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Most thieves are known for being cutpurses who steal material wealth, but these thieves who pursue a profession of skullduggery can steal something far more valuable than their target’s gil: they steal their magic.

The spellthief is an archetype of the thief class.

Archetype Main Ability Scores:
The spellthief mainly focuses on DEX for martial combat, INT for their class features and spellcasting, and DEX, WIS, and CHA for optional class features.

Archetype Feature Replacements:
1st – Class Skills. 3rdMeasure the Mark. 4thThief Talent. 5thThief’s Edge. 7thSkilled Liar. 8thThief Talent. 9thDistraction. 12thThief Advanced Talent. 13th – Skirmisher. 14th – Steal Life. 16thThief Advanced Talent. 20thThief Advanced Talent, Master Strike.

Class Skills

A spellthief adds Knowledge (Arcana) (Int) and Spellcraft (Int) to their list of class skills. This replaces Diplomacy and Disguise as class skills.

Manafilch (Su)

At 3rd level, the spellthief gains Steal MP as a bonus feat.

At 7th level, when using this feat, the spellthief steals an additional number of MP equal to the number of dice used to steal MP (3d4+3 at 7th level, for example).

At 11th level, the dice for stealing MP increases to 1d6.

At 15th level, the spellthief may steal MP from a monster that has no MP pool, instead gaining a number of MP back equal to the number of dice he would roll to steal MP; to steal MP from a creature in this manner, he must forgo all of his dice for sneak attack damage.

Any excess MP gained over the spellthief’s maximum MP pool disappear at the end of his next turn.

This ability replaces measure the mark,  skilled liar, and distraction.

Spells

Beginning at 4th level, a spellthief gains the ability to cast spells, which are drawn from the black mage spell list. A spellthief begins play with 1 1st level black mage spell of his choice. Each time a character attains a new thief level, he gains one spell of his choice to add to his list of spells. The free spell must be of spell levels he can cast. Like most spellcasters, a spellthief can find or purchase scrolls with spells to add to his repertoire. A spellthief wearing armor heavier than light applies the spell failure chance as normal.

To learn or cast a spell, the spellthief must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a spellthief’s spell is 10 + the spell level + the spellthief’s Intelligence modifier. In addition, a spellthief gains additional MP for having a high attribute (Intelligence).

Through 3rd level, a spellthief has no caster level. At 4th level and higher, his caster level is equal to his thief level –3.

LevelBase MPSpell Level
4th01st
5th11st
6th11st
7th12nd
8th32nd
9th42nd
10th43rd
11th73rd
12th93rd
13th104th
14th144th
15th174th
16th194th
17th204th
18th244th
19th274th
20th334th

This ability replaces the thief talents gained at 4th, 8th, 12th, 16th, and 20th level.

Spelljab (Su)

At 5th level, a spellthief has discovered how to employ his limited magic to enhance his blows when striking at the perfect opportunity. When he is in a position to make a melee attack that would deal sneak attack damage, the spellthief may, as a standard action that does not provoke attacks of opportunity, make a single attack and cast a damaging or enfeebling spell that normally targets one creature with a melee or ranged touch attack by channeling it through his weapon. If the attack hits, then the spell’s effects also are applied, adding the sneak attack damage to the attack as well. If the attack is a critical hit, then the critical hit applies to the spell, as well as the normal attack. Creatures that are normally immune to precision damage are not immune to this ability, although they take no damage from sneak attack.

This ability replaces thief’s edge.

Skirmisher (Ex)

At 13th level, a spellthief may use his spelljab class feature when using skirmisher, even though it is not an attack action.

This ability modifies skirmisher.

Steal Spells (Su)

At 14th level, a spellthief may attempt to steal a spell that he knows the caster has cast or a random spell. As a touch attack, the spellthief swipes a spell from the caster (a Will save, DC 10 + half of the thief’s level + his Intelligence modifier, negates this ability), if it’s a spell the spellthief has seen the caster cast, the caster loses the spell, and the spellthief gains it. If a random spell, roll a number for spell levels, then roll a number for which spell gets stolen. The spell the spellthief steals remains on his spell list for 1 day unless it’s a spell that he can cast as a black mage spellcaster up to 4th level and the caster loses access to it until the day has passed. The spellthief can cast this spell regardless of its spell level as long as he has the MP to cast it.

This ability replace steal life.

True Syphon (Su)

At 20th level, a spellthief may use his Steal MP feat without sacrificing sneak dice.

This ability replace master strike.

Spellthief