It looks like you're removing the cost of a +1 weapon from the dagger of doubling which leaves you with 8,000 as the price of doubling, even though mathematically it should be somewhat less because price wise it falls between a +2 & +3 weapon so to truely accurately price the ability we would need to calculate it as a ratio. for the sake of simplicity and because I believe that it will come out to be less i'm happy to price the ability as a +2 enhancement. If I follow your lead for the other abilities then it should be calculated as a +6 weapon not really a +5 with an extra 2k thrown on top.
Sonic: not sure where you get your precedent of a d4 from, can you site source? I can site Magic of Faerun, and Arms and Equipment Guide pricing sonic as a +1 enhancement at 1d6.
Dirge: If I compare this ability to mace of Terror, it should be adjusted to a 30' radius when drawn with a DC 12 to 16 static will save (rather than scaling like before and requiring Blade dance to trigger). This keeps it closer in line with an existing item property. Now mace of terror is priced at 38,552 less the cost of a +2 heavy mace $8,312 That leaves us with a cost of 30,240 that's roughly the cost of a +4 property that causes panicked. 2 steps above shaken. I think i'd be comfortable reducing that down to either a +2 or +1 cost. wwhich would put the final weapon in the neighborhood of a +7 or +8 weapon in total.
Either 98,335 or 128,335 which do you think would be better, I think I lean toward +7 with a fear DC of 16 since in addition to being a normal fear effect it would also be sonic so any creatures who are immune to sonic effect ignore that property.
Dirge would last until they leave the radius or the dance ends (it lasts one minute per the class ability) so Probably I should cost it at +2. what method are you using to calculate those costs, can you break it down? Also keep in mind that the base doubling weapon already includes +1 at that 5k price so if you subtract that out its more like 3k for the raw ability.
So I have a character dual wielding bladesinger from prior editions with an insane weapon i'm trying to convert to pathfinder.
The character uses two weapon fighting (when not casting a spell as this was not a problem back in 2nd ed) with the following weapon:
Banshee: +3 Screaming, Dirge, Twinblade Bastard sword (back in the day the Complete Book of Elves had this cool bastard sword that non elves treated as longswords).
Twinblade was a property I created myself that allowed him to create a magical copy he could wield anytime he spoke a command word. the copy would disipate into nothing anytime the weapon was dropped.
Dirge was a property that I wrote that gave the caster a fear aura anytime he used the bladesong dance. I'm thinking of converting it to this:
Dirge (SU): Whenever a Spelldancer (magus archetype advanced race guide) activates the spell dance class ability, enemies within 30' must make a will save dc 10 + 1/2 Spelldancers class level + Spell dancers Charisma mod or become shaken.
Screaming is a +1 weapon property that adds 1d6 sonic damage
These days the Dagger of Doubling is the closest living relative to what I had back then and I'm happy with it.
If I take the Dagger of doubling and make it a bastard sword, then the base weapon would cost 5,335gp for a +1 bastardsword of doubling.
The Question then becomes, what enhancement bonus do I track Dirge at (+1 or +2), and how do I cost improvements to a Special Weapon?
Is it as simple as calculating a weapon with an enhancement of x(after figuring out dirge)-the cost of a +1 weapon + the cost of the Bastard sword of doubling, or do I treat them as an item with multiple similar abilities Higher of [(Cost of Enhancement +X)-(Cost of +1 Weapon)] & [Cost of Bastard Sword of Doubling] + 75% of the lesser value?
I have a cantrip that is a simple modified version of tenser's floating disk. it produces a stationary cushion of force that will adjust to the casters body and support him comfortably in any sort of sitting position. it basically allows him to nonchalantly lounge about at a moments notice with no need for a chair. I would suggest that a mobile version of this spell would be a simple level 1 spell which would allow you to move about at normal speed and ignore terrain modifiers to movement speed. as a use activated or continuous Item it would be fairly cheap. 4k tops.
how about including a dex or int based feat that allows the user to bypass DR. give it a high ability prerequisite like 17 and throw in some other feat requirements like precise strike or combat expertise that will punish a strength build.
I very nearly killed a party of 3 with one well built NPC whose CR was equal to the parties average level. By taking advantage of Spells/SLA's, and the terrain. the only thing that saved them was a pair of bad dice rolls.
