, except he may have a total number of stolen spells equal to twice his class level.

Spellgrace: At 1st, 3rd, 6th and 9th level, a Spell Thief gains a +1 competence bonus on saving throws against spell effects. These bonuses stack.

Absorb Spell (Su): At 4th level, a Spell Thief can attempt to absorb the spell energy of a spell he has made a successful saving throw against. He must make a successful caster level check (1d20+caster level) against a DC of 10+spell level. If successful, he retains the spell energy and suffers no ill effect from the spell, and can then use the energy to cast that spell later, or use it to power a casting of one of his own spells as if he successfully stole that spell with his Steal Spell ability. His limit of total spell levels stolen still applies. A Spell Thief can only use this ability on spells that specifically target him, and not effect or area spells.

Discover Spells: At 7th level, a Spell Thief automatically knows the names of all the spells of the same level that can be cast by the target of his Steal Spell ability, but only of the level of a spell that he has stolen from the spellcaster.


Spellthief Feats:


Siphon Spell Energy [Spellthief]
With a well aimed strike, you can distract a spellcaster enough to steal their power.
Prerequisites: Sneak Attack +1d6, caster level 2nd
Benefit: You may choose to forego 1d6 points of sneak attack damage in order to steal a cantrip or orison from the target. You choose a particular spell they have prepared (or, in the case of spontaineous casters, have in their spells known), and steal that spell. This causes a 0 level spell slot to become unavailable to the target, just as if it had been cast, though in the case of prepared casters, the spell chosen to be stolen must be the same as the spell in the slot to be lost. You may cast this cantrip once as a standard action before the charge is lost. You may retain the energy for 1 hour, after which the spell dissapates.

Steal Spell-like Ability [Spellthief]
Not even innate magical abilities are safe from your gift.
Prerequisites: Steal Spell (1st), Caster level 8th
Benefit: You may use your steal spell ability to steal a target's spell-like ability. It can come from any source, and can be an equivilant level of up to a third of your character level. In order to steal the spell-like ability, the target must have at least 1 use left, and must be able to use it at the time of the theft (for example, you can't steal a summoned demon's summon ability). Once stolen, the spell energy lasts for one minute. You must cast the spell within that time (save DC, caster level and other effects based on level are as if the original user was casting it).

Steal Spell Resistance [Spellthief]
You can use your talent to steal even a creature's spell resistance.
Prerequisites: Steal Spell (7th)
Benefit: You may steal a target's spell resistance, just like stealing a spell. By forgoing 1d6 points of sneak attack damage, you can lower a target's spell resistance by 1d10 (minimum reduction equal to your charisma modifier), and use it for yourself. You gain the same amount of spell resistance as the target lost + your character level.

Steal Energy Resistance [Spellthief]
You can use your talent to steal even a creature's energy resistance.
Prerequisites: Steal Spell (5th)
Benefit: You may steal a target's energy resistance, just like stealing a spell. By forgoing 1d6 points of sneak attack damage, you can lower a target's energy resistance by your character level +10, and use it for yourself. You gain the same amount of energy resistance as the target lost.


Instant Absorbed Recasting [Spellthief] [Epic]
Prerequisites: Steal Spell (9th), Caster level 20th, Absorb Spell
Benefit: You may release the spell energy you gather from Absorb Spell as an immediate action, using it to power either the spell absorbed, or one of your own spells of the same level or lower.
Khatoblepas

04-14-07, 08:07 PM
Epic Prestige Spell Thief!
Epic Spell Thief

Level Special
10th Steal Spell (10th), Sneak Attack +4d6
11th Spellgrace +5
13th Steal Spell (11th)
14th Sneak Attack +5d6, Spellgrace +6
15th Steal Spell (12th)
16th Bonus Feat
17th Steal Spell (13th), Sneak Attack +6d6, Spellgrace +7
18th -
19th Steal Spell (14th)
20th Sneak Attack +7d6, Spellgrace +8


Steal Spell (Su): As Spellthief entry, except he may have a total number of stolen spells equal to twice his class level.

Spellgrace: At 12th, 14th, 17th and 20th level, a Spell Thief gains a +1 competence bonus on saving throws against spell effects. These bonuses stack.


Epic Spellthief Feats:


Steal Metamagic [Spellthief] [Epic]
Prerequisites: Steal Spell (10th), Caster level 19th, Absorb Spell, Steal Spell-like Ability, Steal Energy Resistance, Steal Spell Resistance
Benefit: You may steal Metamagic feats from targets with your Steal Spell ability. On a successful sneak attack, you may forgo your sneak attack damage to steal a single use of a metamagic feat from a target. You can apply it to any of your spells, or any spells you consequently steal. If you apply it to your own spell, it raises the level of the slot required normally, but if you apply it to your next stolen spell, you instead steal a spell slot of the spell's level + the metamagic adjustment. If the target does not possess any slots of that level, the spell simply fails. You can keep hold of a metamagic feat use for 1 minute, and during that time the original owner of the feat cannot use it.


