Complete soulknife handbook
If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.Ī spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).Īt any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it otherwise, the extra spell energy fades harmlessly away.Īs a spellthief gains levels, he can choose to steal higher-level spells.
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Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).Īfter stealing a spell, a spellthief can cast the spell imself on a subsequent turn. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.įor example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. A spellthief can choose which spell to steal otherwise, the DM determines the stolen spell randomly. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. If the target is willing, a spellthief can steal a spell with a touch as a standard action. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. See the rogue class feature, page 50 of the Player's Handbook. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level.
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This extra damage applies to ranged attacks only if the target is within 30 feet. Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes, including those stolen from arcane casters (see the steal spell ability, below).
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However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (see page 123 of the Player's Handbook) if the spell in question has a somatic component (most do). Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons and with light armor but not with shields. All of the following are class features of the spellthief.