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Spell Thief [4e]

Spell Thief [4e]

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Spellthief Class for 4th edition. Formatted as another build for the Essentials Style rogue.
Spellthief Class for 4th edition. Formatted as another build for the Essentials Style rogue.

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Published by: Giuseppe D'Aristotile Jr on Jul 16, 2011
Copyright:Attribution Non-commercial


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Striker, with a strong lean towards a Controller secondary.
 Why this class is for you:
You enjoy playing capable characters of ambiguousmorals such as the rogue, but wish your character to have a strong magical bent as well.There is a certain allure to magic that youfind difficult to quantify. Gold and jewels arenice, of course, and easy to fence. But a true prizelies in finding baubles and artifacts hewn withenchantments and magics now lost to time. To
that end you’ve learned much about seeking such
items out, and in the process learned even todetect the magic that lives in
.It was when you discovered this that you became a true spellthief. Any capable thief couldsteal artifice, whereas you can now steal magic
.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--becauseunlike the sorcerer, you do not have temperedmagic flowing through your veins--you have totake it.Conveniently, however, you now also understand a hidden truth of the world.
Everyone has magic, it’s a part of wh
o they are and what they do, its a primary forceof life. And that means that everyone around you is a potential source for power.
Class Traits
Key Abilities:
Dexterity, Charisma
: You start with hit points equalto 12 + your Constitution score. You gain 5hit points each time you gain a level.
Bonus to Defenses:
+1 to Reflex and Will
: 6 + yourConstitution modifier
 Armor Proficiencies:
: Simple melee,simple, ranged
Trained Skills:
Thievery and Arcana;from the list below choose four more skillsat first level.
: Athletics (Str), Bluff (Cha),Diplomacy (Cha), Dungeoneering (Wis),Endurance (Con), History (Int), Insight(Wis), Intimidate (Cha), Nature (Wis),Stealth (Dex)
: Four from the list of classskills
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 youadvance in level.
Choose your race. Half-Elves, Eladrin, Drow, and Halflings are all particularly good choicesfor a Spellthief.
Ability Scores
Determine your ability scores, though the most focus should be placed upon Dexterity andCharisma. You may consider improving your Constitution to increase your health and FortitudeDefense. 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 21stlevels.Most of your ability scores help define you. As a spellthief, you likely have fast hands, apowerful 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 aspellthief before assigning each ability score.
 At 1
level, you have training in Arcana and Thievery. In addition, you choose four moretrained 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 widestrange 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 fendingfor yourself and learning new ways to survive in the urban jungle. If you have training inDungeoneering and Perception might mark you as a treasure hunter, exploring ancient ruins forprofit 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 1
level it’s
a good idea to choose at least one
 Arcane Surge
that imposes a status effect on an enemy. It’s 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.
Choose one feat at 1st level. You gain an additional feat at every even-numbered level, plus afeat 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 betteruse 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 enjoysdarting in and out of the thick of things, offering enhanced defenses versus both spells and meleecombatants.
 As a rogue you have proficiency in the following types of armor: cloth and leather. You haveproficiency 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, thoughdaggers may also be thrown. You should then purchase a set of leather armor to protect you fromharm. You may also consider such items as a set of Thieves Tools (which aid in unlocking doorsand disarming traps) or some sets of fine clothing to better mingle with the nobility you willeventually relive of their valuable magical trinkets.
Defenses and Hit Points
lculate 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 eachtime you gain a level. You have a number of healing surges per day equal to 6 + your Constitutionmodifier.

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