Equipment-stealer 14-16lvl build

Post/Author/DateTimePost
#1

dumah87

Oct 17, 2011 4:47:23
Hi everyone,

I'd want to create a build who steal equipment to my group (I'm the DM) and then re-use it later against them. Pratically a NpC created to be hated :D.

I need a build who Disarms (one question: What can I disarm? Weapons? Shields? Potions? Holy Simbols? Material Components? ), Runs away quickly(any way) and sometimes, steals equipments while my group is sleeping. If you have any other ideas they're welcome (I dunno, maybe disable their equipment in some way...)

They're 4 warriors(Dervish, 2-hand Charger, Archer, Dwarven Defender) and 1 cleric , so I'd prefer a build who can really take advantage of the equipment of this group.


I was thinking about:
Warblade ( to switch weapon profiency) / Divine Crusader -Complete Divine- ( with some domain wich grants Teleport or something to run away)

any suggestion?
#2

ZhonLord

Oct 17, 2011 7:34:45
I'm not very good with these kinds of specialty/gimmick builds, but I can still throw some suggestions out there.

First thing's first.  He needs some kind of activatable/dismissable antimagic field in order to get in close without the cleric's many not-so-friendly spells catching him.  It'll also temporarily disable all the party's magic items, weakening them considerably.  The reason it needs to be dismissable is because the easiest getaway would be a teleporting spell or item that he can activate as a swift action.  Especially since your party has no arcanes of their own to chase him down with identical teleports.

Disarming - IIRC - can only be used to take away what's in the person's hands.  If you want to steal potions and such from their sides or their bags, you'll need someone especially skilled in Slight of Hand.  As for taking their weapons/shields, you'll need at least Improved Grapple and a high strength bonus or else these strength-loving classes will just be able to shunt your theif aside like so many annoying flies.

Aside from that, give him a good amount of Hide/Move Silently so he can sneak into the party's camp at night and grab whichever set of armor he wants for himself.
#3

Count_Von_CoC

Oct 17, 2011 7:48:26
Usually the Lurk from Complete Psionic is considered craptastic, but it might work well for this purpose.
#4

dumah87

Oct 17, 2011 10:15:48
I'm not very good with these kinds of specialty/gimmick builds, but I can still throw some suggestions out there.

First thing's first.  He needs some kind of activatable/dismissable antimagic field in order to get in close without the cleric's many not-so-friendly spells catching him.  It'll also temporarily disable all the party's magic items, weakening them considerably.  The reason it needs to be dismissable is because the easiest getaway would be a teleporting spell or item that he can activate as a swift action.  Especially since your party has no arcanes of their own to chase him down with identical teleports.
.



you know, Antimagic field Npc sounds too powerful, hi might slay them with ease if he/she can have an AMF.
I don't want someone who arrives in the middle of the group and says "now give me your weapon or die" and later comes back with the weapons and fight them.
I'd like something more "face-able"
#5

Tempest_Stormwind

Oct 17, 2011 12:03:59
Easier than you think. Well worth reading the thread. You use Sleight of Hand on things that are small (with minor effort it can hit the DC 20 with a -20 penalty for doing so as a free action!), and Disarm on things that are bigger. Add in Spring Attack to do it while moving (Dimension Spring Attack on the elocator lets you do it while teleporting) and Gloves of Storing to hide things as a free action. 
#6

ZhonLord

Oct 17, 2011 21:27:20
First thing's first.  He needs some kind of activatable/dismissable antimagic field in order to get in close without the cleric's many not-so-friendly spells catching him.  It'll also temporarily disable all the party's magic items, weakening them considerably.  The reason it needs to be dismissable is because the easiest getaway would be a teleporting spell or item that he can activate as a swift action.  Especially since your party has no arcanes of their own to chase him down with identical teleports.



you know, Antimagic field Npc sounds too powerful, he might slay them with ease if he/she can have an AMF.
I don't want someone who arrives in the middle of the group and says "now give me your weapon or die" and later comes back with the weapons and fight them.
I'd like something more "face-able"


Alright then, make it a single-use magic item.  An antimagic grenade of sorts that only lasts a couple rounds; long enough for him to close the distance, but not enough to do any real damage.  And cannot be retreived or re-used.  That way the party gets its magic back after he's gotten the chance to take a weapon or two from them, and then they drive him off and force him to prepare for an actual fight instead of pop-in-and-****.

You can make his teleport escape item a single-use as well, maybe a scroll or a 1/day pair of Dimension Door boots.  Get creative while keeping it limited, and you'll find plenty of ways to have fun without making your theif overpowered.
#7

thugsb

Oct 21, 2011 12:38:10
So at 16th level, maybe some kind of Rogue1 Marshal1 Bard3 Unseen Seer4 Warblade1 Sublime Chord2 Exemplar1 Unseen Seer3.

