D&D 3.5 Sorcerer Battle Mime Build: Silently Powerful Gish Build
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Article-At-A-Glance
- This comprehensive guide focuses on creating a versatile Battle Mime based on the Sorcerer class.
- Explores stealth mechanics, metamagic feats, and tactical combat style with Spellweaver.
- Emphasizes equipment progression and overcoming weaknesses for optimal gameplay.
- It delves into role-playing opportunities, blending whimsical and strategic playstyles.

Click on the level for more information
The Battle Mime is a Sorcerer build focused on surprise and magic. At level 1, it can cast invisible spells using its unique Invisible Spell feat. Using spells, it combines misdirection with powerful magic attacks. With a human’s versatility and feats from flaws like Combat Casting and Spell Focus, it lays the groundwork for a potent spellcaster.
Stat Block Level 1:
Battle Mime: male, human Sorcerer 1; CR 1; Medium humanoid (human); HD 1d8+2; hp 10; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +0; Grp +0; Atk rapier (+2 melee, 1d6/18-20); Full Atk rapier (+2 melee, 1d6/18-20); SA spells; SQ human traits; AL chaotic good; SV Fort +2, Ref +2, Will +2; Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18.
Skills, Attacks, and Feats:
Concentration 4, Spellcraft 3, Knowledge (Arcana) 3; Invisible Spell, Combat Casting, Spell Focus (Evocation).
Special attacks and Qualities:
Can cast Sorcerer spells, Invisible Spell makes effects unseen.
Possessions: rapier, chain shirt, materials for sorcerer spellcasting.
The Battle Mime Sorcerer at Level 5 develops into a skilled gish. At this level, the character skillfully blends the versatility of spellcasting with the Battle Sorcerer’s combat expertise. The build’s distinct strategy enables unexpected battlefield tactics, while key magic provides both offensive and defensive skills.
Stat Block Level 5:
Battle-Mime: female, human Battle Sorcerer 6; CR 5; Medium humanoid (human); HD 5d8+2; hp 24; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +4; Grp +4; Atk Rapier +6 melee (1d6/18-20) or Invisible Spell; Full Atk Rapier +6 melee (1d6/18-20) or Invisible Spell; SA Invisible Spell; SQ Summon Familiar; AL Neutral; SV Fort +3, Ref +3, Will +5; Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18.
Skills, Attacks, and Feats:
Concentration 4; Combat Casting, Spell Focus (Evocation), Metamagic School Focus (Evocation), Invisible Spell, Iron Will, Silent Spell.
Possessions: +5 Keen Brilliant Rapier, Cloak of Charisma, Chain Shirt.
Supported by Abjurant Champion’s talents, the Battle Mime can use feats to cast quiet and invisible spells alongside melee mastery. Evocation and illusion spells will be highly unpredictable to your enemies in battle.
Stat Block Level 10:
Battle Mime: male, Human Battle Sorcerer 6/Incantatrix 3/Abjurant Champion 1; CR 10; Medium Humanoid; HD 6d8+12; hp 48; Init +2; Spd 30 ft.; AC 17, touch 13, flat-footed 15; Base Atk +5; Grp +5; Atk +7 melee (Rapier +1, 1d6+1) or spells; Full Atk +7 melee (Rapier +1, 1d6+1) or spells; SA Spells, Metamagic; SQ Abjurant Armor, Extended Abjuration; AL Neutral; SV Fort +7, Ref +6, Will +9; Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18.
Skills, Attacks, and Feats:
Concentration +4, Craft (Weaving) +6, Knowledge (Arcana) +15, Spellcraft +15; Combat Casting, Spell Focus (Evocation), Metamagic School Focus (Evocation), Invisible Spell, Iron Will, Silent Spell, Extend Spell.
Special Attacks and Qualities:
Uses metamagic feats like Extend Spell and Invisible Spell to enhance casting; can cast spells silently and invisibly.
Possessions: +1 Rapier, Cloak of Charisma, Rod of Silent Spells, Chain Shirt, Vest of Resistance, spell components.
