Spellthief as Rogue Archetype


Homebrew and House Rules


First of all, sorry for my english, it’s not my native language.

Lets be honest, spellthief as separate base class sucks if none of some of spellcasters or magic users is sneaking around. So when I was take opportunity play this class in pathfinder game I start making class conversation. But when I dramatically increase power of the class to stay against mages, it still sucks against anyone else and I cant did anything to fix this without making it more roguish. And then I maked spellthief as rogue archetype, rewriting Steal Spell ability as more tactical option.

Spellthief
Spellthieves use their skills and talents to drain the abilities of spellcaters and turn their foes' own powers against them. Spellthieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Spellthieves can fill any number of diverse roles in an adventuring group, depending on the skills and abilities of the other members of the party, but most times function as a group's expert on arcane magic.

Skills
Spellthief lose Appraise and Knowledge (dungeoneering), but gain Spellcraft and Knowledge (arcana) as class skills.

Steal Spell (Su)
A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing some number of dices of sneak attack damage and instead steal a spell or the potential to cast a specific known spell, from his target, with a spell level equal number of sacrificed dices of sneak attack (threat zero level spells as 1st level spells for this ability). If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one spell from memory if she prepares spells ahead of time, or one spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 round. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect and spellthief deal sneak attack damage normally. A spellthief can choose which spell to steal by making Spellcraft check against DC 15 + target’s spellcaster level; if check successful DM reveals all target prepareted or known spells, if check fails ability has no effect and spellthief deal sneak attack damage normally.
For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile after making successful Spellcraft check against DC 16. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile for 1 round. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).
After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, and any focus) required for the stolen spell. A spellthief must cast a stolen spell within 1 round per two class levels (minimum 1 round) of stealing it; otherwise, the extra spell energy fades harmlessly away.
At any one time, a spellthief can possess only one stolen spell. A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
This ability works only against spells including diven spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability talent, below).
This ability replaces trapfinding.

Spellgrace (Su)
At 3rd level, a spellthief gains a +1 competence bonus on his saves against spells. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Rogue Talents
The following rogue talents complement the spellthief archetype: absorb spell , minor magic, magor magic, and steal spell-like ability.
Absorb Spell (Su): Once per day, if a rogue makes a successful save against a spell or spell-like ability that targets him, he can absorb the spell energy for later use. A rogue suffers no effect from the spell and can cast the spell later within 1 round per two class levels (minimum 1 round). A rogue must have steal spell-like ability rogue talent before choosing this talent.
Steal Spell-like Ability (Su): A rogue can steal spell-like abilities with his steal spell class feature, however he can’t steal spell-like abilities which duplicates spells with costly material components or any focus. A rogue must have steal spell class feature before choosing this talent.

Advanced Talents
The following advanced rogue talents complement the spellthief archetype: destroy spell resistance, dispelling attack, and slippery mind.
Destroy Spell Resistance*(Su): When the rogue deals sneak attack damage against an opponent with some kind of spell resistance, that opponent lowers his spell resistance by 2 for each die of the rogue's sneak attack (e.g., 4d6 equals 8 points of lose spell resistance) for 1 round.

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