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SPELLTHIEF

Role: Striker, with a strong lean towards a Controller secondary. Why this class is for you: You enjoy playing capable characters of ambiguous morals such as the rogue, but wish your character to have a strong magical bent as well. Class Traits
Key Abilities: Dexterity, Charisma Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level. Bonus to Defenses: +1 to Reflex and Will Healing Surges per Day: 6 + your Constitution modifier Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee, simple, ranged Trained Skills: Thievery and Arcana; from the list below choose four more skills at first level. Class Skills: Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Stealth (Dex) Trained Skills: Four from the list of class skills

There is a certain allure to magic that you find difficult to quantify. Gold and jewels are nice, of course, and easy to fence. But a true prize lies in finding baubles and artifacts hewn with enchantments and magics now lost to time. To that end youve learned much about seeking such items out, and in the process learned even to detect the magic that lives in people. It was when you discovered this that you became a true spellthief. Any capable thief could steal artifice, whereas you can now steal magic itself. Now you are something akin to a sorcerer. Capable of crafting spells on the fly and using magic in ways only limited by your imagination And the amount of magic you can steal--because unlike the sorcerer, you do not have tempered magic flowing through your veins--you have to

take it. Conveniently, however, you now also understand a hidden truth of the world. Everyone has magic, its a part of who they are and what they do, its a primary force of life. And that means that everyone around you is a potential source for power.

CREATING A SPELLTHIEF
This section walks you through the steps of creating a Spellthief. As you make choices at each step, consider how those choices relate to your character's personality, back-story, and goals. Consult the three class tables, one for each tier of play, for a summary of what you gain as you advance in level.

Race
Choose your race. Half-Elves, Eladrin, Drow, and Halflings are all particularly good choices for a Spellthief.

Ability Scores
Determine your ability scores, though the most focus should be placed upon Dexterity and Charisma. You may consider improving your Constitution to increase your health and Fortitude Defense. You may also consider investing in Wisdom or Intelligence, as many important skills are based on those abilities. You increase two ability scores of your choice by 1 each when you reach certain levels: 4th, 8th, 14th, 18th, 24th, and 28th. In addition, all your ability scores increase by 1 at 11th and 21st levels. Most of your ability scores help define you. As a spellthief, you likely have fast hands, a powerful charm and strong personality, but if you had a troubled past in the back woods of humanity you might have a decent Constitution or Wisdom score, or if you were formally trained by wizards you might receive a high Intelligence score. Give consideration to your history as a spellthief before assigning each ability score.

Skills
At 1st level, you have training in Arcana and Thievery. In addition, you choose four more trained skills from the following list of class skills: Acrobatics, Athletics, Bluff, Dungeoneering, Insight, Perception, Stealth and Streetwise. Rogues (including Spellthiefs) are the undisputed master of skills. They have the widest range of skill choices and receive training in the most skills. A Spellthief gains a degree of specialization in those skills that allows the character to perform extraordinary actions. The skills you choose can help define who your character is and where he or she comes from. Training in Streetwise and Insight might mark you as a former street urchin who grew up fending for yourself and learning new ways to survive in the urban jungle. If you have training in Dungeoneering and Perception might mark you as a treasure hunter, exploring ancient ruins for profit and honing your skills to avoid traps and other dangers.

Class Features and Powers


Note which class features and powers you gain at 1st level, as specified on the Spellthief Heroic Tier table. Your character will be heavily influenced by which Arcane Surges you choose. At 1st level its a good idea to choose at least one Arcane Surge that imposes a status effect on an enemy. Its also a good idea to choose an Arcane Surge that allows you to escape a dangerous melee--either by moving your enemy or giving yourself an escape.

Feats
Choose one feat at 1st level. You gain an additional feat at every even-numbered level, plus a feat at 11th and 21st levels. The Spellthief is in many ways similar to its parent class, the rogue. With that in mind, many of the feats that would work well for the rogue do wonderfully for the spellthief. The quick reaction feat group is a good choice for the player who appreciates getting the drop on unwary enemies. Also useful are the two-weapon training feats which allow you to better use the light, easily hidden weapons favored by rogues of all stripes. Finally the vigilant reflexes group of feats offers many options for the rogue who enjoys darting in and out of the thick of things, offering enhanced defenses versus both spells and melee combatants.

