# Spellthief
Spellthieves....
**Role**: Spellthieves....
**Alignment**: Any l
**Hit Die**: d8
**Starting Wealth**: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
**Class Skills**: A spellthief's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge(arcana) (Int), Knowledge(local) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)
**Skill Ranks Per Level**: 6 + Int modifier.
**Table: Spellthief**
| Level | Base Attack Bonus | Fort | Ref | Will | Special | 1 | 2 | 3 | 4 |
| ----- | ----------------- |:----:|:---:|:----:| -------------------------------------------------------- |:---:|:---:|:---:|:---:|
| 1st | +0 | +0 | +2 | +2 | detect magic, sneak attack +1d6, spelltheft, trapfinding | — | — | — | — |
| 2nd | +1 | +0 | +3 | +3 | siphon, spell grounding | — | — | — | — |
| 3rd | +2 | +1 | +3 | +3 | spell grace, spellthief talent | — | — | — | — |
| 4th | +3 | +1 | +4 | +4 | sneak attack +2d6, uncanny strike | 0 | — | — | — |
| 5th | +3 | +1 | +4 | +4 | rend magic 1/day, siphon | 1 | — | — | — |
| 6th | +4 | +2 | +5 | +5 | arcane armor, spellthief talent | 1 | — | — | — |
| 7th | +5 | +2 | +5 | +5 | sneak attack +3d6, spell absorption | 1 | 0 | — | — |
| 8th | +6/+1 | +2 | +6 | +6 | improved spelltheft, siphon | 1 | 1 | — | — |
| 9th | +6/+1 | +3 | +6 | +6 | spellthief talent | 2 | 1 | — | — |
| 10th | +7/+2 | +3 | +7 | +7 | rend magic 2/day, sneak attack +4d6 | 2 | 1 | 0 | — |
| 11th | +8/+3 | +3 | +7 | +7 | siphon | 2 | 1 | 1 | — |
| 12th | +9/+4 | +4 | +8 | +8 | advanced spellthief talents | 2 | 2 | 1 | — |
| 13th | +9/+4 | +4 | +8 | +8 | sneak attack +5d6 | 3 | 2 | 1 | 0 |
| 14th | +10/+5 | +4 | +9 | +9 | siphon | 3 | 2 | 1 | 1 |
| 15th | +11/+6/+1 | +5 | +9 | +9 | greater spelltheft, rend magic 3/day, spellthief talent | 3 | 2 | 2 | 1 |
| 16th | +12/+7/+2 | +5 | +10 | +10 | sneak attack +6d6 | 3 | 3 | 2 | 1 |
| 17th | +12/+7/+2 | +5 | +10 | +10 | siphon | 4 | 3 | 2 | 1 |
| 18th | +13/+8/+3 | +6 | +11 | +11 | spellthief talent | 4 | 3 | 2 | 2 |
| 19th | +14/+9/+4 | +6 | +11 | +11 | sneak attack +7d6 | 4 | 3 | 3 | 2 |
| 20th | +15/+10/+5 | +6 | +12 | +12 | rend magic 4/day, seal magic, siphon | 4 | 4 | 3 | 2 |
## Class Features
All of the following are class features of the spellthief.
### Weapon and Armor Proficiency
A spellthief is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. A spellthief can cast their own spells and spells they have stolen while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellthief wearing medium or heavy armor or any shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes.
### Detect Magic (Sp)
At will, a spellthief can use _detect magic_, as the spell. A spellthief can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its strongest aura as if having studied it for 2 rounds. While focusing on one individual or object, the spellthief does not detect magic in any other object or individual within range.
### Sneak Attack
If a 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 spellthief's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the spellthief flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three spellthief levels thereafter. Should the 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 weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a 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.
The 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 spellthief cannot sneak attack while striking a creature with concealment.
### Spelltheft (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 1 die 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 spelltheft attack loses a prepared spell or spell slot of a level equal to one-half of the spellthief's level (or lower if the spellthief chooses, or if the target has no so such spells or spell slots available). The stolen spell is determined randomly, unless the spellthief specifically targets a caster's known or prepared spell. A prepared caster loses the stolen spell prepared, a spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If a spellthief specifically targets a known or prepared spell and the caster does not know (or has not prepared) that spell, the ability is wasted.