I play my NPC's 'the right way' meaning I build and equip them the way they would be equipped if they were a living breathing entity with a life of its own. And when they come into contact with the PC's they don't just fight because its a combat encounter, they fight to survive, and more importantly they fight to win. Not because I want to win, or beat the players or have them lose, but because to do anything less invalidates their struggle against evil and cheapens the campaign as a whole.
The solution to that is the total party kill. I have killed more than one party in order to impress upon them the need to play smart.
The secret is to make the events persistent. when everyone rerolls their character into a world where their previous failure had real consequences, it motivates them to play smart and stay alive to bring down the villain.
Upon Achieving 21st level, a character ascends to Epic status. Epic characters progress differently from non-epic characters; see the chart below.
Level---Slow xp-----------------Medium xp---------------Fast xp-----------------Base Attack----Fortitude------Reflex---Will-----Feats---Abilities-------Class Abilities-------------------------Mythic Tier
21------8,350,000---------------5,700,000---------------3,800,000---------- -----1---------------+0---------------+0------+0-------11th---------------- ----+1 Level of Existing Class Abilities----1st
22------14,350,000--------------9,900,000---------------6,600,000---------- -----1---------------+1---------------+1------+1--------------------------- ----+1 Level of Existing Class Abilities-----
23------26,350,000--------------18,300,000--------------12,200,000--------- -----2---------------+1---------------+1------+1-------12th---------------- ----+1 Level of Existing Class Abilities-----
24------50,350,000--------------35,100,000--------------23,400,000--------- -----2---------------+2---------------+2------+2---------------6th--------- ----+1 Level of Existing Class Abilities-----
25------98,350,000--------------68,700,000--------------45,800,000--------- -----3---------------+2---------------+2------+2-------13th---------------- ----+1 Level of Existing Class Abilities----2nd
26------194,350,000-------------135,900,000-------------90,600,000--------- -----3---------------+3---------------+3------+3--------------------------- ----+1 Level of Existing Class Abilities-----
27------386,350,000-------------270,300,000-------------180,200,000-------- -----4---------------+3---------------+3------+3-------14th---------------- ----+1 Level of Existing Class Abilities-----
28------770,350,000-------------539,100,000-------------359,400,000-------- -----4---------------+4---------------+4------+4---------------7th--------- ----+1 Level of Existing Class Abilities-----
29------1,538,350,000-----------1,076,700,000-----------717,800,000-------- -----5---------------+4---------------+4------+4-------15th---------------- ----+1 Level of Existing Class Abilities----3rd
30------3,074,350,000-----------2,151,900,000-----------1,434,600,000------ -----5---------------+5---------------+5------+5--------------------------- ----+1 Level of Existing Class Abilities-----
31------6,146,350,000-----------4,302,300,000-----------2,868,200,000------ -----6/1-------------+5---------------+5------+5-------16th---------------- ----+1 Level of Existing Class Abilities-----
32------12,290,350,000----------8,603,100,000-----------5,735,400,000------ -----6/1-------------+6---------------+6------+6---------------8th--------- ----+1 Level of Existing Class Abilities-----
33------24,578,350,000----------17,204,700,000----------11,469,800,000----- -----7/2-------------+6---------------+6------+6-------17th---------------- ----+1 Level of Existing Class Abilities----4th
34------49,154,350,000----------34,407,900,000----------22,938,600,000----- -----7/2-------------+7---------------+7------+7--------------------------- ----+1 Level of Existing Class Abilities-----
35------98,306,350,000----------68,814,300,000----------45,876,200,000----- -----8/3-------------+7---------------+7------+7-------18th---------------- ----+1 Level of Existing Class Abilities-----
36------196,610,350,000---------137,627,100,000---------91,751,400,000----- -----8/3-------------+8---------------+8------+8---------------9th--------- ----+1 Level of Existing Class Abilities-----
37------393,218,350,000---------275,252,700,000---------183,501,800,000---- -----9/4-------------+8---------------+8------+8-------19th---------------- ----+1 Level of Existing Class Abilities----5th
38------786,434,350,000---------550,503,900,000---------367,002,600,000---- -----9/4-------------+9---------------+9------+9--------------------------- ----+1 Level of Existing Class Abilities-----
39------1,572,866,350,000-------1,101,006,300,000-------734,004,200,000---- -----10/5------------+9---------------+9------+9-------20th---------------- ----+1 Level of Existing Class Abilities-----
40------3,145,730,350,000-------2,202,011,100,000-------1,468,007,400,000-- -----10/5------------+10--------------+10-----+10--------------10th-------- ----+1 Level of Existing Class Abilities-----
Base Attack:
An epic character's base attack continues to improve according to the chart above as they gain levels instead of following their normal class progression. Characters with less than 4 attacks at 20th level will continue to gain additional attacks until they reach 4 attacks per round. No matter how high an epic characters base attack becomes they will never gain more than 4 attacks per round from Base Attack.
