Prime Stat(s): Dexterity, Intelligence
Ability Requirements: 9 Dexterity, 12 Intelligence
Spellcloaks are thieves who use magic to aid them in their exploits. Spellcloaks can cast limited magical spells, though not nearly to the degree that multiclass mage/thieves can. They run along the same lines as a paladin or ranger, in the sense that they gain the ability to cast arcane spells at Name Level, among other arcane advantages.
Granted Weapon Proficiencies: 4 Discretionary
Club, Dagger, Dart, Hand Crossbow, Knife, Lasso, Shortbow,
Sling, Longsword, Shortsword, Broadsword, Staff
Granted Nonweapon Proficiencies: 4 Discretionary
Any Fighter, Wizard, or Rogue nonweapon proficiencies.
Hit Dice: d6
Spellcloaks with higher than 16 Dexterity and Intelligence get a 10% experience bonus.
Spellcloaks can cast spells in natural armor only. Any metal interferes with the transference of arcane energy, and disrupts the spellcasting.
Can use most magical items.
Potions, Protection Scrolls, Most Rings
Enchanted Armor, Weapons
At Name-Level, a Spellcloak may be invited to join an organization.
The chance of this is 20% per level, rolled each week a character spends in a city.
Chance is rolled upon entering the city the first time in a given week.
Chance is rolled seperately for each city entered in a given week.
At Name-Level, a Spellcloak may attract followers and companions.
The followers expect to be paid. Pay is subject to negotiation.
Elite followers and the Leader are treated and paid better than normal.
The chance of attracting followers is 5% per level, + CHA.
The chance is modified by -10% per level of the highest level prospect.
Spellcloaks have the abilities of all rogue classes, but only gain 15 points to spend each level-up, rather than the 30 of a full thief. The exception is the ability to use scrolls at 10th level, which they lack.
Spellcloaks also have access to the wizard schools of shadow, illusion, divination, and the universal school.