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. 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.
At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). 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 cannot apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.
Using spelltheft on psionic character grants the spellthief knowledge of one of the manifester's powers, and enough power points to manifest that power once. The affected manifester cannot manifest the stolen power for one minute. This ability does not allow the spellthief to steal psi-like abilities or alter powers with psi-like abilities.
### Trapfinding
A spellthief adds 1/2 his 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.
### Siphon (Su)
A spellthief can siphon the magic that suffuses their foes, taking is benefits for themselves. 2nd level, a spellthief gains one siphon power. He gains an additional siphon power for every 3 levels of spellthief level attained after 2nd level. A spellthief cannot select an individual talent more than once, nor can he select a power he does not have enough sneak attack die to utilize. A spellthief can use any number of their siphon abilities on a sneak attack, as long as they have the sneak attack die available.
A spellthief can choose from the following siphon powers:
**Siphon Active Spell Effect (1):** A spellthief can siphon a spell effect that is active on a creature. A spellthief who hits an opponent with a successful sneak attack can choose to forgo 1 die of sneak attack damage to remove an active spell effect on that creature, and transfer it to themselves. This spell effect is suppressed for 1 minute on the target creature, and the effect persists on the spellthief for 1 minute (or until the spell's duration expires). A spellthief can choose which active spell effect is transferred, if he is aware of the spell effect, otherwise, the transferred spell effect is determined randomly.
A spellthief who siphons a spell for which he is not a valid target gains no benefit, but the effect is still suppressed for the targeted creature. For example, a spellthief who tries to siphon the effects of _animal growth_ will suppress the effect on the target animal, but does not gain the benefit of the spell himself, since he is not of the animal type.
A spellthief can only siphon one spell effect per sneak attack.
**Siphon Active Spell Effect, Greater (2):** This functions as siphon active spell effect with the following exceptions: A spellthief can forgo two additional sneak attack die to siphon an additional spell effect, plus additional spell effects for every further two sneak attack die forgone. Furthermore, and siphoned spell effects are dispelled from the target creature, rather than suppressed.
**Siphon Durability (1):** A spellthief can siphon a creature's supernatural resistance to damage. A spellthief who hits an opponent with a successful sneak attack can choose to forgo 1 die of sneak attack damage to lower his foe's supernatural damage reduction by 5, and gain damage reduction 5 of the same type. This increases to 10 at 9th level, and 15 at 15th level. A spellthief cannot siphon more damage reduction than a creature possesses. Supernatural forms of damage reduction include those bypassed by magic, silver, cold iron, chaos, law, good and evil. If the target is willing, a spellthief can siphon durability with a touch as a standard action. This effect lasts for 1 minute.
**Siphon Energy Resistance (1):** 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 1 die of sneak attack damage and temporarily gain energy resistance to any one energy to which his target is resistant or immune. The affected creature's energy resistance is reduced by 5 (to a minimum of 0), and the spellthief gains energy resistance 5. This increases to 10 at 9th level, and 15 at 15th level. A spellthief cannot siphon more energy resistance that a target creature possesses. Creatures who are immune to an energy type retain their immunity, but the spellthief gains the appropriate amount of energy resistance. If the target is willing, a spellthief can siphon energy resistance with a touch as a standard action. This effect lasts for 1 minute.
**Siphon Energy Resistance, Greater (2):** This ability functions as siphon energy resistance, except that it provides energy resistance 10, or 20 at 9th level, and 30 at 15th level.
**Siphon Protection (2):** A spellthief can use their sneak attack to temporarily steal a creature's magical protection. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 2 or more die of sneak attack damage reduce their foe's deflection bonus to AC by that amount, and the spellthief gains a deflection bonus to AC of that same amount. If the target is willing, a spellthief can siphon protection with a touch as a standard action. This effect lasts for 1 minute.