Equipment
As a rogue you have proficiency in the following types of armor: cloth and leather. You have proficiency with the following weapons: dagger, hand crossbow, short bow, short sword and sling. You have 100 gp to buy your starting equipment. You should first purchase a melee weapon, as you are primarily a melee striker. Short swords offer a higher damage than daggers, though daggers may also be thrown. You should then purchase a set of leather armor to protect you from harm. You may also consider such items as a set of Thieves Tools (which aid in unlocking doors and disarming traps) or some sets of fine clothing to better mingle with the nobility you will eventually relive of their valuable magical trinkets.

Defenses and Hit Points


Calculate your defenses using your ability modifiers (see Defenses, page 40). In addition, you gain a +1 bonus to your Reflex and Will defenses. You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level. You have a number of healing surges per day equal to 6 + your Constitution modifier.

HEROIC SPELLTHIEF
Total Feats Level XP Known 0 1 1 Class Features and Powers Sneak Attack Spellthief Weapon Finesse Energy Burst Steal Spell Arcane Charges Arcane Surges Spellthiefs Advantage Improvised Arcana Utility Power Improved Chromatic Burst New Arcane Surges Ability Score Increase Arcane Sight Extra Arcane Charge Utility Power New Arcane Surges Ability Score Increase --Extra Arcane Charge Utility Power

Level 1: Weapon Finesse


To a rogue, speed and elegance are everything. This is just as true for the spellthief, for whom brute strength could actually prove deadly when manipulating un-tempered energies. So in all things, fighting included, you rely on agility in place of brawn. Benefit: When you make a melee basic attack, you may use Dexterity in place of Strength for the attack and damage rolls. In addition, you gain a +2 bonus to damage when using a light blade, short bow, hand crossbow or sling.

1,000 2,250 3,750 5,500 7,500 10,000 13,000 16,500 20,500

2 3 4 5 6 7 8 9 10

+1

+1

+1 +1

+1

Level 1: Energy Burst


Flavor Text. Benefit: You gain the Energy Burst power.

Energy Burst

Rogue Utility

You reach out into the ether and manage to grab hold of enough energy to make this attack really have an impact. Encounter Arcane, Force Personal Free Action Trigger: You hit an enemy within 5 squares of you using a basic attack. Effect: You deal additional force damage to the target equal to your Dexterity modifier. Level 7: Dexterity modifier + 1d6. Level 17: Dexterity modifier + 2d6. Level 27: Dexterity modifier + 3d6.

Level 1: Steal Spell


Perhaps you first noticed the faint nimbus of power that hovered around men and women on the street, or the unnatural glow that surrounded a warriors strike that none but you noticed, or you may have simply watched the full wonder of a trained wizard casting a ritual, but now you can see magic. And if you can see it, you can take it. Benefit: When you make an attack with a light blade, a hand crossbow, a short bow, or a sling and hit an enemy granting combat advantage to you, you may deal extra damage based on your level (see the Steal Spell Backlash table) and gain an Arcane Charge. You can use this feature only once per turn. In addition, you may spend a minor action to drain the magic from an item in your possession that has an encounter or daily power. The item must have a level equal to your own, plus or minus five levels. Doing so expends the items power and grants you a single Arcane Charge if the items power was an encounter power, or two if the items power was a Daily.

STEAL SPELL BACKLASH


Level 1-10 11-20 21-30 Extra Damage 1d6 2d6 3d6

Level 1: Arcane Charges


The world around you is full of magic waiting untapped for someone to use it. It takes a few moments, but you can get a bit of magic from anywhere if you try. Benefit: After any short or extended rest you gain 3 Arcane Charges. You may have no more than an amount equal to five + your level at any time.

Level 1: Arcane Surges


Magic now swells within you, and youre eager to put it to good use. Unlike some other magic users, you use magic fluidly. You dont have spells, necessarily, just things you know how to do with the magic you have. Benefit: At level one, choose 4 of the Arcane Surges from the tables below. Each Arcane Surge lists an action needed to use it, though most are free actions, and additionally lists the number of Arcane Charges that must be expended to activate the Surge. You may only use any given Arcane Surge once a turn, but may use as many different surges in a turn as you would like in order to combine the effects of each.