The Battle Mime at level 15 is a versatile spellcaster and melee combatant, blending the arcane with impressive spell versatility. Utilizing magic like Invisible Fireball, and the ability for party wide buffs through Quiescent Weaving, it has the adaptability to both support and damage in combat.The combination of Superior Invisibility and Nondetection bolsters its defenses further.
Stat Block Level 15:
Battle Mime: male, Human Battle Sorcerer 6/Incantatrix 3/Abjurant Champion 5/War Weaver 1; CR 15; Medium human; HD 6d8+18 plus 3d4+9 plus 5d10+15 plus 1d4+3; hp 102; Init +2; Spd 30 ft.; AC 20, touch 12, flat-footed 18; Base Atk +13; Grp +14; Atk +14 melee (1d6+1/15-20, +5 Keen Brilliant Rapier) or spell; Full Atk +14/+9/+4 melee (1d6+1/15-20, +5 Keen Brilliant Rapier) or spell; SA Spellcasting, Quiescent Weaving; SQ Metamagic Effect, Arcane Boost, Eldritch Tapestry, Cooperative Metamagic; AL Neutral; SV Fort +10, Ref +7, Will +14; Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 22.
Skills, Attacks, and Feats:
Concentration +19, Spellcraft +19, Knowledge (Arcana) +15, Craft (Weaving) +6; Combat Casting, Spell Focus (Evocation), Invisible Spell, Weapon Finesse, Extend Spell, Iron Will, Silent Spell, Enlarge Spell, Deceptive Spell.
Special Attacks and Qualities:
Invisible Spell allows invisible casting at no level increase, Quiescent Weaving enables spell storage for future release.
Possessions: +5 Keen Brilliant Rapier permanently invisible, Rod of Silent Spells, Cloak of Charisma +4, Vest of Resistance +3, Chain Shirt.
At level 20, the Battle Mime is a devious, invisible magical force with melee capabilities. With high Charisma and a combination of abilities, this character can manipulate the arcane creatively even when invisible to enemies while maintaining a robust combat presence.
Stat Block Level 20:
Battle Mime: male, human Battle Sorcerer 6/Incantatrix 3/Abjurant Champion 5/War Weaver 5/Archmage 1; CR 20; Medium humanoid (human); HD 6d8+3d4+5d10+5d4+1d4+40; hp 129; Init +2; Spd 30 ft.; AC 22, touch 14, flat-footed 20; Base Atk +16; Grp +16; Atk +17 melee (1d6+3/15-20, +5 Keen Brilliant Rapier) or +16 ranged; Full Atk +17/+12/+7/+2 melee (1d6+3/15-20, +5 Keen Brilliant Rapier); SA Invisible Spell, Metamagic Effect; SQ Mastery of Shaping, Quiescent Weaving; AL CG; SV Fort +10, Ref +11, Will +17; Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 22.
Skills, Attacks, and Feats:
Concentration +28, Craft (Weaving) +6, Knowledge (Arcana) +15, Spellcraft +30; Combat Casting, Spell Focus (Evocation), Metamagic School Focus (Evocation), Invisible Spell, Iron Will, Silent Spell, Extend Spell, Enlarge Spell, Spell Focus (Illusion), Deceptive Spell, Skill Focus (Spellcraft), Weapon Finesse.
Special Attacks and Qualities:
The Battle Mime can cast spells silently and invisibly using a combination of metamagic feats.
Possessions: +5 Keen Brilliant Rapier, Rod of Silent Spells, Cloak of Charisma +6, Chain Shirt, Vest of Resistance +5.
Milestones Of Character Development
- Levels 1-5: Begin as a Battle Sorcerer emphasizing effective early spellcasting with Invisible Spell and Metamagic abilities. These levels establish the basis of casting without evident indications, reflecting the mime concept.
- Levels 6-10: Move into the Incantatrix class, perfecting Metamagic skills for improving spell flexibility and offering defensive advantages through Abjurant Champion class features.
- Levels 11-15: Achieve a harmonious peak through the incorporation of strong War Weaver skills enabling you to enhance allies effectively. Throughout these stages, the character acquires essential magic, improving tactical choices.
