Mystic Spellthief (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 8-1-10
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Mystic Spellthief

Pending, totally the spellthief remix.

Making a Mystic Spellthief

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Cha based casting, etc etc, stuff.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Mystic Spellthief

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Sneak Attack 1d6, Steal Spell, Tap Magic 3 1
2nd +1 +0 +3 +3 Detect Magic, Trapfinding 4 2
3rd +2 +1 +3 +3 Favored Cantrip, Obtain Familiar 4 2 1
4th +3 +1 +4 +4 Sneak Attack 2d6 4 3 2
5th +3 +1 +4 +4 Evasion 4 3 2 1
6th +4 +2 +5 +5 Disruptive 4 3 3 2
7th +5 +2 +5 +5 Break Spell 4 4 3 2 1
8th +6 +2 +6 +6 Sneak Attack 3d6 4 4 3 3 2
9th +6 +3 +6 +6 Absorb Spell 4 4 4 3 2 1
10th +7 +3 +7 +7 Mettle, Special Ability 4 4 4 3 3 2
11th +8 +3 +7 +7 Arcane Sight 4 4 4 4 3 2 1
12th +9 +4 +8 +8 Sneak Attack 4d6, Special Ability 4 4 4 4 3 3 2
13th +9 +4 +8 +8 Spell Resistance 4 4 4 4 4 3 2 1
14th +10 +4 +9 +9 Special Ability 4 4 4 4 4 4 3 2
15th +11 +5 +9 +9 Improved Break Spell 4 4 4 4 4 4 3 2 1
16th +12 +5 +10 +10 Sneak Attack 5d6, Special Ability 4 4 4 4 4 4 3 3 2
17th +12 +5 +10 +10 Antimagic Pulse 4 4 4 4 4 4 4 3 2 1
18th +13 +6 +11 +11 Special Ability 4 4 4 4 4 4 4 3 3 2
19th +14 +6 +11 +11 Spellsight 4 4 4 4 4 4 4 4 3 3
20th +15 +6 +12 +12 Sneak Attack 6d6, Special Ability 4 4 4 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis) Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Mystic Spellthief.

Weapon and Armor Proficiency: Mystic spellthieves are proficient with all simple weapons, plus the hand crossbow and short sword. Mystic spellthieves are proficient with light armor, but not with shields. Because the somatic components for mystic spellthief spells are simple, a mystic spellthief can cast mystic spellthief spells while wearing light armor without incurring normal arcane spell failure chance. However a mystic spellthief wearing medium or heavy armor or using a shield incurs an arcane spell failure chance as normal.

Spells: A mystic spellthief is a strange sort of spellcaster. While she has a caster level, has spell slots to prepare spells, and counts as an arcane caster, she has no spells known, no spellbook, and no class spell list. Rather, she learns her spells by stealing them from other arcane casters via Steal Spell (see below).

To cast a stolen spell, the mystic spellthief must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic spellthief’s spell is 10 + the spell level + the mystic spellthief’s Charisma modifier.

A mystic spellthief can keep a hold of only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mystic Spellthief. In addition, she receives bonus spells slots if she has a high Charisma score. Unlike most casters, she need not rest to regain spells (and in fact cannot) but may fill an empty spell slot at any time provided she is able to steal a spell to fill it.

Sneak Attack: If a mystic spellthief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The mystic spellthief's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at 4th and every four mystic spellthief levels thereafter. Should the mystic spellthief score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a mystic spellthief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A mystic spellthief can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The mystic spellthief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A mystic spellthief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Steal Spell (Su): A mystic spellthief can syphon energy away from her target and use it herself. A mystic spellthief who hits an arcane spellcasting opponent with a successful sneak attack can choose to forgo 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from her target. If the target is willing, a mystic spellthief can steal a spell with a touch as a standard action. It is through stealing spells that a mystic spellthief "prepares" her spells. She had no other way to gain spells in her spell slots per day (however, see Tap Magic). Once stolen, a mystic spellthief can hold a spell indefinately until it is used. She can only steal spells she has the spell slots available for. For example, a 5th level mystic spellthief cannot steal a 7th level spell, as she does not have 7th level slots yet. The spell is removed from the target and lost, but the mystic spellthief cannot learn it.

If a mystic spellthief's spell slots are full from previous stolen spells, she may choose to replace one of her spells currently prepared with the new stolen spell, or she may allow the stolen spell to simply evaporate, removing the spell from the target but not learning the spell for herself. A mystic spellthief may choose which spell to steal; otherwise the DM determines the stolen spell randomly from among the target has available.

