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Azure Spell-Thief

There are many in the world who are born with the natural talent for magic, the power surging through their veins from birth, but not all are so lucky to be discovered and harness that power in an academy. The azure spell-thief is one of the unlucky and undiscovered who were trained in a thieves guild instead of the academy.

The techniques of the spell-thief were first developed by a powerful wizard who worked for a mob boss in the kanian capital; after a few generations of magically talented thieves he found a way to perfect the art and effectively counter any spellcasters who may threaten his organization's plans.

Today these specialized rogues are few in number but commonly found working as freelance assassins or for the larger thieves guilds.

*These spell-thieves are nicknamed azure because the methods of training cause their eyes to glow faint azure constantly and cause their hands to glow bright azure whenever they enact their ability to steal spells. It is uncommon but some spell-thieves are rumored to have a more lavender or crimson glow.


Alignment: Any

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
The azure spell-thief's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Class: Azure Spell-thief
Level
BAB
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Detect Mana, Steal Spell, Mana Pool

2nd
+1
+0
+3
+3
Precise Strike +1d6

3rd
+2
+1
+3
+3
Mana Tap

4th
+3
+1
+4
+4
Bonus Feat

5th
+3
+1
+4
+4
Precise Strike +2d6

6th
+4
+2
+5
+5
Evasion

7th
+5
+2
+5
+5
Arcane Torrent

8th
+6/+1
+2
+6
+6
Precise Strike +3d6

9th
+6/+1
+3
+6
+6


10th
+7/+2
+3
+7
+7
Bonus Feat

11th
+8/+3
+3
+7
+7
Precise Strike +4d6

12th
+9/+4
+4
+8
+8
Spell Resistance

13th
+9/+4
+4
+8
+8


14th
+10/+5
+4
+9
+9
Precise Strike +5d6

15th
+11/+6/+1
+5
+9
+9
Improvised Metamagic

16th
+12/+7/+2
+5
+10
+10
Bonus Feat

17th
+12/+7/+2
+5
+10
+10
Precise Strike +6d6

18th
+13/+8/+3
+6
+11
+11
Siphoning Dagger

19th
+14/+9/+4
+6
+11
+11


20th
+15/+10/+5
+6
+12
+12
Precise Strike +7d6


Class Features
The following are class features of the azure spell-thief.

Weapon and Armor Proficiency
Azure Spell-thieves are proficient with all simple weapons, plus the hand crossbow, rapier, kukri, short bow, starknife and sap. They are proficient with light armor, but not with shields.

She can cast stolen spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an azure spell-thief wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass azure spell-thief still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Detect Mana
Starting at 1st level the Azure Spell-thief’s natural sight reveals all magical energies, as the detect magic spell. In addition she may also determine what kind of magic it is by the color of the targets glow.

Red Glow – The effect or caster are arcane and receive their power from study (IE Wizard)
Yellow Glow - The effect or caster are divine and receive their power from study (IE Cleric)
Blue Glow - The effect or caster are arcane and receive their power innately (IE Sorcerer)
Purple Glow - The effect or caster are divine and receive their power innately (IE Oracle)

Steal Spell
Starting at 1st level the azure spell-thief may, as a melee touch attack, attempt to steal a spell from an enemy spellcaster who casts spontaneously; those who glow blue or purple.

In order to be able to steal a spell she must have witnessed the spellcaster actually perform the spell and identify the spell (quickened spells cannot be stolen). After successfully identifying the spell she may attempt a melee touch attack to steal the spell, the target does gain a will save to avoid the spell being stolen (DC = 10 + ½ Azure Spell-thief’s Level + Azure Spell-thief’s Charisma modifier) but takes 1d4 damage per 2 azure spell-thief levels if successful (instead of having the spell stolen). Once stolen, the targeted spell caster will forever cast that specific spell at -2 caster levels. A spell can only ever be stolen once by the same azure spell-thief, but multiple azure spell-thieves will increase this detriment further. This affliction can not be cured by any means.

When casting stolen spells use the azure spell-thief’s class levels as her caster level and her charisma modifier as her primary mental statistic. An azure spell-thief must have a Charisma score equal to at least 10 + the spell level to cast or steal a spell.

The azure spell-thief may only know an amount of spells equal to her charisma modifier + 1/4 of her azure spell-thief levels (+1 at 4th level and every 4 levels after). If she steals a spell which would push her above this maximum she may choose to forget a previously known spell and replace it with the new spell. She may learn both divine and arcane spells.

Mana Pool
The azure spell-thief has a store of energy which she uses to cast spells; her total pool of mana points is equal to half of her azure spell-thief levels (Minimum 1) + her charisma modifier. Half of this pool may be renewed by 6 hours of uninterrupted rest, resting may never increase her mana points beyond half of her total. She may use mana tap or siphoning dagger in order to generate mana points beyond this, but can never be greater than the total pool.

Precise Strike
Starting at 2nd level the azure spell-thief learns how to exploit an opening, dealing extra damage. The azure spell-thief may use precise strike whenever her opponent is denied its Dexterity bonus to its armor class (whether the target actually has a Dexterity bonus or not) or when she flanks her opponent. This extra damage is indicated on Table: Azure Spell-thief. Should the azure spell-thief score a critical hit with a precise strike, this extra damage is not multiplied.

Mana Tap
Starting at 3rd level the azure spell-thief may attempt to drain any spellcaster of their magical energies. As a standard action the azure spell-thief may attempt a melee touch attack on a spellcaster which restores mana points equal to ¼ of the target’s caster levels. In addition the spellcaster must make a will save DC = 10 + ½ Azure Spell-thief’s Level + Azure Spell-thief’s Charisma modifier or the next spell it casts will have any associated DC reduced by the mana points stolen.

Bonus Feat
At 4th level and every 6 levels after the azure spell-thief gains an additional feat which she meets the prerequisites for.

Evasion
At 6th level and higher, an azure spell-thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the azure spell-thief is wearing light armor or no armor. A helpless azure spell-thief does not gain the benefit of evasion.

Arcane Torrent
Starting at 7th level the azure spell-thief may use a full-round action and expend mana points to silence targets within a 10 ft. radius centered on the spell-thief (the spell-thief is not affected). The amount of rounds the foes are silenced is equal to the mana points expended. The targets may make a will save to negate the silence, DC = 10 + ½ Azure Spell-thief’s Level + Azure Spell-thief’s Charisma modifier + Expended Mana Points.

Spell Resistance
At 12th level the azure spell-thief gains spell resistance equal to her azure spell-thief levels + 10.

Improvised Metamagic
Starting at 15th level the azure spell-thief may alter a single casting of a stolen spell with any one metamagic feat she is familiar with, she may do this an amount of times per day equal to her charisma modifier.

A metamagic feat may become familiar if the azure spell-thief has taken the feat itself or if she spends 1 day per altered spell level being tutored in it's use by a friendly spellcaster. (Ex. The Quickened Metamagic will take 4 days of study to become familiar)

Siphoning Dagger
At 17th level the azure spell-thief may form the energy of one mana point into a throwing dagger which remains tethered to the spell-thief. If the spell-thief successfully strikes a spellcaster with this dagger than she may spend a swift action each round to drain 1 mana point from the target while she remains within 15 ft. of the spellcaster. The spell-thief may leave this 15 ft. radius without breaking the tether but must be within 15 ft. to use the swift action restoration.