- Levels 16-20: This phase emphasizes the release of modified potent spells, while enhancing party assistance via combined spell effects. Complete the build using the Archmage[1] class, attaining the highest capabilities of arcane manipulation.
Core Abilities & Features
Harnessing Sorcerous Might
The Battle Mime, a dexterous human, masterfully utilizes a mix of arcane prowess and physical agility. Central to this build is the Battle Sorcerer class. Offering a blend of robust spellcasting and improved combat abilities, it lets the player thrive in both melee and magic.
Key abilities drive the build’s effectiveness: use high Charisma enhance your magic, while Dexterity aids in evasion and finesse. As a spellcaster in armor, the Battle Mime enjoys the protection of spells such as Mage Armor and Mirror Image without sacrificing casting capability, thanks to Abjurant Champion levels.
Invisible and Silent Destruction
The build’s strength lies in stealth with the amusingly mischievous Invisible Spell feat. This free metamagic option transforms any spell into a phantom menace[2]. Paired with Silent Spell and Deceptive Spell, it turns combat into a masked theater of surprise attacks, letting spells like Fireball devastate from unexpected angles.
The War Weaver class introduces tactical flexibility with Quiescent Weaving, sharing enhancements like Shield or Mage Armor amongst party members. This synergy amplifies team strength, casting a wide web of protection and power.
Mystical Masteries
This character leans into the enigmatic with the Incantatrix class, allowing extended spell duration and manipulation through Metamagic Effects. As a cherry on top, Archmage’s Mastery of Shaping allows intricate control over area effects, sculpting spells to spare allies or target enemies selectively.
Finally, the build’s equipment become exceptionally deadly when combined with spells. The clever mix of the arcane and steel ensures the Sorcerer remains an unpredictable threat on the battlefield.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Rapier and Chain Shirt | Start with basic gear. Provides decent AC and proficiency for early combat. |
| L6-10 | Rod of Silent Spells, Cloak of Charisma | The rod grants flexibility in casting, while the cloak enhances Charisma for spell power. |
| L11-15 | Vest of Resistance, +5 Keen Brilliant Rapier | Boost saves and enhance melee capability with rapier’s crit and magic properties. |
| L16-20 | Superior Invisibility, Permanency on weapons | Maintain invisibility and permanent spells for ultimate stealth and power. Only divine intervention reveals you. |
Combat Scenarios
- Dungeon Crawls:
- To go undetected, combine superior invisibility with silence. To get through crowded hallways, scout ahead and surprise adversaries with a Fireball. Use your War Weaver skills to provide the group Mage Armor and Shield, strengthening everyone’s defenses for extended battles in confined spaces.
- Open Field:
- In an open field, cast illusion magic and Fly to remain elusive. Use Deceptive Spell and Metamagic School Focus to launch unexpected attacks, like Fireballs disguised as natural phenomena. Stay mobile and elusive, picking off enemies from a safe distance while your allies advance.
- Ambushes:
- When ambushed, immediately activate Mirror Image and Greater Invisibility to confuse attackers. Employ Silent, Invisible Web spells to entangle foes without drawing attention. Follow up with a Prismatic Spray to create chaos and a chance to regroup or reposition the party strategically.
- Defensive Stands:
- For defensive stands, utilize Wall of Force combined with Permanency to create unbreakable barriers. Employ Quiescent Weaving to continually refresh Shield spells on allies. Throw in controlled bursts from Magic Missile or Shocking Grasp to eliminate threats that venture too close.