**Siphon Senses (1):** A spelltheif can siphon off a creature's supernatural awareness with a successful sneak attack. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1 die of sneak attack, and suppress one of their foe's supernatural senses, and attaining that sense for themselves. This ability only functions on innate supernatural or spell-like senses, such a wraith's lifesense, a devil's see in darkness or an efreet's ability to _detect magic_. If the target is willing, a spellthief can siphon senses with a touch as a standard action.
**Siphon Spell Resistance (2):** A spellthief can use a sneak attack to temporarily steal some or all of a creature's innate spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 2d6 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.
**Siphon Spell Resistance, Greater (4):** This ability functions as siphon spell resistance, except that it reduces the target's spell resistance by 10, and grants the spellthief spell resistance equal to 10 + his spellthief level.
**Siphon Spell Power (1):** A spellthief can use a sneak attack to drain the magical potential of a creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1 die of sneak attack damage reduce the caster level of their opponent by 1 + 1 per 3 spellthief levels. The spellthief's caster level increases by the same amount, to a maximum of the spellthief's class level. A spellcaster whose caster level is reduced to 0 cannot cast any spells or use spell-like abilities. This effect lasts for 1 minute.
**Siphon Spell-Like Ability (1):** 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 1 die 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 originate 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 must have at least 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.
### Spell Grounding (Su)
When a spellthief successfully saves against a spell or spell-like ability, the magic has a chance to be dissipated. The spellthief must make a caster level check (DC = 11 + the spell’s caster level) to ground the spell, if successful, the spell has no effect on the spellthief (though other targets of the spell are affected as normal).
### Spell Grace (Su)
At 3rd level, a spellthief gains a bonus to equal to his Charisma modifier (if any) to saving throws against spells and spell-like abilities.
### Spellthief Talents
As a spellthief gains experience, he learns a number of talents and aid him and confound his foes. Starting at 3rd level, a spellthief gains one spellthief talent. He gains an additional spellthief talent every 3 levels of spellthief attained after 3rd. A spellthief cannot select a talent more than once.
A spellthief can choose from the following spellthief talents:
<p style="color:green;">Some of these will be sorted into Advanced Spellthief talents.</p>
**Absorb Spell Trigger:** A spellthief with this talent can absorb the charges of a wand, staff or other spell-trigger item to fuel their own magic. The charges expended from the item are twice as many as needed to trigger the spell normally. For example, absorbing a _fireball_ from a *staff of fire* would expend four charges, while absorbing a _cure light wounds_ from a *wand of cure light wounds* would expend two charges. A spellthief must be touching the item to absorb magic from it. If the item is attended by an unwilling creature, the effect can be resisted with a successful Will save (DC 10 + half the spellthief's level plus his Charisma modifier).
**Cantrips:** A spellthief with this talent may select 3 0-level spells from the sorcerer/wizard spell list from the schools of abjuration, divination, enchantment, illusion, and transmutation. The spellthief can cast these like any other spell, except that they do not consume a spell slot and may be used again.
**Cursed Blow:** A spellthief with this talent can expend a spell slot as part of a melee attack, cursing the target of your sneak attack. The curse inflicts a -1 penalty to attack rolls, saves, skill and ability checks for each level of the spell expended, which lasts for 1 minute. Targeted creatures can make a will save (DC 10 + half spellthief level + Charisma modifier) to resist the effect. This is a curse effect.
**Deadly Sneak Attack:** A spellthief with this talent gains +1d6 sneak attack, and can treats all 1s on his sneak attack damage as 2s.
**Disrupting Strike:** Any creature you have damaged with sneak attack has difficulty casting spells for one round. Such creatures must make a Concentration check DC 15 + your spellthief to cast spells.
**Evasion:** A spellthief with this talent 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
**Focused Absorption:** A spellthief with the spell absorption class feature can ready an action to absorb a spell. This grants the spellthief a +4 bonus on the caster level check to absorb the spell. If the spellthief successfully absorbs the spell, it has no effect on any target, as if it were successfully counterspelled.
**Focused Rending:** A spellthief with this talent gains a +4 bonus to attack rolls used to rend magic.
**Greater Siphoning:** A spellthief with this talent extends the duration of his siphon abilities to 10 minutes.
**Magehunter:** A spellthief with this talent gains a +2 bonus to Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures who cast spells or manifest psionic powers. They likewise gain a +2 bonus to weapon attack and damage rolls against such creatures.
