# 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, siphon spell effect, sneak attack +1d6 | — | — | — | — |
| 2nd | +1 | +0 | +3 | +3 | spelltheft, trapfinding | — | — | — | — |
| 3rd | +2 | +1 | +3 | +3 | spellthief talent, siphon power | — | — | — | — |
| 4th | +3 | +1 | +4 | +4 | spell grace | 0 | — | — | — |
| 5th | +3 | +1 | +4 | +4 | sneak attack +2d6 | 1 | — | — | — |
| 6th | +4 | +2 | +5 | +5 | siphon power | 1 | — | — | — |
| 7th | +5 | +2 | +5 | +5 | spellthief talent | 1 | 0 | — | — |
| 8th | +6/+1 | +2 | +6 | +6 | grounding | 1 | 1 | — | — |
| 9th | +6/+1 | +3 | +6 | +6 | sneak attack +3d6, siphon power | 2 | 1 | — | — |
| 10th | +7/+2 | +3 | +7 | +7 | absorption | 2 | 1 | 0 | — |
| 11th | +8/+3 | +3 | +7 | +7 | spellthief talent | 2 | 1 | 1 | — |
| 12th | +9/+4 | +4 | +8 | +8 | siphon power | 2 | 2 | 1 | — |
| 13th | +9/+4 | +4 | +8 | +8 | sneak attack +4d6 | 3 | 2 | 1 | 0 |
| 14th | +10/+5 | +4 | +9 | +9 | improved grounding | 3 | 2 | 1 | 1 |
| 15th | +11/+6/+1 | +5 | +9 | +9 | spellthief talent, siphon power | 3 | 2 | 2 | 1 |
| 16th | +12/+7/+2 | +5 | +10 | +10 | improved absorbtion | 3 | 3 | 2 | 1 |
| 17th | +12/+7/+2 | +5 | +10 | +10 | sneak attack +5d6 | 4 | 3 | 2 | 1 |
| 18th | +13/+8/+3 | +6 | +11 | +11 | siphon power | 4 | 3 | 2 | 2 |
| 19th | +14/+9/+4 | +6 | +11 | +11 | spellthief talent | 4 | 3 | 3 | 2 |
| 20th | +15/+10/+5 | +6 | +12 | +12 | x | 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 two 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.
### Siphon Spell Effect (Su)
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 GM 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 + his 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 spell 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 spell'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).
### Siphon Power (Su)
As a spellthief gains experience, he refines his ability to siphon power to allow him to steal the natural and supernatural powers of creatures, even those not under the effect of active spells.
Starting at 3rd level, a spellthief gains one siphon power. He gains an additional siphon power for every 3 levels of spelltheif attained after 3rd level. A spellthief cannot select an individual talent more than once, nor can he select a power he does not have enough sneak attack to utilize.
A spellthief can choose from the following siphon powers:
> **Siphon Energy Resistance, Lesser (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. If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.
> The energy resistance provided by this ability is 5 at 3rd level, 10 at 9th level, and 15 at 12th level.
> **Siphon Energy Resistance, Greater (2):** This ability functions as siphon energy resistance, except that it provides energy resistance 10 at 3rd level, or 20 at 9th level, and 30 at 12th level.
> **Siphon Spell Resistance (3):** 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.
> **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.
> **Siphon Protection (2):** A spellthief can use a 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 deflection bonus to AC by that number of die. The spellthief also gains a deflection bonus to AC equal to the amount stolen from his opponent. This bonus persists for 1 minute. If the target is willing, a spellthief can steal protection with a touch as a standard action.
> **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 you possess. 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.
### Spelltheft
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. If a spellthief specifically targets a known or prepared spell and the caster does not know (or has not preparred) that spell, the ability is wasted. A prepared caster loses the stolen spell prepared, a spontaneous caster also loses the ability to cast the stolen spell for 1 minute.
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.
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.
### Spellthief Talents
### 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 bard 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.