Saving Throws:
An epic character's saving throws continue to increase according to the chart above rather than according to their class levels. Beginning at 22nd level and improving by +1 at every even level thereafter.
Feats:
An epic characters continues to gain feats normally however they will occasionally gain Mythic Feats according to their Mythic Tier..
Ability Scores:
An epic characters ability scores continue to advance normally however they will occasionally gain additional points according to their Mythic Tier.
Class Abilities:
An epic character will continue to gain class abilities according to the chart associated with his class until he achieves the maximum level for that class. Once the maximum level has been reached the epic character can either multiclass to a new class, or continue to gain epic levels in their existing class. Any class ability that progresses along a stable and predictable path will continue to do so into epic levels. For example Fighters will continue to gain Bonus feats every even level, and Bravery every 4th level. Likewise A rogue will gain +1d6 sneak attack at every odd level, and an additional rogue talent at every even level.
Spell Casting:
Epic spell casters gain new Spells Known and new Spells per Day According to their class level until they achieve the maximum spell progression for that class. Once a character acheives the maximum spell progression for his class, he may begin to add epic spell slots. The first level after attaining the maximum, an Epic caster gains one 10th level spell slot, the second level he gains a number of spell slots that add up to the highest level the character can currently cast; this can be either ten 1st level spell slots, one 10th level spell slot, or any combination in between so long as it adds up to 10 levels. On the 3rd level, after obtaining the maximum spell progression, this pattern repats by adding an 11th level spell slot and continuing in this fashion for each level there after. At any point during this process a Spontaneous caster (one who doesn't prepare spells) may sacrifice the spell slots gained at that level and instead add 2 new spells to the list of spells known. An epic Spell caster combines his caster level for all classes and prestige classes that use the same spell progression and gains +1 caster level for each epic spell caster level he gains.
Mythic Tier:
Epic characters are Mythic by their very nature, and gain Mythic Tiers according to the chart above. If your campaign already uses Mythic Tiers, Disregard this portion of the chart, your Mythic Tiers will progress as dictated by your GM.
Hit Dice & Skills:
A character gains hit points and skills as normal for the class they are advancing.
Zander Liteshadow wrote:
My thoughts:
1. I don't mind the Skill list changes, but I feel that 4+ points per level is unnecessarily high for a primary caster in an Int based class. With max Int the Spell Filcher should have plenty of skill points to burn.
Perhaps, BUT as a primary Arcanist primary MCA, you also need Charisma. When a 2 pt and 8 pt class are mashed, it usually ends up being a 4 pt or 6 pt, depending on the primary class. Thus, the 4 points, as it is also focused on skills.
Zander Liteshadow wrote:
2. Weapons: I don't really see a need for the swords and bows/xbows. As a primary caster this class will most likely be delivering sneak attacks via spell which will always be a better option than a bow or melee attack. and if the character really needs a sword or bow, they can take the appropriate feat for proficiency or be an Elf. Although its not game breaking by any means.
How does he deliver a sneak attack with a spell? The MCA has no "Sneakstrike" (deliver touch spells with sneak attacks,like our Arcane Sneak MCA), and sneak attack only works with melee, ranged, or natural weapons. That said, we can just go with Simple Weapons, as there is plenty of suitable sneak attack weapons there.
Zander Liteshadow wrote:
3. Greater Sixth Sense: I'd Like it to have the added option of spending a point to gain evasion as an immediate action any time they would be forced to make a reflex save. Given that there is a cost of an arcane reservoir point, and the requirement of an available immediate action (which prevents the use of swift actions the following round) Additionally as a supernatural ability its not available in dead magic zones or anti magic fields. I think that's fairly balanced.