**Stalwart:** A spellthief with this talent can avoid even magical and unusual attacks with great toughness. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. Stalwart can be used only if the spellthief is wearing light armor or no armor. A helpless spellthief does not gain the benefit of the stalwart ability.
**Parry Magic:** A spellthief with this talent can expend a use of his rend magic ability as an immediate action to deflect a ray attack targeted at him. If the attack roll succeeds (DC = 11 + the spell’s caster level), the ray is deflected harmlessly away. If the attack roll results in a critical hit, the ray deflected back at the caster, automatically hitting and affecting the caster as normal.
**Pierce Magical Concealment:** A spellthief with this talent can focus their sense with a move action. Doing so allows the spellthief to ignore concealment gained from spells and spell-like abilities, and treat full concealment from such sources as concealment until the end of their turn. This ability does not allow you to pinpoint creatures you cannot perceive. Concealment derived from extraordinary or supernatural abilities, mundane lighting or weather conditions, or magic items are not affected.
**Pierce Magical Protection:** A spellthief with this talent can focus their power with a move action. Doing so allows the spellthief to ignore bonuses to Armor Class derived from spells and spell-like abilities until the end of their turn. Armor Class bonuses derived from extraordinary and supernatural abilities, mundane equipment, magic items, and mundane cover are not affected.
**Rend Curse:** A spellthief can use his rend magic ability to rend a curse effect. This functions as _remove curse_ rather than _dispel magic_.
**Spelleater:** Whenever a spellthief with this talent steals a spell, or absorbs a spell with the spell absorption ability, he heals a number of hit points equal to the level of the spell stolen.
**Spellskill:** A spellthief with this talent can channel spell energy to enhance their skills for one minute, granting them an enhancement bonus to the affected skills equal to twice the level of the channeled spell. A spellthief can enhance one skill at a time, plus 1 for every 6 spellthief levels.
**Spellstrike:** A spellthief with this talent can deliver a spell with a range of “touch” through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a spellthief can make one free melee attack with his weapon as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
**Sudden Strike:** As a move action, a spellthief with this talent can declare a sudden strike. A sudden strike allows the spellthief to sneak attack the targeted creature for one round, even if that creature is not denied its Dexterity bonus, flanked, or otherwise subject to sneak attack. Sudden strike is not effective against creatures immune to sneak attack, nor can it be used to sneak attack creatures with concealment. Sudden strike can be used once per day, plus one additional time per six spellthief levels.
**Well of Power:** A spellthief with this talent treats their spellthief level as 4 higher for purposes of determining the maximum number of stolen spell levels he can retain.
**Rogue Talent:** <p style="color:green;">Either all rogue talents talents are available here, or a discreet selection of rogue talents that are thematically appropriate to the spellthief will be available.</p>
**Arcane Discovery:** <p style="color:green;">Go through the arcane discoveries and see if any would be useful or relevant to a spellthief.</p>
**Combat Feat:** A spellthief may select a combat feat in place of a spellthief talent.
### Spells
Beginning at 4th level, a spellthief gains the ability to cast a small number of arcane spells which are drawn from the spellthief spell list. The spellthief spell lists consists of sorcerer/wizard spells from the schools of abjuration, divination, enchantment, illusion, and transmutation. He can cast any spell he knows without preparing it ahead of time. To prepare or cast a spell, a spellthief must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellthief's spell is 10 + the spell level + the spellthief's Charisma 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 Table: Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Spellthief indicates that the spellthief gets 0 spells per day of a given spell level, she 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 Table: Spells Known. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table: Spellthief Spells Known are fixed.)
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 at least one level lower than the highest-level spellthief spell the spellthief can cast. A spellthief may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A spellthief need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Through 3rd level, a spellthief has no caster level. At 4th level and higher, her caster level is equal to her spellthief level –3.