After stealing a spell, a mystic spellthief may cast the spell herself on a subsequent turn. Treat the spell as if cast by yourself, not the original owner, using your class level as your caster level and using your Charisma modifier to determine the DC of the spell. You must provide all verbal, somatic, material, focus, and xp components needed to cast the spell as normal. While holding a stolen spell, it is considered a spell on your class spell list, allowing you to use wands, scrolls, and other items without a Use Magic Device check. Once it is cast you once again lose it off your class spell list.

You may steal spell-like abilities that directly mimic an arcane spell, such as the scare spell-like ability of a dretch, so long as the spell-like ability is limited in number per day. Unlimited spell-like abilities and spell-like abilitis which do not directly mimic spells cannot be stolen.

A mystic spellthief who possesses metamagic may choose to apply a metamagic effect to a recently stolen spell. This changes the spell slot it occupies as needed, but otherwise behaves as a prepared instance of a metamagic spell known. If a mystic spellthief steals a spell with metamagic already applies, such as a quickened magic missile off of an enemy wizard, they may choose to learn the basic form of the spell (1st level magic missile), or the metamagic version (5th level quickened magic missile) as they choose. In this case, they do not need to possess the metamagic feat in question to cast the stolen metamagic spell.

Tap Magic (Su): While stealing from spellcasters is by far the easiest method of obtaining magical spells, a mystic spellthief can draw out magic from the elements around him to gain powers, at a costly price. With an arcane ritual and meditation, a mystic spellthief may expend various material components and magical oils to fill an empty spell slot with any spell from the sorcerer/wizard spell list. Doing so costs as much in components as purchasing a scroll of the same spell (for example, typically 25 gold for a 1st level spell), and it takes 10 minutes per spell to absorb it from the material components. It is terribly inefficient, but important to use when a certain spell is needed, or a drought of spellcasters has run a mystic spellthief's reserves dry.

Detect Magic (Sp): At 2nd level a mystic spellthief learns to view the world of magic for what it is. She gains detect magic as a spell-like ability at will.

Trapfinding: At 2nd level mystic spellthieves can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Mystic Spellthieves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A mystic spellthief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Favored Cantrip (Sp): At 3rd level, the mystic spellthief has stolen enough magic to gain the ability to use a little magic talent herself. She may select one 0th level arcane spell besides cure minor wounds. She may now cast this spell at will as a spell-like ability.

Obtain Familiar: At 3rd level the mystic spellthief gains the Obtain Familiar feat, granting her a familiar as a wizard, using her caster level to determine familiar benefits.

Evasion (Ex): At 5th level and higher, a mystic 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 mystic spellthief is wearing light armor or no armor. A helpless mystic spellthief does not gain the benefit of evasion.

Disruptive (Ex): At 6th level a mystic spellthief is wise to the way of casters. Enemy spellcasters cannot cast defensively when threatened by a mystic spellthief.

Break Spell (Su): At 7th level a mystic spellthief not only knows how to steal magic off others, but also how to sunder them. As a standard action a mystic spellthief makes a single melee attack. On a successful attack, the mystic spellthief also makes a targeted dispel check against a single spell effect (1d20 + their caster level). Against a willing target he may perform this with a touch. In any case he may use Break Spell up to her 3 + Charisma modifier times per day.

Absorb Spell (Su): At 9th level, whenever a mystic spellthief steals a spell she may choose to devour the energy to heal herself instead of learning it or letting it evaporate. She recovers 2 times the spell level of the spell stolen (cantrips count as 1/2 a spell level).

Mettle (Ex): <-class feature game rule information->

Special Ability: On attaining 10th level, and at every two levels thereafter (12th, 14th, and so one), a mystic spellthief gains a special ability of her choice from among the following options.

Arcane Smite (Su): Burn spells, gain smite

Bonus Feat (Su): <-subclass feature game rule information->

Critical Disjunction (Su): Score a crit, shut down spellcasting for crit amount rounds

Deny Spell (Su): If spell is stolen, enemy cannot use it even if it has more castings

Divine Thief (Su): Steal divine spells as arcane

Improved Disruption (Su): <-subclass feature game rule information->

Improved Evasion (Su): <-subclass feature game rule information->

Improved Mettle (Su): <-subclass feature game rule information->

Improved Spell Resistance (Su): +5

Spellblade Attack (Su): Forgo sneak attack, swift cast spell-storing able spell

Arcane Sight (Sp): At 11th level a mystic spellthief can see magic with but a glance. She gains arcane sight as a spell-like ability at will.

