Spellthief


Spellthieves use an unusual, intuitive understanding of magic to disrupt it, drain it, and twist it.

Abilities: Either Charisma or Intelligence can be used for most arcane abilities. Dexterity is important for most other abilities. They use the 3/4 table for base attack bonus, the high table for Will saves, and the low table for Fort and Ref saves.

Alignment: Any

Hit Die: d6

Skill Points: 6 + Int modifier

Starting Gold: 4d4 x 10gp

Weapon & Armor Proficiency: Spellthieves are proficient with simple weapons and light armor, but not shields. They may also choose to be proficient with one additional weapon from this list: bolas, hand crossbow, rapier, sap, shuriken, whip. If a Spellthief chooses to wear armor, he suffers from arcane spell failure as normal if he casts a spell.

LevelBABFortRefWillSpecial
1+0+0+0+2Sneak Attack(+1d6), Trapfinding, Point Pool, Counterspell, bonus feat
2+1+0+0+3bonus feat, Detect Magic
3+2+1+1+3Steal Spell Energy
4+3+1+1+4Sneak Attack(+2d6)
5+3+1+1+4bonus feat, Spellcaster/Mageslayer
6+4+2+2+5-
7+5+2+2+5-
8+6/+1+2+2+6bonus feat, Sneak Attack(+3d6)
9+6/+1+3+3+6-
10+7/+2+3+3+7-
11+8/+3+3+3+7bonus feat
12+9/+4+4+4+8Sneak Attack(+4d6)
13+9/+4+4+4+8-
14+10/+5+4+4+9bonus feat
15+11/+6/+1+5+5+9-
16+12/+7/+2+5+5+10Sneak Attack(+5d6)
17+12/+7/+2+5+5+10bonus feat
18+13/+8/+3+6+6+11-
19+14/+9/+4+6+6+11-
20+15/+10/+5+6+6+12bonus feat, Sneak Attack(+6d6)

Sneak Attack: A Spellthief deals 1d6 extra sneak attack damage any time he is flanking an opponent, or that opponent is denied its Dex bonus to AC for any reason. Ranged attacks are only affected if the target is within 30 feet. The damage bonus increases by 1 die every four levels (2d6 at 4th, 3d6 at 8th, etc.).

Trapfinding: As the rogue ability.

Point pool: Spellthieves have an innate Spell Point pool that can be used to power any spell they can cast or ability they can use. They gain a number of Spell Points equal to their Cha or Int modifier (whichever is higher) at 1st level. Starting at 2nd level, they gain 1 Spell Point per level. This means that the point pool is (Cha or Int modifier) + (level-1).

Counterspell: A Spellthief can spend 1 Spell Point to attempt a counterspell. To counter a spell, he must use a standard action to ready a counterspell, but does not need to specify who must cast a spell to trigger the counterspell. A counterspell itself is also a standard action. If a spell is cast within Close range of the Spellthief, he may force that caster to make an opposed level check. If the Spellthief wins, the spell fails. If the caster wins, the spell is cast normally. This is a spell-like ability. The Spell Point is only spent if an actual counterspell is attempted.

Bonus feats: A Spellthief gains a bonus feat at 1st level, which must be chosen from the following list:
Armored Arcana
Dodge
Familiar
Illusionist
Improved Initiative
Improved Spell Defense
Metamagic Whiz
Point Blank Shot
Precise Shot
Prestidigitation
Quick Draw
Rapid Reload
Skill Concentration
Skill Focus
Spell Defense Umbrella
Tactile Trapsmith
Weapon Finesse
- At 2nd level and every three levels thereafter (2nd, 5th, 8th, etc.), a Spellthief gains an additional bonus feat, which may either be chosen from the above list or traded for a Spellthief Special Ability. The Spellthief must meet any prerequisites of the above feats in order to take them.

Detect Magic: Starting at 2nd level, a Spellthief can invoke the ability to see magical auras within 60 feet for 1 minute per class level. He must be able to see the creature or object to detect its magical nature. He can gain no additional information by studying the object or creature, he simply knows it is magical. Invoking this ability is a standard action that can be used a number of times per day equal to his Int or Cha modifier (whichever is higher) + 3. This is a spell-like ability.

Steal Spell Energy: Starting at 3rd level, a Spellthief can leech away magical energies from his target and use it for his own purposes. When he makes a successful sneak attack, he can choose to forego 1d6 points of sneak attack damage to instead steal away one Spell Point from his target. If a target is willing, he can take 1 Spell Point as a standard action with a touch. He can use these Spell Points directly as if they were his own. At any given time, a Spellthief may have up to his level in stolen Spell Points. Stolen Spell Points last 1 hour per class level. This is a supernatural ability.

Spellcaster/Mageslayer: At 5th level, a Spellthief may choose to gain either the Spellcaster class ability or the Mageslayer ability.
If he chooses the Spellcaster ability, he gains the following:
- Caster level is equal to level –4.
- Spellcaster modifier: Cha or Int modifier (whichever is higher) + ½ caster level (round down).
- One seed, chosen from this list: Air, Insight, Planar.
- He may apply factors no more than 1 time per caster level.
If he chooses the Mageslayer ability, he may not ever multiclass into a class that grants the Spellcaster class ability, and he gains the following:
- An unnamed bonus to all saving throws made against spells equal to his Spellthief level divided by 4 (round down).
- Any enemy creature attempting to cast defensively in his threat zone automatically fails their Concentration check to do so. Once this has happened once, the creature is aware of problem and can react accordingly. This is an extraordinary ability.
- He can spend one or more spell points as a free action to empower all his attacks for one round against a creature with the Spellcaster ability. For each spell point he spends, he may add his Int or Cha modifier to either his attack roll or his damage roll. No more than half his normal maximum of spell points may be used per round. If the creature targeted by the attack(s) does not have the Spellcaster ability, the spell points are wasted and no benefit is gained. Ranged attacks are only affected if the target is within 30 feet. This ability can be used to empower weapons, natural weapons, touch attacks, opposed grapple checks, trip attempts, and sunder attempts.