- Urban Encounters:
- In urban settings, utilize Nondetection along with Superior Invisibility to navigate stealthily. Use Silent, Invisible Invisibility Spells to reposition or evade law enforcement. If confronted, Polymorph into a non threatening form or use Mislead to vanish leaving behind an illusionary double, ensuring a quick escape or distraction.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Low Hit Points due to multi-classing with low HD classes | Maximize your Constitution score and utilize temporary HP spells like “False Life”. |
| Vulnerability to spells like “True Seeing” or “See Invisibility” | Use “Nondetection” and a “Ring of Mind Shielding” to block divination effects. |
| Dependence on high level spells for versatility | Use “Wands” or “Scrolls” for lower level, frequently cast spells to conserve high level slots. |
| Flaws like “Murky Eyed” create vulnerability with missed attacks | Utilize the “Blind Fight” feat to counteract miss chances due to concealment. |
| Challenge in maintaining melee effectiveness over time | Continuously upgrade your “Rapier” with enhancements like “Keen” and “Brilliant Energy” to stay viable. |
Roleplaying the Battle Mime Sorcerer
Imagine stepping onto the battlefield, not as a hulking warrior but as a subtle manipulator of the arcane. The Battle Mime Sorcerer excels in combining an air of whimsy with raw power. This character is performance art incarnate, wielding invisible forces as if pulling strings in a pantomime. It’s an opportunity to play with duality, appearing absurd and deadly all in one.
Each spell is a dramatic flourish, the invisible but palpable effects leaving your enemies questioning their sanity. The mime’s antics—from silent screams to invisible walls are not just for show but crucial combat tactics. Lean into your spellcasting abilities, using the invisible magic as a mirror of your character’s unseen depth. Your character might view each combat as a stage, each victory a standing ovation.
Opportunities & Themes
Explore themes of perception versus reality. With invisibility as your tool, you challenge what’s seen versus what’s real. Use this to engage with others in the party, perhaps leading them to question your methods and magical prowess. You’re both protector and attacker, weaving through combat with spells like Mage Armor and Shocking Grasp, all while ensuring others can rely on your spell tapestry for support.
Roleplay elements could include an obsession with the mystical, always experimenting, and forever perfecting your ‘performance’. How about a side story where your character once performed in a traveling troupe before embracing sorcery? Bond with party members through shared experiences or playful teasing, such as mimicking them with illusions for a light hearted reprieve during downtime.

FAQ
What makes the Battle Mime unique among Sorcerer builds in D&D 3.5?
The Battle Mime combines stealth, magic, and melee combat seamlessly. Utilizing feats like Invisible Spell, it launches surprise attacks while unseen. Charisma enhances spellcasting, making it a powerful presence on the battlefield. By weaving spells and steel, it offers strategic flexibility unmatched by other builds. This unpredictability keeps both allies and enemies guessing, defining its unique edge.
How should the Battle Mime handle combat in tight dungeons?
In cramped dungeons, the Battle Mime excels with stealthy tactics. Using Superior Invisibility and Silence, it moves undetected through corridors. By launching Invisible Fireballs, it can clear pathways filled with enemies. Its War Weaver abilities provide party wide buffs like Mage Armor. This strategy ensures prolonged survival in close quarters combat.
What are the Battle Mime’s primary weaknesses and counters?
With low hit points from multi classing, the Battle Mime can be fragile. Maximize Constitution and use temporary HP spells like False Life for durability. True Seeing and See Invisibility pose threats, countered by Nondetection or a Ring of Mind Shielding. Address multi class spell dependency with wands and scrolls for versatility.
How does the Battle Mime contribute to party dynamics?
The Battle Mime boosts team defense with shared spells using War Weaver abilities. Mage Armor and Shield enhance party survivability in challenging encounters. This build supports party cohesion, balancing offense and defense effectively. It plays a vital role in diverse party compositions.
What roleplaying elements can enhance the Battle Mime experience?
Consider a backstory with a performing arts troupe before sorcery. Roleplay whimsical spells as dramatic performances, leaving foes bewildered. Explore themes of reality versus perception, engaging fellow players. Each combat becomes a theatrical production full of unexpected twists. This vibrant narrative adds another layer to gameplay.
Join us at Stellar Dragons with the Battle Mime!
Try a Battle Mime in your next game for a unique experience! Could it be D&D 3.5’s best build? Join the discussion on the Stellar Dragons Discord server: https://discord.gg/uAPvgEq6Z7. Participate in engaging debates and share your experiences online.
The Archmage
As both leads would go, they reunited rapidly back at the Academy, for it turns out that the real target was none other than the Headmaster himself. They hurried themselves, but their guard dropped a little.