Major Surges
The following Arcane Surges are powerful effects, suitable for use in combat or out. Many have effects that take place on a successfully hit against an enemy, though not all are strictly meant for fighting. Some, such as Ethereal Jaunt have incredible utility outside of combat, but their high cost lands them a place here.

Name

Effect
You push magic directly into your opponent, trusting it to find its own way back out. Trigger: You hit an enemy with a basic attack. Effect: The target takes ongoing 5 force damage (save ends) per tier. Special: Increase this ongoing damage by 5 for every additional 2 Arcane Charges spent when activating. With a well timed flash, your enemy cries out, suddenly unable to see. Trigger: You hit an enemy with a basic attack. Effect: The target is blinded until the end of your next turn. A miniature thunderclap roars in your opponents ears, throwing off their concentration and balance. Trigger: You hit an enemy with a basic attack. Effect: The target is dazed until the end of your next turn. Special: By expending an additional 2 Arcane Charges you can make the daze (save ends). The guard looks around confused, as ethereal chains spring to life and bind him in place. Trigger: You hit an enemy with a basic attack. Effect: The target is restrained until the end of your next turn. Special: By expending an additional 2 Arcane Charges you can add the following: Aftereffect: The target is restrained (save ends). Your magic buffets around your target, keeping him off balance. Effect: The target grants combat advantage to all attackers until the end of your next turn.

Action

Cost

Arcane Rending

Free

Blinding Flash

Free

Disorienting Clash

Free

Eldritch Chains

Free

Compromising Pulses

Free

You cast your magic into heavy weights to slow your pursuers pace.
Arcane Weights Trigger: You hit an enemy with a basic attack. Effect: The target is slowed until the end of your next turn. Special: By expending an additional Arcane Charge you can make the slow (save ends). You pull your magic into rough shape and use it to put your target right where you want him. Trigger: You hit an enemy with a basic attack. Effect: Slide the target one square. Special: You may expend any number of additional Arcane Charges to slide the target an additional square for every Charge spent. Free 2

Slideaway

Free

Ejection

With as much subtlety and grace as you can manage, you send your opponent flying violently away from you. Trigger: You hit an enemy with a basic attack. Effect: Push the target one square. Special: You may expend any number of additional Arcane Charges to push the target an additional square for every Charge spent. You make a low wall out of your magic and send it crashing into your opponents shins, toppling him. Trigger: You hit an enemy with a basic attack. Effect: The target is knocked prone. You suffuse yourself with energy with which to speed your escape from the vengeful baron. Effect: You gain a +2 power bonus to speed until the end of your next turn. You cant afford to miss this shot, and so trust your magic to guide your attack where it needs to go. Effect: You gain a +1 power bonus to your next attack roll made before the end of your next turn. Special: You may expend any number of additional Arcane Charges to increase this bonus by 1 for every Charge spent. The knockout tincture is coursing through your system, but you wont something like this get you again, not after last time... Youve got magic to handle that. Effect: You gain a +1 power bonus to your next saving throw made before the end of your next turn. Special: You may expend any number of additional Arcane Charges to increase this bonus by 1 for every Charge spent. Just in time you manage to form your magic into a small disk that stops the arrow from piercing your throat. Trigger: You are hit by an attack Effect: You gain a +2 power bonus to the defense targeted by the attack.

Free

Topple

Free

Quicksilver Infusion

Free

Eldritch Accuracy

Minor

Arcane Purge

Free

Spontaneous Armor

Imm. Int.