Greater Sixth Sense (Su): The spell filcher also gains the rogue’s evasion ability whenever she uses her sixth sense exploit to gain her a deflection and dodge bonuses. This ability lasts for 1 round for every four spell filcher levels she possesses. Alternatively, as an immediate action, she can spend 1 point from her arcane reservoir to gain the evasion ability until her next turn whenever she is required to make a Reflex save. The spell filcher must have the sixth sense exploit to select this exploit.
Zander Liteshadow wrote:
4. Greater Spell Jack: On reflection I think this needs to include an increase of spell level for non arcane spells of +2 So for example Slay Living would be added to prepared spells as a 7th level spell.
We can do that. Or, do you want to simply restrict it to arcane spells?
Or we could restrict it to only arcane spells with the Spell Jack ability. Then with Greater Spell Jack, we can allow any spell, but when stealing a spell from a divine spellcaster, the equivalent spell level is increased by 2. That would make cure light wounds a 3rd level spell, and puts any 8th or 9th level divine spells right out of touch.
*With Spell Jack, do we want to limit the number of spells she can actually "steal" and "add" to her daily prepared spells? Or not? I think it might be good to put on a limit, but then the odds of sneak attacking a spellcaster is low.
Zander Liteshadow wrote:
5. Master Spell Thief: It was my original intent that this ability remove the 5th level spell cap as well allowing the Filcher to steal any spell
Why don't we add this to the Spell Jack ability?
Spell Jack (Su): At 3rd level, a spell filcher can steal spells from spellcasters with her sneak attacks. Whenever a spell filcher makes a successful sneak attack against an enemy spellcaster, she can, as an immediate action, forego one or more damage die from her sneak attack damage. For each damage die sacrificed, the target expends one prepared spell or spell slot of a level equal to the number of sacrificed damaged die (maximum 5th level). The target also loses access to a random spell of that level (prepared or known) until he rests to regain his daily allotment of spells. The spell filcher then adds a number of points to his arcane reservoir equal to the expended spell’s level, but may not exceed her maximum daily number of arcane reservoir points. Any extra points are lost. A spell filcher can “steal” cantrips or orisons by expending one sneak attack damage die, but doing so does not grant her any extra arcane reservoirs points.
At 7th level, when using her spell jack ability, she can choose to spend 1 point from her arcane reservoir to increase the level of the spell expended to twice the number of damage dice she foregoes (maximum 9th level spells). This ability replaces the arcanist exploit gained at 3rd level.
The reword Master Spell Thief like this.
Master Spell Thief (Su): At 20th level, whenever a spell filcher uses her spell jack ability, she is no longer required to forego damage dice from her sneak attack or expend any arcane reservoir points. In addition, she may choose a specific spell from the target’s list of prepared spells or spell’s known when adding a stolen spell to her list of prepared spells for the day. The spell cannot be accessed by the target until he rests to regain his daily allotment of spells, as normal. This ability replaces magical supremacy.
*This makes the Spell jack ability a little more progressive over the levels.
1. I can see that I suppose. In my opinion, even putting Charisma on low end of the importance scale, the inherent and enhancement bonuses will provide you with plenty of arcane reservoir to burn. however an extra 2 skill points per level on an int based class is not going to make or break anything and i'm willing to cede the point.
2. See CalthosVB's post above :)
3. Perfect.
4. Spell Jack is going to be this classes primary means of repleneshing its Arcane Reservoir given the loss of Consume spells so despite Arcane in the Reservoir's name I'm hesitant to restricts spell jack to only being usable against arcane caster's. I personally prefer adding them as prepared spells with +2 spell level. its consistent with Wish copying a spell, or with researching arcane variants of divine spells. As for a limitation I originally had a limit of 10 minutes for a stolen spell or slot. this keeps them contained fairly easily to only being useful in the encounter they're stolen in without limitting them to a number of times per day (personal feelings here, I hate x/day limitations of any kind except on magic items).
5. Again just my preference but I dislike the spend a resource to get it right back again mechanic. in my opinion it cheapens the expense. also thats quite a gain for so small an expense begining at 2 dice you would be able to spend one to gain 4 net improvement of +3 and it only gets more unbalanced as you gain sneak. at 4 dice you spend 1 to gain 8 thats a net increase of 7 points allowing me to burn quite a few powers before i need to steal a spell again. I would like to keep the gain low in order to induce players to compulsively spell jack their targets to keep themselves topped up. Until Capstone any way.