Spell Resistance (Su): At 13th level, a mystic spellthief gains spell resistance equal to her current HD + 10. In order to affect the mystic spellthief with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mystic spellthief's spell resistance. Friendly spells always bypass a mystic spellthief's spell resistance.

Improved Break Spell (Ex): At 15th level a mystic spellthief can destroy a spellcaster's defenses in a flurry of sundering strikes. Whenever making a sneak attack against a target, she may also make a targeted dispel check against a single spell effect (1d20 + their caster level) on the enemy. This permits the mystic spellthief to make multiple dispel attempts a round, one for each sneak attack. In addition the number of Break Spell attempts increases by +4.

Antimagic Pulse (Su): At 17th level a mystic spellthief can become so effective as disrupting enemy magic that she can rip it right out of the air itself in a pinch. She obtains 3 charges per day which she may ration out over three applications, or blow it all on a single instance. By spending 1 charge she may cast antimagic field as a standard action, lasting its normal duration. By spending 2 charges, she may cast it as a swift action, but it's duration is cut in half. Finally by spending 3 rounds, she may cast it as an immediate action, but the effect only lasts for 1 round.

Spellsight (Su): At 19th level a mystic spellthief can hunt down spellcasters she cannot ever see thanks to fog, invisibility, or hiding. She gains blindsight out to 30 feet against any spellcasters or creatures with spell-like abilities. If the creature runs out of spells or spell-like abilities for the day, they are no longer detected by this supernatural sense of magical energy.

Epic Mystic Spellthief

Table: The Epic Mystic Spellthief

Hit Die: d6

Level Special
21st
22nd Special Ability
23rd
24th Sneak Attack 7d6, Special Ability
25th
26th Special Ability
27th
28th Sneak Attack 8d6, Special Ability
29th
30th Special Ability

6 + Int modifier skill points per level.

Sneak Attack: <-how this class feature increases or accumulates at epic levels->

Special Ability: <-how this class feature increases or accumulates at epic levels->

Human Mystic Spellthief Starting Package

Weapons: Short Sword.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Concentration 4 Con
Gather Information 4 Cha
Knowledge Arcana 4 Int
Knowledge Religion 4 Int
Spellcraft 4 Int
Use Magic Device 4 Cha

Feat: Improved Initiative.

Bonus Feats: Great Fortitude.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a Mystic Spellthief

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Mystic Spellthief in the World

Powerful spell you got there chap, mind if I borrow it for a tad?
—Pluck Filtchfeather, Halfling Mystic Spellthief

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: Spellcasters in general do not trust mystic spellthieves for often good reason, and one of the worst enemies you can have is a spellcaster. While they are great at combatting them, mystic spellthieves in general do not publically congregate together for fear that worried spellcasters would mount force against them.

NPC Reactions: <-How NPCs react to PCs of this class->.

Mystic Spellthief Lore

Characters with ranks in Knowledhe Arcana can research mystic spellthieves to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Mystic Spellthieves are dangerous to casters, able to steal spells right out of your mind before you can even cast them.
15 Some mystic spellthieves are rather resilent against magic, both possessing the keen evasiveness of a rogue, the iron will of those with mettle strong, and even the potent armor of spell resistance.
20 Powerful mystic spellthieves are excellent at disrupting enemy casters and turning their own spells against them. They can track them even when they cannot see.
30 Those who reach this level of success can research particular mystic spellthieves, their whereabouts, motives, recent activities, and more.

Mystic Spellthieves in the Game

Adaptation: It's very easy to tune this into a psionic-stealing class, drawing out powers known and the power points required to manifest them. Such things are called Chakric Mindthieves.

Sample Encounter: The wizard Fheon is unable to stop the repeated incursions of a thief into his tower, and he has hired the adventurers to guard his powerful treasures and try to catch the sneaky thief and his bandits. But the spellthief brings the might of the wizard Fheon himself in tow, having stolen spells from him in his sleep. This will not be an easy fight.

EL 15: PENDING



Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityArcane Spellcasting +, Prepared Spellcasting +, Sneak Attack + and Other +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Concentration +, Craft +, Decipher Script +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Sleight of Hand +, Spellcraft +, Spot +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryAn improved spellthief class that are capable caster slayers, and casters in their own right. +
TitleMystic Spellthief +
Will Save ProgressionGood +