Magic Thief (looking for better name)


Homebrew and House Rules


This guy steals from wizards...

Because that's so smart!

Comments, Concerns, Ideas, and Cookies all accepted.

Scarab Sages

When this concept first showed up in the 2nd Edition AL-QADIM Sha-ir's Handbook (to any and all that face an opportunity to buy a copy of that, I highly recommend it, even if you never played 2nd Edition or AL-QADIM - that's how rich a sourcebook it is), its name was Jackal.

A bit setting-specific, but sound good otherwise? Depending on the setting, it might instead be "Magpie," "Jackdaw," "Racoon," "Eagle," "Earwig," "Mosquito," "Mistletoe," or "Lamprey."


Nice ideas ihiyc, definitely should consider the trickster animal types in developing a name.

Liberty's Edge

Kleptomage

Klepthaumaturge


DnD 3.5 had a class with this concept, called the Spellthief. In the french translation, it was named the Kleptomage (which is a good wordplay, since in french, a kleptomaniac is in fact called "kleptomane").

As for the rules, they look nices. The archetype doesn't seems strongly unbalanced (un either way).
My only issues are :
- what about absorbing cantrips ? possible or not ? (it's pretty sure than not, but since nothing is said about it, some people may try to go the 1/2 level way)
- what happen if someone try to store behond my magical capacity ? For example, a 6th-level Magic Thief is at a capacity of 7/9. When a Fireball is cast at him, he dispels it and try to absorb it. If he were to absorb, his capacity would go to 10/9, which is impossible. So what happens ? does he fills up his capacity, and the overflow energy is lost ? Or can't he absorb the spell ? Can he even try to dispel the spell ?


arcane vampire


Kleptothage might be what I go with. Thank you everyone for help with that.

Aralicia
- On absorbing cantrips: My gut would say, allow it as a full level but with unlimited uses that cannot be used for anything else.
- I meant to put a free action purge option where the kleptothage could drop a spell to free up spell levels if they want to. Which would allow them to drop cantrips instead of having to use them up.

A sidenote:
At the end of the day if the kleptothage has a spell in his spell knowledge list and the spell energy left he could make a scroll or potion or other magical item provided he has the feats for it. This could be a way for a party to speed up item construction during down time. The mage casts the spell, the kleptothage stores it then uses it to craft an item while the mage also crafts whatever they were going to craft.

It requires resource expenditure so I'm not worried about it from a balance side.

I also made a few additional updates:

Added a few advanced rogue talents. Clarified some interaction between sneak attack rogue talents. Mainly I did not want to remove the ability to take dispelling attack. The wording needs cleaned up some I think.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

It looks like your find replace has turned the name into Kelptothage instead of Kleptothage. :)

Big fan of your Arcane Trickster guide. I'll definitely be reading this through.


Kelp is healthy! But thanks for pointing that out got it fixed.


I see a problem with granting a 1/2 level bonus to Spellcraft checks, and the ability to counter spells at often as he wishes with a DC that will become laughable as the character gains additonal skill ranks and class levels. An actual spellcaster is extremely limited in which spell can be countered - it requires preparing the right spell from a rather small lister. Later on, it requires a specific 3rd level spell. And spells are a limited resource. Your spell thief can do it at will. I understand this ability replaces sneak attack, but it still has a lot of potential. The DC needs to be reconsidered, and I suggest implementing some kind of limit on how many times the character can attempt to counter a spell.

The skill bonuses make sense thematically, but a rogue has loads of skill points and will probably max these two skills out. I personally feel that a wand should have a DC that increases depending on spell level or caster level, but that's not how the rules work. +1/2 level has become a common mechanic, but these ones are kind of too useful.

I also wanted to suggest that you have an ability that allows the character to store spells from scrolls. And possibly wands and potions. The caster level should probably that of the item, and not to exceed the character's level, unless investment is made is special feats or talents.


Ciaran Barnes - I think you have identifying a spell and countering a spell confused.

The DC to identify a spell does become laughable (DC 15+ spell level), however this gives the kleptothage no advantage in countering a spell.

Countering a spell (in the manner the kleptothage does it) requires a caster level check with a DC of 11 + the spell's caster level.

I have done nothing to alter these mechanics.
(links for reference Counterspelling and Dispel Magic

As to unlimited use of counter spelling:

In practice the best a kleptothage can hope for will be facing a caster of equal level. If that's the case then his caster level will equal the caster level of the opposing caster meaning he needs an 11 on the dice to counter (a literal 50/50 chance).

If the caster he is facing is higher level than the kleptothage his chances of succeeding drops by 5% per level difference.

Honestly countering spells is a losing proposition in general, and it's still not ideal for this guy, he spends his action and takes a gamble that he can keep his team even. If he doesn't succeed he's contributed nothing this round of combat; no damage, no spells defeated, no buffing, nothing. If he succeeds he stops one spell this round, significantly less than if say a wizard had used a save or suck spell, or a fighter had just killed the caster in question through hp damage.

As to the item suggestion:

Since spell completion is the same as casting the spell the kleptothage can already store spells cast from scrolls.

There is an ongoing thread about countering spell trigger items so adding some explicit permissions for those would be a good idea while it's getting resolved.


I see where I made the mistake, but unlimited attempts is still too much IMO. A spell caster looses the spell slot even if the counter fails. Since he has no sneak attack and no other special weapon options, his best option might be to have s 50/50 chance of stopping an enemy spell. Countering is difficult, but it can change a battle if it works.

In most cases I try to avoid redundant wording. Stating that something is allowed when the normal rules already allow it can lead the reader to believe that it is a special allowance, but in this case stating that spell trigger items are allowed would be good as long as you word it right.


Well the idea is the countering is a strong and staple component for this guy.

He literally steals the magic then later own uses it for his own. While he can store friendly magic the intent is to make countering a good option for him.

And since he is likely looking at an at best 50/50 I don't mind at will. Otherwise players won't use it since it's limited and most their enemies are already higher level than them.


Most or some. it would depend on the GM or the campaign. Perhaps some kind of aura that increases an enemy's concentration DCs?

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