Spellthief Special Abilities
Absorb Spell
You can choose to attempt to absorb the Spell Points of any spell cast with you as the target. Any spell that targets an area is ineligible for this ability. Resolve this as with a counterspell, but there is no Spell Point cost to activate this ability. If you win the opposed level check, you absorb whatever Spell Points were used to power the spell, and the spell fails. If the caster wins, the spell is cast normally. Using this spell-like ability counts as taking an Attack of Opportunity for the round, though a caster may not cast defensively to avoid it, and may be any distance away, so long as he is within your line of sight.
Arcane Eye
You can determine the type of aura a creature or object has when using your Detect Magic ability. You must spend a move-equivalent action examining an individual object or creature to learn this information. For an object, you can determine which seed(s) it uses, or the seed(s) that created the effect(s) of any active spells upon it. For a creature, you can determine if the nature of its aura is that of a spellcaster, a creature with active spells upon it, or an innately magical creature. Some creatures may fall into more than one category, and you learn this. If one or more spells are active upon it, you also learn which seed(s) generated the effect(s).
Block Seed
On a successful sneak attack, you can choose to forgo 1d6 points of sneak attack damage to block a spellcaster’s ability to use a specific seed for 1 round per class level. For each Spell Point you spend when using this ability, you can increase the duration of the block by 1 round per level. You can choose which seed to block. The caster is aware that his ability to use that seed has been blocked. This is a supernatural ability.
Empowered Fingers
You can spend one Spell Point to add your Cha or Int modifier (whichever is higher) to Disable Device and Open Lock for 1 minute. This is a supernatural ability that is activated as a standard action.
Empowered Sight
You can spend one Spell Point to add your Cha or Int modifier (whichever is higher) to Search and Spot for 1 minute. This is a supernatural ability that is activated as a standard action.
Empowered Stealth
You can spend one Spell Point to add your Cha or Int modifier (whichever is higher) to Move Silently and Hide for 1 minute. This is a supernatural ability that is activated as a standard action.
Evasion
As the Monk ability.
Fighting Counterspell
Readying a counterspell becomes a move-equivalent action, as does the act of performing the counterspell. Readying any other type of action is still a standard action.
Greater Reflective Counterspell
Prerequisite: Reflective Counterspell
When you use the Reflective Counterspell ability, a failed level check causes the spell to affect both the caster and target equally.
Impromptu Counterspell
Prerequisite: Fighting Counterspell
You no longer need to ready a counterspell. You can perform a counterspell as an immediate action.
Pernicious Absorb Spell
Prerequisite: Absorb Spell
When you use the Absorb Spell ability, a failed level check forces the caster to make a Concentration check with a DC the same as their normal spell save DC or lose the spell. You do not gain the Spell points. If the caster succeeds at this check, the spell is cast normally.
Powered Aim
Prerequisite: Point Blank Shot
For each spell point you spend, you can increase the distance that the bonuses from Point Blank Shot apply by 10 feet for 1 round per class level. This ability also allows sneak attack damage to be applied in the increased range, so long as the conditions for sneak attack are otherwise met. This is a supernatural ability that is activated as a move-equivalent action.
Powered Counterspell
For each extra Spell Point you spend when you make a counterspell attempt, add +2 to your opposed level check.
Reflective Counterspell
You can choose to make your counterspell reflect a spell back at the caster. If you win the opposed level check, the spell affects the caster and not the target. If the caster wins, the spell is cast normally.
Spell Defense
As the Mage ability.
Steal Spell Effect
Prerequisite: Steal Spell Energy ability
On a successful sneak attack, you can choose to forgo 1d6 points of sneak attack damage to steal an active spell effect. If the target is willing, you can siphon a spell effect with a touch as a standard action. You may choose what effect to steal or determine it randomly. You cannot steal any effect with a Spellcaster DC greater than 10 + Spellthief class level + Cha or Int modifier (whichever is higher). If the only effect available has too high a DC, this ability fails without effect. Once stolen, the effect immediately becomes active upon you and remains so until the duration expires. The time active on the original target counts against the duration. This is a supernatural ability.
Steal Spell-like Ability
Prerequisite: Steal Spell Energy ability
On a successful sneak attack, you can choose to forgo 1d6 points of sneak attack damage to steal one of a creature’s spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action. You may select the ability to be stolen, but if you do not or if the creature does not have that ability, the one stolen is chosen randomly. You gain one use of the ability, which functions as if the original possessor used it. The ability must be used within 1 minute or it is lost. Until either the ability is used or the minute passes, the original possessor is not able to use the ability again. This is a supernatural ability.
Transfer Energy
As a standard action, you can transfer up to one Spell Point per Spellthief level, one spell effect, or one spell-like ability to another creature by touching them. The target creature may make a Will save if they wish to resist the transfer, with the DC equal to 10 + Cha or Int modifier (whichever is higher) + 1/2 class level (round up). Spell resistance may also be applied. The target may use a transferred Spell Point as if it were his own, but it only lasts 1 hour. Transferred spell-like abilities and spell effects use the rules presented in the Steal Spell-like Ability and Steal Spell Effect abilities. This is a supernatural ability.




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