Minor Surges
The following Arcane Surges are unique from those in the table above in operation. You need only pay their cost once to gain their usage for the entire encounter (you must use the listed action every time however). Their effects are decidedly less powerful than those above, but offer much out of combat utility. Name
Clairaudience

Effect
You sit in the back of the tavern, nursing a drink, and listen carefully to the hushed conversation of the nobles in the front of the room. Effect: Choose one square within 10 that you can see. You can hear as if in that square until the end of your next turn. The magic forms in your mind, and you can see around the corner. Just

Action
Minor Minor

Cost
1 1

Clairvoyance

as you feared, the guard is still in his seat. Effect: Choose one square within 10 that you can see. You can see as if in that square until the end of your next turn. Confident that you wont be seen, you draw out a coin and will it to shed light, illuminating the chest and its complex locks. Effect: One object within 5 squares glows vibrantly, shedding bright light in burst 4 until the end of your next turn. As a free action you may dismiss the light. You use your magic to create an image of your newly acquired treasure still safely in its case, just as the baron enters the room. Effect: You create a small or smaller illusion in your hand or in a square within burst 5. The image lasts until the end of your next turn, until an attack hits it, or until a creature touches it or moves through it. An Insight check (DC 10 + 1/2 Level + CHA) allows a creature to determine that the image is an illusion. You use your magic to help shape your creation, the end result being far finer than you could have managed through mundane means. Effect: You gain a +5 power bonus to your next skill check made to craft an object. You send magic coursing through the splintered wood and sheared metal, willing the broken wagon to take on its former shape. Effect: One object within burst 5 that has at least 1 HP repairs itself for an amount of HP equal to one-half your level +5. You whisper into the air, letting your magic carry your words. Effect: You convey a short message of ten words or less silently to any number of allies within 5 squares. You spin your magic into matter, ill suited for combat, but just the tool you needed at this moment. Effect: You create a simple tool that can be held in one hand. The object appears in your hands or at your feet. The object disappears at the end of the encounter or if you use this power again. Special: If you create a weapon with this power, it has no proficiency bonus deals 1d4 damage and breaks after any attack, hit or miss. You wrap light around an object to render it invisible briefly. Effect: One unattended object within burst five becomes invisible until the end of your next turn. Clumsier than a mages hand, but at least its invisible Right? Effect: You may manipulate one unattended object that weighs 20 pounds or less, or move one such object up to five squares to a square within range. With the smallest effort of will and just a tiny bit of magic you make sure your hands are empty before showing the angry guardsman. Effect: You teleport an object you are holding in one hand to an unoccupied square within ten squares of your or to a willing ally within ten squares of you.

Create Light

Minor

Illusory Object

Minor

Magecraft

Minor

Mending

Minor

Message

Minor

Minor Creation

Minor

Minor Invisibility

Minor

Telekinesis

Minor

Object Projection

Minor

Level 2: Spellthiefs Advantage


You spend a lot of time channeling raw magical energies and as such have become inured to their harsher effects. Benefit: Gain resist 3 Fire, Cold, and Lightning. Level 11: Resist 6 Level 21: Resist 10

Level 2: Improvised Arcana


You havent been trained in any traditional magic, but that doesnt mean you dont know what youre doing far from it. Benefit: You may use Charisma in place of Intelligence to determine you Arcana check.

Level 2: Utility Power


The spellthief never forgets what she was before her awakening to the world of magic: A Thief. And whilst new skills may have been developed in the years since, basics learned from her time as a mundane remain. Benefit: Choose one of the utility powers available to you.

Level 3: Improved Energy Burst


Youre becoming more adept at drawing energy from the air around you, and if nothing else, its making you a more dangerous opponent. Benefit: You gain one more use of your Energy Burst power per encounter, but can still only use it once a round.

Level 4: New Arcane Surges


Practice makes perfect, and boy have you been practicing. Your knowledge of your own powerof the incredible things youre capable ofgrows steadily. Benefit: You gain the use of two more Arcane Surges of your choice between the Major and Minor tables above.

Level 4: Ability Score Increase


You reap the reward of constant challenges by increasing your physical ability and mental well-being. Benefit: You increase two attribute score of your choice by one.

Level 5: Bloodspell
Youre familiar now with the magic lying untempered and waiting to be used in all creatures, and it occurs to you that within your own veins lies magic waiting to be properly tapped. Now the only problem is how to get at it Benefit: Once per encounter you may choose to spend a healing surge but not regain hit points as normal and instead gain two Arcane Charges.