“The Headmaster is not only one of the rare Archmages out there, but he also is an Abjurer to top it up,” said the older brother in a way to calm the rest of his group. Yet something was wrong. He knew it. All this strategy and false flags. He had encountered such a clever killer only once in the past.
His concerns did not go unnoticed. The girl in the white coat put a hand on his shoulder.
“You have my sister and I now. I know something is gnawing at you, but this time, you have us to cover your backs.”
The two brothers smiled, and they proceeded up the tower, only to find the door leading into the headmaster’s quarters wide opened…
Race
Human
Classes
Wizard 5/Master Specialist 1/Geometer 2/Wild Mage 1/Initiate of the Sevenfold Veil 7/Archmage 4
Ability Scores
Str 8/Dex 14/Con 14/Int 18/Wis 10/Cha 10
Skills
Decipher Script 9, Disable Device 4, Knowledge (Arcana) 15, Knowledge(Nature) 4, Knowledge (The Planes) 4, Search 4, Spellcraft 15, Use Magic Devices 4
Feats
1-Magical Aptitude
Human 1-Metamagic School Focus(Abjuration)
Wizard Bonus 1-Scribe Scroll
3-Spell Focus(Abjuration)
Master Specialist Bonus 5-Skill Focus(Spellcraft)
6-Practiced Spellcaster
9-Greater Spell Focus(Abjuration)
Bonus Wizard 9-Extend Spell
12-Spell Focus(Enchantment)
15-Quicken Spell
18-Improved Counterspell
Most of our feats serve as Prerequisites fulfilling. Then again, the ability to reduce the level adjustment of Extend Spell to zero a few times per day via Metamagic School Focus is nothing to sneeze at, and Improved Counterspell fits in just well with being an Abjurer.
Practiced Spellcaster however is of note. As a Wild Mage, we get a permanent -3 penalty to our Caster Level in exchange to be able to roll 1d6 and add that amount to our Caster Level each time we cast a spell. With Practiced Spellcaster, we outright cancel that penalty, meaning we get a straight +1d6 to our caster level at all time which is ridiculously good, and all that starting level 6(meaning at level 6 we can possibly cast spells with a caster level of 12. Hello 10d6 Fireball four levels early).
Special Abilities
Specialist School(Abjuration)
Forbidden Schools(Conjuration, Necromancy)
Familiar(Toad)
High Arcana 17-Spell Power
High Arcana 18-Mastery of Counterspelling
High Arcana 19-Arcane Reach
High Arcana 20-Spell-Like Ability(Dispel Magic-9th Level)
We specialize in Abjuration, making us what amounts to an expert anti-spellcasters wizard. Having to choose Conjuration as one of the Forbidden Spells hurts my soul to no end, but Contingency alone for an Abjurer Specialist is too good to pick Evocation. If that doesn’t bother you, absolutely do switch up those.
Our High Arcana gives us another +1 to Caster Level on top of our Wild Mage’s Wild Magic, meaning a +2 to +7 to CL of all our Spells, the ability to cast touch spells at a 30ft. range, sending counterspelled spells back at sender and the Spell-Like Ability to Dispel Magic 6/day which is really good considering our Caster Level.
Equipment
Early on, you will be relying on a good old Light Crossbow for support and your obvious Spellbook and Component Pouch. Later on, adding a Rod of Absorption to your arsenal can only do great things to further emphasize your anti wizardry. Otherwise, standard stuff for high level wizards you would normally look for(Robe of the Archmagi, Magic Staffs, Wands etc).
Final Thoughts on the Build
So, our Caster Level is 21-27 at any time we cast a spell at a minimum(namely, before spells shenanigans). We are a master of the Abjuration School, meaning protection and countering other spellcasters is our specialty. Yet we remain quite effective against most other situations too. And for those who complain that there are no offensive spells in Abjuration: Maw of Chaos? Dispel Magic? Explosive Runes Bombs? Energy Vulnerability+Fireball? Also, we still have Evocation (Because a Contingency->Wall of Force is always a good panic button. Or Contingency->Prismatic Wall/Sphere for extra hilarity).
