Spellthief

The Spellthief was an existing class in the Dungeons & Dragons supplement Complete Adventurer, and has been adapted here for the Pathfinder rules. The class has been altered with a handful of more effective abilities both to reflect the greater power level of Pathfinder classes and to redress the inefficacy of the Spellthief class as it was originally written.

Role: Spellthieves serve the dual purpose of striker and controller. With their Sneak Attack ability and capacity to steal spells and spell effects from the opposition, they excel at functioning as a caster-cum-rogue when they are unable to use their abilities to steal the spellcasting potency of the enemy.
Alignment: Any nonlawful.
Hit Die: d8

Class Skills

The Spellthief’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features

All of the following are class skills of the Spellthief.
Weapon and Armor Proficiency: A spellthief is proficient with all simple weapons, as well as the hand crossbow, sap, rapier, shortbow, and short sword. They are proficient with light armor, but not with shields. A spellthief does not incur the usual arcane spell failure chance when wearing only light armor.

Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30ft. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Trapfinding: A spellthief adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum 1). A spellthief can use Disable Device to disarm magic traps.

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 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. 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 0th-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0th-level or 1st-leve spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tried to steal a spell that isn’t available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. 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. 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, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels agained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0th-level spells as ½ level for this purpose). For instance a 4th-level spellthief can have stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0th-level, 1st-level, 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

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, or 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 spells.

This ability works only against spells. It has no effect on psionic powers or spell-like ability (but see the steal spell-like ability class feature, below).

A spellthief who steals a 0-level spell has access to that spell for one hour and may cast it as though he was the original caster. For the duration that the spellthief has access to the spell, the caster from which it is stolen is considered to have lost the ability for that time.

Detect Magic (Sp): A spellthief may use the spell detect magic at will as a standard action.

Spellgrace (Su): Starting at 2nd level, a spellthief gains a 1 point bonus on saves against spells and spell-like effects. This bonus increases by 1 for every four levels beyond 2nd.

Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.

The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn’t present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can’t steal a spell effect if its caster level exceeds his class level + charisma modifier.

Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell’s duration expires, whichever comes first). If the spell effect’s duration hasn’t expired by this time, the effect returns to the creature that originally benefited from it.

A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn’t gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that’s range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Spell Tricks: As a spellthief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 3rd level, a spellthief gains one rogue talent. She gains an additional spellthief talent for every 3 levels of spellthief attained after 3rd level. A spellthief cannot select an individual talent more than once.

Magical Trap theft (Su): A spellthief with this ability can siphon the magical properties of traps and symbols. If the spellthief successfully disables a magic trap using Disable Device then she can immediately attempt to absorb the spell used to create the trap. To steal the magical energy a spellthief must succeed on a level check (1d20+ spellthief level) against a DC of 10 + the trap’s caster level. Failure results in the trap having its normal effects as if it had been triggered. Success means that the spellthief can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

Devour spell (Su): This ability allows a spellthief to consume the magical energies of a stolen spell and use it to temporarily improve her caster level. As a swift action a spellthief can sacrifice a stolen spell, spell effect, or spell-like ability to gain a competence bonus equal to the level of the spell sacrificed when she casts a spell from her class spell list. This ability lasts until the beginning of her next turn.

Swift Grift (Su): This ability allows a spellthief to enhance the speed with which he uses his keystone ability on friendly targets. Once per round, the spellthief may use her Steal Spell, Steal Spell Effect, Steal Spell-Like Ability, and Steal Spell Resistance abilities on a friendly target as a swift action rather than a standard action. Regardless of how many effects the spellthief can steal at once time with a successful sneak attack, a spellthief using this ability may only steal one spell, spell effect, spell-like ability, or spell resistance per round in this manner.

Skillful Enhancement (Su): This ability allows a spellthief to consume the magical energies of a stolen spell and use it to temporarily improve her skills. As a swift action a spellthief can sacrifice a stolen spell, spell effect, or spell-like ability to add a competence bonus equal to the level of the spell sacrificed to a skill of her choice. She treats the skill chosen as if she was trained in it for as long as she has this bonus. This ability lasts for 1 minute.

Arcane Strike: A spellthief gains Arcane Strike (from the complete warrior) as a bonus feat. They do not need to meet the pre-requisites.

Device specialist: A spellthief who chooses this ability can more easily tap into the magic within an item. When making a Use Magic Device check, a spellthief can take 10 even if distracted or threatened.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a spellthief with this ability, even if they have already acted.

Combat Trick: A spellthief that selects this talent gains a bonus combat feat.

Improved Spell Theft (Ex): A spellthief with this ability has become more attune with the magics within creatures and is capable of siphoning magic from those that she couldn’t otherwise. A spellthief can steal energy resistance, spells, spell effects, spell-like abilities, or spell resistance from creatures that are not normally subject to sneak attack such as incorporeal creatures, elementals, oozes, and some constructs. The spellthief does not deal extra damage from sneak attack but still must be capable of forgoing the necessary amount of d6 sneak attack damage to activate the ability and the target must still be flat-footed or flanked by the spellthief.

Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target’s resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistance (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature’s resistance to that energy type is reduced by 10 (to a minum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn’t possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature’s resistance to fire by twice as much).

At 11th level, a spellthief can steal resistance 20 to an energy type using this ability, and at 19th level he can steal resistance 30 to an energy type.

Spells: Beginning at 4th level, a spellthief gains the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer/wizard spell list (see below). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can.

To learn or cast a spell, a spellthief must have a charisma score equal to at least 10 + the spell level (cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so on). The DC for a saving throw against a spellthief’s spell is 10 + spell level + spellthief’s Cha modifier.

Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition he receives bonus spells per day if he has a high enough Charisma score. When the table indicates that a spellthief gets 0 spells per day of a given level (for instance, 1st-level spells for a 4th-level spellthief), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A spellthief’s selection of spells is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on the Table: Spellthief Spells known. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on the table are fixed.) A spellthief can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on the spellthief’s class spell list.

Upon reaching 12th level, and at every third spellthief level after that (15th and 18th), a spellthief can choose to learn a new spell in place of one he already knows. In effect, the spellthief “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be atleast two levels lower than the highest-level spellthief spell that the spellthief can cast. For instance, upon reaching 12th level, a spellthief could trade in a single 1st-level spell for a different 1st-level spell. A spellthief can swap only a single spell at any give level, and he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

At 4th level and higher, a spellthief’s caster level for spells is equal to her spellthief level -3.

Steal Spell-Like Ability (Su): At 5th level and higher a spellthief can use a sneak attack to temporarily steal a creature’s spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target’s spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.

This spell-like ability can original from the target’s class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief’s class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target much have atleast one such use left, or the spellthief can’t steal the ability. If the target can’t use its ability at the present time (such as a summoned demon’s summon ability) the spellthief can’t steal it.

A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on) treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can’t absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a spellthief must succeed on a level check (1d20+spellthief class level) against a DC of 10 + the spell’s caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of her own spells known) as if she had stolen the spell with her steal spell ability. Her normal limit of total spell levels stolen still applies.

At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action, either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Evasion (Ex): At 8th level and higher, a spellthief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the spellthief is wearing light armor or no armor. A helpless spellthief does not gain the benefit of evasion.

Arcane Sight (Sp): Beginning at 9th level, a spellthief can use arcane sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Discover Spells (Ex): A spellthief of 13th level or higher who steals a spell from a Spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the Spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spellthief to better choose which spells to steal on subsequent attacks.

For example, a 13th-level spellthief who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature’s spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target’s spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.

The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief’s Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can’t use this ability on the same creature again until the creature’s stolen spell resistance returns.

Advanced Talents: At 15th level, and every three levels thereafter, a spellthief can choose one of the following advanced talents in place of a spellthief talent.

Supernatural Precision (Ex): A spellthief with Improved Spell Theft may select this talent. When a spellthief successfully steals energy resistance, spells, spell effects, spell-like abilities, or spell resistance from creatures that are not normally subject to sneak attack such as incorporeal creatures, elementals, oozes, and some constructs then they can deal extra damage from sneak attack but still must forgo the necessary amount of d6s to activate the ability. The target must still be flat-footed or flanked by the spellthief.

Dissect Magic (Su): A spellthief with this talent can pick apart the powers of magic and reconstruct it to his own ends. A spellthief can sacrifice a stolen spell, spell effect, or spell-like ability and add the effects of a metamagic feat to a spell they cast from the spellthief class list without changing t he casting time or spell slot. The level of spell, spell effect, or spell-like ability be sacrificed must meet or exceed the level increase necessary to use the metamagic feat. For example a spellthief who had a stolen bull’s strength would be able to sacrifice it to this ability and apply the Empower Spell feat to the next spell he cast without increasing the casting time or level of the spell. This talent can cause your spells to become higher than 4th level. This talent does not give you use of a metamagic feat you do not possess.

Extended Absorption (Su): A spellthief with this talent has gained better control of the magic around her and can pull it towards her. A spellthief can use the Absorb spell class ability against a spell even if she was not the target. If she is within the radius of a spell then she can attempt to absorb it (using the same rules as Absorb spell). Failure means that the spell has its normal effect. Success means that neither the spellthief nor anyone else within the radius suffers the effect from the spell and that the spellthief can cast the spell later (or use its energy to cast one of her own spells known) as if she had stolen the spell with her steal spell ability.

Slippery Mind (Ex): This talent represents the spellthief’s ability to wriggle free from magical effects that would otherwise control or compel her. If a spellthief with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Spellthief

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