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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.
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.
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
2 3 4 5 6 7 8 9 10
+1
+1
+1 +1
+1
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.
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 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.
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
Minor
Free
Concussive Pulse
Free
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.