Battery Pack for a Spellthief

CycoPuppet

First Post
Ok, not sure where to post this but this seems like the place to start. I will keep this simple. I am playing a Spellthief. I am trying to figure out a good way to make in a sense a battery pack for him. Something that will keep several magic users in a sort of stasis and keep tapping into them to keep spells coming. I had ideas of finding and using the Enveloping Pit but can't think of how it could work properly. I know since it's a relic I can't add any new enhancements or enchantments to it, but maybe something in addition with it or scrap the pit idea all together. It would be awesome if there was something like a belt of many pockets that could hold them and then something like the master/slave rings from the book of vile darkness that connected me to them. I know there has to be some way to do this, I'm just not experienced enough nor have the books and or knowledge to figure it out. Any ideas?
 

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My first thought was a Portable Hole with a bunch of Warforged in it. They don't need to eat, sleep, or breathe after all.

If Eberron isn't available, Warforged and variants are also found in MM3.
 


Well this requires a feat, ranks in knowledge religion, and a special box.

There's a feat floating around that lets you SA undead, take that then trap a demi-lich in the box. A shaped anti-magi field within the box is required to keep them from using their powers while still letting you touch them with something for the SA.

Failing that a spell-thief can store spells in spell storage items and use staffs or wands for your favorite spells just like other casters.

You can even harmlessly siphon spells off your allies.
 

Just to help out. I am Lawful Evil. If any of you watch Dexter, my character is loosely based on him. So I am a special kind of evil in the fact that I follow a code from my house to justify killing and feeding my blood lust by killing those that harm innocents.

We are also playing through the gestalt variant and I am also a ninja. Sounds kinda redundant I know, but for my character I thought these would be the best in combination.

Warforged are allowed in our campaign and I actually run with one in my group.

Rampant said:
Well this requires a feat, ranks in knowledge religion, and a special box.

There's a feat floating around that lets you SA undead, take that then trap a demi-lich in the box. A shaped anti-magi field within the box is required to keep them from using their powers while still letting you touch them with something for the SA.

Failing that a spell-thief can store spells in spell storage items and use staffs or wands for your favorite spells just like other casters.

You can even harmlessly siphon spells off your allies.

That sounds interesting. Why would I need knowledge in religion? Is that for the the feat? What is the feat? What is the special box? How could I create the field? Would I get an enchantment on said special box for that to work or have it cast in the box and perimfied? Would that field nullify the the effect I am trying to achieve?
 

Petrification. It's a trick used by spell thiefs to siphon off warlocks and sorcerers (or other casters that don't have to prepare their spells each morning). I've underlined the interesting bits in the quotes underneath. Basicly they say: a petrified character is willing so you can use your steal spell without sneak attacking it (which it would be immune for as a statue). Since both the sorcerer and the warlock don't need a good nights worth of sleep nor an hour meditating or what not to unlock their powers, you can keep siphoning off of them indefinetly, the warlock never runs out and the sorcerer replenishes every day.
So any self respecting spellthief should carry a sorcerer or two and a warlock in his bag of holding.

Expect to get hit in the face with DMG by the DM though... :)

SRD said:
Petrified
A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.

SRD said:
Unconscious
Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.

SRD said:
Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

spellthief said:
Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. 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. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

SRD said:
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
In contrast with:
SRD said:
She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
 

oops sorry that's not a feat that's an alternate class feature from complete champion, death's ruin

Ok the box is just a cold iron box with a shaped anti-magi field cast inside it to that the only area where magic works is some tiny slit through which you stick your needle-dagger to stab the demi-lich. Should cost the same as permanency anti-magic field on the inside of a cold iron box, but you'd have to find a mage/ficer with the spell-shaping metamagic feat to cast the original anti-magic effect.

Now you'd need a dagger with the greater wall breaker crystal (first hit negates the immunity for 1d4+3 rounds and then you have 4-7 rounds of unrestricted access. Alternatively enchanting an item with a permanent form of the Golem strike spell (it's first or second level so it shouldn't as expensive) would allow you to skip the crystal especially useful since the greater crystal requires a weapon enchant of 3+.
 

This is a bit of a stretch, and is a suggestion from a semi-spoof character I once had.
Using the leadership feat, my DM gave me full permission to make fully customized 1st level followers:
One was a Warforged Druid Shapeshifter Variant with the Amphibious template (To justify that while he was in animal form, he could still do whatever he wanted underwater).
Another was a Necropolitan Cloistered Cleric that I kept in a bag of holding (no need to breathe). he had a ton of books because he was a recluse who disliked people and wanted to basically be left alone, so I had max ranks in all knowledge skills for him using a ridiculous set of min/maxing, Gave him a tome of Worldly memory, Sacred Healing feat to maximize other people's Cure spells, and his job was to answer any Knowledge questions I had, translate things because he knew a bunch of languages, and be a Cure boosting engine.
Another was a Warlock Changeling, who specialized in Languages and infiltration.

These are just 1st level characters. If you select your cohort, you can have a Necropolitan Wizard in a bag or Pixie Sorcerer to siphon off Greater Invisability or whatever you like (and your DM would approve of)
 

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