Level 5: Extra Arcane Charges


Your practice at drawing on ambient magic has paid off, granting you a greater reservoir of power to draw on after each rest. Benefit: Increase the number of surges you gain after a rest by one.

Level 6: Arcane Sight


As you become more accustomed to using your vision to detect magic, you realize that there may be something to gain by using magic to enhance your senses as well. Benefit: Once per encounter you may use an Arcana check in place of a Perception or Insight check.

Level 7: New Arcane Surges


Practice makes perfect, and boy have you been practicing. Your knowledge of your own powerof the incredible things youre capable ofgrows steadily. Benefit: You gain the use of two more Arcane Surges of your choice between the Major and Minor tables above.

Level 8: Ability Score Increase


You reap the reward of constant challenges by increasing your physical ability and mental wellbeing. Benefit: You increase two attribute score of your choice by one.

Level 9: New Arcane Surges


Major Surges
Name
Ethereal Hindrance Blink

Effect
Your weapon plunges into the ground and with it your magic, making it difficult for your pursuers to follow you through this area. Effect: Create a zone in burst 2 that last until the end of your next turn. Enemies that enter the zone or start their turn within the zone are slowed (save ends). You create a rift in realityjust a tiny oneand slip through it, emerging a few feet away. Effect: You teleport one square. Stone walls and iron bars are an inconvenience. Luckily you know just the way to bypass them entirely Effect: You gain phasing until the end of your next turn. You lash out at the guard, but when he recovers he finds himself across the room, with you already heading for the exit. Trigger: You hit an enemy with a basic attack. Effect: The target is teleported a number of squares equal to your Charisma modifier. With a dull thud your magic crashes against the orcs skull, rendering him temporarily stunned. Trigger: You hit an enemy with a basic attack. Effect: The target is stunned until the end of your next turn. Special: By expending an additional 2 Arcane Charges you can make the stun (save ends).

Action
Standard

Cost
3

Move

Ethereal Jaunt Spatial Ejection

Minor

Free

Concussive Pulse

Free

Level 9: Extra Arcane Charges


Your practice at drawing on ambient magic has paid off, granting you a greater reservoir of power to draw on after each rest. Benefit: Increase the number of surges you gain after a rest by one.

Level 10: Borrow Magic


Your repertoire of skills continues to expand, and youve discovered a few new ways to practice your art. Benefit: Once an encounter you may allow an adjacent ally to do one of the following: Expend an encounter attack power Spend a healing surge without regaining hit points If the ally does one of the above, you gain 2 Arcane Charges.

Paragon Thief
To a thief in the paragon tier, the mundane isattainable. And nothing is a dirtier word. This goes double for a spellthief, whose tastes already lie beyond the mundane. The stakes must be ever greater, ever more dangerous, and ever more profitable.

Paragon Path: Master Spellthief


Youve followed the path of the Spellthief faithfully and have honed your craft into something worthy of legend. In the future other spellthieves will have tales of your exploits to guide them. In addition to your already considerable martial skills, you can steal magic over a distance, rip the essence of a spell from the very mind of a wizard, and have turned what were once simple magical enhancements to your skills into veritable weapons. You are no longer a spellthief, but the Spellthief.

Paragon Path: Beguiler


While some that call themselves spellthieves fancy themselves Jacks-of-All-Trades, you prefer a more stylized approach and have cultivated it masterfully. Invisibility, Illusion, Eldritch Domination and more all lie in wait for you to unleash when needed. Where some would look upon the sight of two hulking cyclopean guardsman as an obstacle you see only two things: A puppet and a victim. And when the first guard has taken care of the second you make sure to put him away before he has time to feel guilty about what you made him do. Youre not just a spellthief, youre a Beguiler.

Paragon Path: Factotum


Over time youve learned the value of working with a competent team. Each member can cover the shortcomings of the next, and your crew turned out to be more capable than anyone on the plane would have believed possible. But you still wondered if it wouldnt be possible to be more efficient. If somehow with enough magic and creativity you couldnt make certain that no role was left uncovered. And so you practiced. You can knit wounds magically in a pinch, debilitate the enemy, and distract those unaffected by your disabling magics long enough for your front line to regroup. For as long as your magic holds youre a one man army. Youre a Factotum.

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