You'll only have BAB 9 (11 with fractional BAB), but you can pick up Arcane Discipline (War) and use Divine Power. You'll have 7th level spells, which should solve most problems like getting away, and you'll have plenty of divination so that you know exactly what to steal. Improved Blink and Mirror Image are good for protection. Forcecage for trapping most of the party and only having to deal with one at a time. Snow Song to up your cha (and some nice extras). And Ruin Delver's Fortune so you never fail a save (well, almost). 4d6 sneak attack. From Advanced Learning, take Guidance of the Avatar and/or Divine insight. Illusions are a good distraction, so the party doesn't know what's going on, or who they need to hit.

You could swap a Unseen Seer level for Mindbender. If you need to progress in order to be a viable BBEG in a few levels, finish off Unseen Seer (and if you haven't taken mindbender, take it). At 20th level you'll have 9th level spells.

You've only got bardic music 4/day, which isn't the greatest. You'll want to be using it for both Snowflake Wardance and potentially Song of Arcane Power. So Extra Music may be helpful, or just a few songblades. Practiced Spellcaster may be good, but there's some debate as to whether it works with Sublime Chord. I think it should.

You'll want good Cha, Dex and Int, need 14 Wis for Arcane Disciple/Divine Power, and Str may be good unless you're finessing. Oh, Con is useful too. ;)

Get your Sleight of Hand up there (Exemplar), and become good at disarming (Marshall gets you Art of War aura). If you want to focus on skills instead of disarming (it may be too feat intense to do both well, and reduces need for Str), use the Marshall aura for Dex skills and Init. Nerveskitter could bump it so you pretty much always go first.

Unfortunately, this build won't be able to use a lot of the equipment coming off 4 fighters and a cleric. But he could sell it! ;)

An alternative may be some kind of Divine Prankster. Unfortunately Fighter-Clerics won't ever be the best Sleighters, but they could certain get good at disarming.
#8

dumah87

Oct 24, 2011 3:40:26
So at 16th level, maybe some kind of Rogue1 Marshal1 Bard3 Unseen Seer4 Warblade1 Sublime Chord2 Exemplar1 Unseen Seer3.

You'll only have BAB 9 (11 with fractional BAB), but you can pick up Arcane Discipline (War) and use Divine Power. You'll have 7th level spells, which should solve most problems like getting away, and you'll have plenty of divination so that you know exactly what to steal. Improved Blink and Mirror Image are good for protection. Forcecage for trapping most of the party and only having to deal with one at a time. Snow Song to up your cha (and some nice extras). And Ruin Delver's Fortune so you never fail a save (well, almost). 4d6 sneak attack. From Advanced Learning, take Guidance of the Avatar and/or Divine insight. Illusions are a good distraction, so the party doesn't know what's going on, or who they need to hit.

You could swap a Unseen Seer level for Mindbender. If you need to progress in order to be a viable BBEG in a few levels, finish off Unseen Seer (and if you haven't taken mindbender, take it). At 20th level you'll have 9th level spells.

You've only got bardic music 4/day, which isn't the greatest. You'll want to be using it for both Snowflake Wardance and potentially Song of Arcane Power. So Extra Music may be helpful, or just a few songblades. Practiced Spellcaster may be good, but there's some debate as to whether it works with Sublime Chord. I think it should.

You'll want good Cha, Dex and Int, need 14 Wis for Arcane Disciple/Divine Power, and Str may be good unless you're finessing. Oh, Con is useful too. ;)

Get your Sleight of Hand up there (Exemplar), and become good at disarming (Marshall gets you Art of War aura). If you want to focus on skills instead of disarming (it may be too feat intense to do both well, and reduces need for Str), use the Marshall aura for Dex skills and Init. Nerveskitter could bump it so you pretty much always go first.

Unfortunately, this build won't be able to use a lot of the equipment coming off 4 fighters and a cleric. But he could sell it! ;)

An alternative may be some kind of Divine Prankster. Unfortunately Fighter-Clerics won't ever be the best Sleighters, but they could certain get good at disarming.



I like this.

#9

thugsb

Oct 24, 2011 8:07:13
I love Sublime Chord, you can make some really interesting builds. It allows you to have casting and good skills, which is pretty rare. And because you only need 3rd level spells at 11th (i.e. bard 7th), you can take 3 dips without losing SC spellcasting levels (tho in this build, Exemplar does lose you one). I think that part of the SC is often underrated. I played an archer to 20th level and didn't have more than 2 levels in any class due to dipping.

However, the skill pre-reqs for SC are steep. They're generally useful skills, but it's still a lot of skill points. It may be worth taking Able Learner (if it's a human).

Let us know the build you go with.