**Table: Spellthief Spells Known**
| Level | 1st | 2nd | 3rd | 4th |
| ----- |:---:|:---:|:---:|:---:|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 2 | — | — | — |
| 5th | 2 | — | — | — |
| 6th | 3 | — | — | — |
| 7th | 3 | — | — | — |
| 8th | 4 | 2 | — | — |
| 9th | 4 | 2 | — | — |
| 10th | 4 | 3 | — | — |
| 11th | 4 | 3 | 2 | — |
| 12th | 4 | 4 | 3 | — |
| 13th | 4 | 4 | 3 | — |
| 14th | 4 | 4 | 4 | 2 |
| 15th | 4 | 4 | 4 | 3 |
| 16th | 4 | 4 | 4 | 3 |
| 17th | 5 | 4 | 4 | 4 |
| 18th | 5 | 5 | 4 | 4 |
| 19th | 5 | 5 | 5 | 4 |
| 20th | 5 | 5 | 5 | 5 |
### Uncanny Strike
Whenever a spellthief makes an attack against a creature where he cannot benefit from sneak attack, he gains a bonus to damage equal to the number of sneak attack die he possesses. This bonus applies even if the target creature is immune to sneak attack or precision damage.
### Rend Magic (Su)
At 5th level, a Spellthief can focus his magical talents through his weapon to disrupt active spell effects or magic items. This functions as _dispel magic_, except that the spellthief makes an attack roll as a standard action against targeted creature, object or effect, rather than a dispel check. Rend magic can be used to counterspell, provided that the caster is within reach of a melee attack, or within 30 feet for a ranged attack.
A spellthief can use this ability once per day at 5th level, and one additional time for each 5 levels of spellthief.
### Arcane Armor (Su)
A spellthief gains a deflection bonus to AC against spells and spell-like abilities equal to his Charisma modifier.
### Spell Absorption (Su)
When a spellthief successfully saves against a spell or spell-like ability, the spellthief can absorb the energy of the spell in a manner similar to spelltheft. The spell must make a caster level check (DC = 11 + the spell’s caster level) to absorb the spell, if successful, the spell has no effect on the spellthief (though other targets of the spell are affected as normal), and the spellthief gains the ability to cast the spell he has absorbed, or use the energy to fuel one of his own a spells in place of a spell slot.
### Advanced Spellthief Talents
When a spellthief reaches 12th level, he may select advanced spellthief talents instead of spellthief talents.
**Greater Deadly Sneak Attack** A spellthief with this talent gains +2d6 sneak attack, and can reroll any 1s on his sneak attack damage. The results of any rerolled sneak attack die must be accepted.
**Greater Rend Magic:** A spellthief with this talent can disrupt multiple spell effects with a single use of his rend magic ability. The spellthief only makes one attack roll, but applies that result to all spell effects. This ability can rend one spell for every iterative attack the spellthief possesses, starting with the highest level spells and proceeding to lower level spells. This ability can instead rend multiple active spell effects in 10-foot cube. For each ongoing area or effect spell whose point of origin is within the area of the rend magic ability, apply the attack roll to dispel the spell. For each ongoing spell whose area overlaps that of the rend magic ability, apply the dispel check to end the effect, but only within the overlapping area.
**Spellguard:** Whenever a spellthief with this talent chooses to fight defensively or make use of the combat expertise feat, he gains spell resistance equal to 10 + his base attack bonus.
**Supernatural Armor:** A spellthief with this talent gains a deflection bonus to AC against supernatural abilities equal to his Charisma modifier.
**Supernatural Grace:** A spellthief with this talent can apply his Charisma modifier (if any) to saving throws against supernatural abilities.
**Rogue Talent** <p style="color:green;">Either all advanced rogue talents are available here, or a discreet selection of advanced rogue talents that are thematically appropriate to the spellthief will be available.</p>
### Greater Spelltheft (Su)
When a spellthief reaches 15th level, he may sacrifice any number of sneak attack die to steal an equal number of spells.
### Seal Magic (Su)
When a spellthief reaches 20th level, he can use his spellthief ability to rob a creature of their ability to cast spells, use spell-like abilities, or manifest psionic powers. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1 or more die of sneak attack damage and instead attempt to seal the caster's magic. The affected creature must succeed on a Will save (DC 10 + half the spellthief level + one for each die of sneak attack given up) or be unable to cast spells, use spell-like abilities, or manifest psionic powers for 1 minute.