Rays are considered weapons. If the target is flat-footed and within 30 feet, the spell caster may hit him with a ray spell and deal sneak attack damage. The sneak attack made in this way must deal hit point damage, and the sneak attack damage dealt is of the same type as the spell (fire, cold, sonic, etc.).
Additionally, a spell caster "holding the charge" from a cast touch spell (such as the popular Magus trick, cast a spell, 5-foot step in to touch) is considered "armed" with that spell. Stepping into flanking position while so armed triggers sneak attack eligibility.
What you're thinking of is the Arcane Trickster ability that allows a character to sneak attack with any spell that deals hit point damage (such as a fireball). Since rays and "armed" unarmed strikes are considered weapons, they are valid choices of weapon for sneak attack.
My FAQ link above supports this. On the same page, there is a FAQ that asks about multiple rays from such as Scorching Ray (only one ray gets to sneak attack, not all of them) and how the Arcane Trickster Surprise Spells class feature works (add Sneak Attack to your Fireballs!). I...
Yep, Fun fact, using the above rules Vampiric Touch deals sneak attack and since the spell is the source of the damage, you gain the sneak attack damage in HP on top of the damage dice from the spell.
My thoughts:
1. I don't mind the Skill list changes, but I feel that 4+ points per level is unnecessarily high for a primary caster in an Int based class. With max Int the Spell Filcher should have plenty of skill points to burn.
2. Weapons: I don't really see a need for the swords and bows/xbows. As a primary caster this class will most likely be delivering sneak attacks via spell which will always be a better option than a bow or melee attack. and if the character really needs a sword or bow, they can take the appropriate feat for proficiency or be an Elf. Although its not game breaking by any means.
3. Greater Sixth Sense: I'd Like it to have the added option of spending a point to gain evasion as an immediate action any time they would be forced to make a reflex save. Given that there is a cost of an arcane reservoir point, and the requirement of an available immediate action (which prevents the use of swift actions the following round) Additionally as a supernatural ability its not available in dead magic zones or anti magic fields. I think that's fairly balanced.
4. Greater Spell Jack: On reflection I think this needs to include an increase of spell level for non arcane spells of +2 So for example Slay Living would be added to prepared spells as a 7th level spell.
5. Master Spell Thief: It was my original intent that this ability remove the 5th level spell cap as well allowing the Filcher to steal any spell
Not to mention if IPS did work on displacement, it would also work on incorporeal as well. and I doubt it was Paizo's intent to allow mundane arrows to strike with enough pinpoint accuracy to hit the spot where the material and etheral planes converge.
Just like Ability scores which can receive upto a +5 inherent bonus from wish or miracle, we also allow those spells to grant a character up to 5 new feats. one feat per casting.
Feel Free to PM me, I'll be happy to have a discussion about it. I will say that I intentionally Kept the sneak attack low and not as an exploit so that it wouldn't completely over shadow the rogue. With the trapping ability of the class, and a full spell progression, I doubt I would ever want to play a rogue again if this class could get a full powered sneak attack. Topping out at Five dice, its enough to be worth using but not overpowered when added to a full sweet of spells that deal energy damage in dice based on caster level. This class is first and foremost a caster. they just go about their spell acquisition in a less traditional fashion.
And with that, I'll turn the thread back over to who ever's turn it is in the queue. I don't want to be a thread jacker and a spell jacker.
I am under the effects of greater invisibility, and have just made a full attack action.
The Question:
Can I take a 5' step and make a stealth check after a full attack action to prevent my opponent from knowing exactly which square I'm standing in?
The Rules:
Stealth:
(Dex; Armor Check Penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.
Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).
Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.
Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.
If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).
Greater Invisibility:
School illusion (glamer); Level bard 4, sorcerer/wizard 4
Components: V, S
Target you or creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless)
This spell functions like invisibility, except that it doesn't end if the subject attacks.
Invisibility:
School illusion (glamer); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
I know the Stealth Arcanist (Arcanist Rogue) and the Spell Thief (Rogue Arcanist) have already been written, but this is an Alternate for Spell theif that is Arcanist Primary, and I personally like it much better than Spell Theif (not that Spell theif is bad, I just dislike partial spell progressions).
If one takes conservatism in reference to the actions that were regularly taken, very well, but I tend to take it more in the general interpretation of how things were/are in relation to the constitution of a country.