Steal Epic Spell [Spellthief] [Epic]
Prerequisites: Steal Spell (10th), Caster level 20th, Absorb Spell, Steal Spell-like Ability, Steal Energy Resistance, Steal Spell Resistance.
Benefit: You may steal epic spells with your Steal Spell ability. To steal an Epic Spell, use your Steal Spell ability and make a Sleight of Hand check equal to the Spellcraft DC of the Epic Spell. If successful, you must use the spell within one round, otherwise the energy dissapates into your body, dealing damage equal to half the Spellcraft DC. The spell effect lasts for 1 hour or the normal rate, whichever is shorter.
Special: If you successfully steal an Epic Spell, you immediately discover the names and Epic Seeds of the other Epic Spells of the target.


Steal Damage Reduction [Spellthief] [Epic]
Prerequisites: Steal Spell (10th), Caster level 19th, Absorb Spell, Steal Spell-like Ability, Steal Energy Resistance, Steal Spell Resistance
Benefit: You may steal the magic-based damage reduction of creatures with your Steal Spell ability. To steal the damage reduction of an enemy, use your Steal Spell ability. If successful, you lower the damage reduction of the target by your spellthief level and gain it yourself. The damage reduction lasts for 1 minute, after which the victim of the attack gains it back. The following types can be stolen: DR/magic, epic, cold iron, good, evil, law, chaos, silver


Steal Spell Immunity [Spellthief] [Epic]
Prerequisites: Steal Spell (15th), Caster level 20th, Absorb Spell, Steal Spell-like Ability, Steal Energy Resistance, Steal Spell Resistance, Steal Epic Spell, Steal Damage Reduction
Benefit: You can use your Steal Spell Resistance ability to steal total immunity to spells that require spell resistance from creatures who possess it. You reduce the target's spell resistance to 5+spell level, and you gain Spell Immunity of the target's type for 10 rounds.
Special: Targets eligible for Steal Spell Immunity are usually immune to sneak attack. This ability will only function if you can overcome that.
Omnirahk, half-Rahkshi

05-05-07, 10:27 AM
It looks pretty good. I'm a little sorry to see Instant Absorbed Recasting an Epic feat. A regular spellthief gets it at level 20. I'm also a little uncertain of Spellgrace progression. Checking the CAdv excerpts, a base class spellthief only gets up to +3. The PrC gets up to +4. On the other hand, it looks like all abilities now cost only 1 die of sneak attack damage. I guess that balances out needing feats for full spellthief abilities. I also wonder if the prereqs aren't a little harsh. Arcane caster level 6? You'd need at least 6 levels of casting class plus one level of rogue to qualify. So level 8 would be the earliest you can enter, and you can still only steal cantrips. It just seems like the early levels could leave you subpar. But I guess you'll catch up. And I suppose taking levels in Arcane Trickster asap will help with strength before qualifying.

Might I suggest for one (epic) feat, the ability to apply steal spell effect to personal spells?

EDIT: I just wanted to mention that I'm also working on a PrC version (you know this, but for the benefit of other readers . . .). Anyway, I love the RP requirement. I added one as well. I do see here that we've got slightly different perspectives. The prereqs for my version focused on this class as a rogue with some arcane talent. Your prereqs seem to be just opposite. A rogue mage. (Raz!)
Khatoblepas

05-05-07, 02:24 PM
Fixed it so that you can enter earlier, as the ability really isn't that bad.

You can also get in as a Warlock/Rogue ; )
Omnirahk, half-Rahkshi

05-11-07, 09:45 AM
Entry as a warlock - yay! It looks fairly balanced. My only concern is how long it takes to steal spells of an appropriate level. You're pretty far behind the base class version, and although you catch up rapidly, I'm still worried that you might lag behind for the first couple of levels. It's something I'd just really like to see playtested. Do you have any opportunities? My own game is infrequent, slow to level, and far from the starting levels. The players insist on always starting level 1. Not such a bad thing, considering how we're all fairly new. I really wish I could offer to playtest it for you.
Khatoblepas

05-11-07, 11:01 AM
I don't play D&D often, and even then I'm the DM. =(

Anyway, I think that the spell progression is a little slow. You get 9th level stolen spells, but can only cast as a 10th level caster at level 15, max. Even worse than a Mystic Theurge, and they have really bad sneak attack =(