How much must one stretch, finagle, make assumptions of or depart from the original righting of the constitution in order to reach an outcome is my general approach in deciding if something is conservative, with more stretching/finagling/assuming being overall a more liberal view because it takes liberties with the constitution.
The other way however, is reasonably valid so long as it is understood to be such.
Aside from the known fact that all politicians worship the devil, how does this relate to the OP?
A Spell Filcher is a unique type of Arcanist whose lust for new spells and magical knowledge takes him outside of the mores of civilized society and into the most dangerous places in the world: the homes of other spell casters.
Skills:
The Spell Filcher adds Disable Device, Perception, and Stealth to their list of class skills.
Class Abilities: Sneak Attack: The Spell Filcher is able to Sneak Attack as per the Rogue class ability gaining +1d6 damage at 1st, 5th,9th,13th, and 17th levels This ability replaces Consume Spells, and the Arcane Exploits gained at each level that sneak attack is gained beyond 1st.
Spell Jack (Su): Whenever the Spell Filcher successfully sneak attacks an enemy spell caster, he can forgo dealing any number of dice of sneak attack damage. if he does so, the Spell Filcher can steal a spell from them either by removing it from the caster's prepared spells or expending an available spell slot (Arcanist's choice) The stolen spell is chosen randomly from the highest level the enemy caster has, or the number of sneak attack dice sacrificed to activate this ability which ever is lower. The Stolen spell or spell slot is unavailable to the enemy spell caster until the next time they rest for at least 8 hours. The Spell Filcher adds points to his arcane reservoir equal to the level of the stolen spell up to his max reservoir size. Cantrips and Orisons can be stolen in this way by sacrificing 1 die of sneak attack damage, but do not provide any points to the Spell Filcher. This Ability replaces the Arcane Exploit gained at 3rd level
Spell Filcher Exploits: Whenever a Spell Filcher gains an Arcane exploit he must choose from the list below:
Arcane Bond (Su):This is as per the wizard ability of the same name and Arcanist levels count as and stack with wizard levels for purposes of this ability.
Arcane Trapper (Su): The Spell Filcher can expend 1 pt from his Arcane Reservoir to gain an enhancement bonus to perception checks made to find traps, and to disable device checks made to disarm traps equal to 1/2 his Arcanist level (minimum 1). This bonus lasts for 1 hour per Arcanist level. Additionally The Spell Filcher may spend 1 pt from his Arcane Reservoir as a free action to substitute his Disable Device skill for any dispel check he makes.
Arcane Weapon
Bloodline Development
Dimensional Slide
Meta Magic Knowledge
Meta Mixing
Quick Study
See Magic
Shadow Speed(Su): While using the Stealth skill the Spell Filcher can expend 1 point from his Arcane Reservoir as a swift action to gain the benefits of a Haste spell (self only) as if the spell was cast at the Arcanist's class level. This effect ends immediately if the Spell Filcher breaks stealth.
Sixth Sense (Su): The Arcanist gains the ability to sense traps and can make a perception check merely by passing within 10' of one. Additionally, the Arcanist can spend 1 pt from his Arcane Reservoir as an immediate action to gain a deflection bonus to his AC vs. traps and a dodge bonus to his Reflex saves vs. Traps for 1 round equal to +1 per 4 Arcanist levels.
Spell Disruption
Spell Resistance
Greater Spell Filcher Exploits: Whenever the Spell Filcher gains arcane exploits he may select from this list in addition to any other list he may choose from. This list replaces the Greater Arcane Exploits list.
Alter Enhancements
Greater Metamagic Knowledge
Greater Sixth Sense (Su): Requires Sixth Sense. The Spell Filcher may expend 1 pt from his Arcane Reservoir as a free action to gain evasion for 1 round.
Greater Spell Disruption
Greater Spell Resistance
Mental Escape (Su): The Spell Filcher may spend 1 pt from his Arcane Reservoir as an immediate action to re-roll a failed Will save.
Redirect Spell
Resistance Drain
Siphon Spell
Spell Thief
Suffering Knowledge
Greater Spell Jack (Su): Requires Spell Jack. The Spell filcher may add spells stolen to his list of prepared spells for the day, or spell slots stolen to his available slots instead of regaining Arcane Reservoir points. Prepared spells, or spell slots are temporary and only remain available for 10 minutes. This ability replaces the arcane exploit gained at 15th level
Master Spell Thief (Su): The Spell Filcher can now choose exactly which spells are stolen or spell slots are expended with his Spell Jack ability, and no longer expends dice of sneak attack when stealing spells. This ability replaces Magical Supremacy.
A Spell Filcher is a unique type of Arcanist whose lust for new spells and magical knowledge takes him outside of the mores of civilized society and into the most dangerous places in the world: the homes of other spell casters.
Skills: The Spell Filcher adds Disable Device, Perception, and Stealth to their list of class skills.
Class Abilities:
Sneak Attack: The Spell Filcher is able to Sneak Attack as per the Rogue class ability gaining +1d6 damage at 1st, 5th,9th,13th, and 17th levels This ability replaces Consume Spells, and the Arcane Exploits gained at each other level that sneak attack is gained beyond 1st.
Spell Filcher Exploits: Whenever a Spell Filcher gains an Arcane exploit he must choose from the list below:
Arcane Bond:This is as per the wizard ability of the same name and Arcanist levels count as and stack with wizard levels for purposes of this ability.
Arcane Trapper (Su): The Spell Filcher can expend 1 pt from his Arcane Reservoir to gain an enhancement bonus to perception checks made to find traps, and to disable device checks made to disarm traps equal to 1/2 his Arcanist level (minimum 1). This bonus lasts for 1 hour per Arcanist level. Additionally The Spell Filcher may spend 1 pt from his Arcane Reservoir as a free action to substitute his Disable Device skill for any dispel check he makes.
Arcane Weapon
Bloodline Development
Dimensional Slide
Meta Magic Knowledge
Meta Mixing
Quick Study
See Magic
Shadow Speed(Su): While using the Stealth skill the Spell Filcher can expend 1 point from his Arcane Reservoir as a swift action to gain the benefits of a Haste spell (self only) as if the spell was cast at the Arcanist's class level. This effect ends immediately if the Spell Filcher breaks stealth.
Sixth Sense (Su): The Arcanist gains the ability to sense traps and can make a perception check merely by passing within 10' of one. Additionally, the Arcanist can spend 1 pt from his Arcane Reservoir as an immediate action to gain a deflection bonus to his AC vs. traps and a dodge bonus to his Reflex saves vs. Traps for 1 round equal to +1 per 4 Arcanist levels.
Spell Disruption
Spell Resistance
Spell Jack (Su): Whenever the Spell Filcher successfully sneak attacks an enemy spell caster, he can forgo dealing any number of dice of sneak attack damage. if he does so, the Spell Filcher can steal a spell from them either by removing it from memory or expending an available spell slot (Arcanists choice) The stolen spell is chosen randomly from the highest level the enemy caster has, or the number of sneak attack dice sacrificed to activate this ability which ever is lower. The Stolen spell or spell slot is unavailable to the enemy spell caster until the next time they rest for at least 8 hours. The Spell Filcher adds points to his arcane reservoir equal to the level of the stolen spell up to his max reservoir size. Cantrips and Orisons can be stolen in this way but do not provide any points to the Spell Filcher. This Ability replaces the Arcane Exploit gained at 3rd level
Greater Spell Filcher Exploits: Whenever the Spell Filcher gains arcane exploits he may select from this list in addition to any other list he may choose from. This list replaces the Greater Arcane Exploits list.
Alter Enhancements
Greater Metamagic Knowledge
Greater Sixth Sense (Su): Requires Sixth Sense. The Spell Filcher may expend 1 pt from his Arcane Reservoir as a free action to gain evasion for 1 round.
Greater Spell Disruption
Greater Spell Resistance
Mental Escape (Su): The Spell Filcher may spend 1 pt from his Arcane Reservoir as an immediate action to re-roll failed Will saves.
Redirect Spell
Resistance Drain
Siphon Spell
Spell Thief
Suffering Knowledge
[b]Greater Spell Jack (Su): Requires Spell Jack. The Spell filcher may add spells stolen to his list of prepared spells for the day, or spell slots stolen to his available slots instead of regaining Arcane Reservoir points. This Ability replaces the arcane exploit gained at 15th level
Master Spell Thief (Su): The Spell Filcher can now choose exactly which spells are stolen or spell slots are expended with his Spell Jack ability, and no longer expends dice of sneak attack when stealing spells. This ability replaces Magical Supremacy.