Finally, as an Initiate of the Sevenfold Veils, we get access to various Wards and Veils which, if used correctly, can be used to become what amounts to immune to almost everything, get total control over the battlefield and completely and utterly disrupt the enemy movements while dealing them significant damage and debuffs (Initiate of the Sevenfold Veil is largely considered one of the best prestige classes in the game and frankly? As contrarian as I like to be, I have to admit it is up there powerscale-wise). And all of that is just the Wardings, don’t get me started on its other features like Kaleidoscopic Doom turning your Dispels into downright lethal events once per day or the fact that dispelling your Abjuration becomes near impossible with Unimpeachable Abjuration…
We finish up as Archmage rounding up our few weaknesses and adding more versatility to our spellcasting and counterspelling, turning us into one of the best anti-batman wizard possible. Whether that makes us the Joker is entirely up to your interpretation of course ~
Level Table
|
Level |
Class |
HD |
Feats |
Special Abilities |
|---|---|---|---|---|
|
1 |
Wizard |
9 |
Magical Aptitude, Metamagic School Focus(Abjuration, Scribe Scroll |
School Focus(Abjuration), Forbidden School(Conjuration, Necromancy), Familiar |
|
2 |
Wizard |
1d4+2 |
- |
- |
|
3 |
Wizard |
1d4+2 |
Spell Focus(Abjuration) |
- |
|
4 |
Wizard |
1d4+2 |
- |
+1 Int |
|
5 |
Master Specialist |
1d4+2 |
Skill Focus(Spellcraft) |
- |
|
6 |
Wild Mage |
1d4+2 |
Practiced Spellcaster |
Wild Magic |
|
7 |
Geometer |
1d4+2 |
- |
Glyph of Warding, Spellglyph |
|
8 |
Geometer |
1d4+2 |
- |
Book of Geometry, +1 Int |
|
9 |
Wizard |
1d4+2 |
Greater Spell Focus(Abjuration), Extend Spell |
- |
|
10 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 1/Day, Unimpeachable Abjuration, Red Veil |
|
11 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Unanswerable Strike +2, Orange Veil |
|
12 |
Initiate of the Sevenfold Veil |
1d4+2 |
Spell Focus(Enchantment) |
Warding 2/Day, Yellow Veil, +1 Int |
|
13 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Reactivating Warding, Green Veil |
|
14 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 3/Day, Blue Veil |
|
15 |
Initiate of the Sevenfold Veil |
1d4+2 |
Quicken Spell |
Unanswerable Strike +4, Double Warding, Indigo Veil |
|
16 |
Initiate of the Sevenfold Veil |
1d4+2 |
– |
Kaleidoscopic Doom, Violet Veil, Warding 4/Day, +1 Int |
|
17 |
Archmage |
1d4+2 |
- |
Spell Power |
|
18 |
Archmage |
1d4+2 |
Improved Counterspell |
Mastery of Counterspelling |
|
19 |
Archmage |
1d4+2 |
- |
Arcane Reach |
|
20 |
Archmage |
1d4+2 |
- |
Spell-Like Ability(Dispel Magic 6/Day), +1 Int |
Monoclass
The young nobleman looked around the room as he entered. He turned and waved silently to the woman in the white coat behind him. The inside of the laboratory was empty.
–“Well, our lead isn’t here it seems.” She said as she turned her head to see two small rodent-like creatures. The look on their eyes were, oddly intense.
-“I didn’t know spellcasters could have multiple familiars.” She continued, with a look over to the young man. She saw that he searched through a scattering of parchments atop a desk. Suddenly, he stopped caught paused by the comment.
–“They can’t, my brother taught me that that link is special, so they usually can’t. Why?”
–“Listen to the young man.” A squeaky voice said, which made the both of them jump. The two turned to see one of the two creatures standing taller than the other.
–“I am your contact.” It continues in its ridiculous voice. “Please do not mind my wife, but before I answer any of your questions, answer me this: Why would a werewolf ally herself with a nobleman?”
Race
Beguiler
Class
Spellthief 20
Ability Scores
Str 6/Dex 22/Con 14/Int 16/Wis 10/Cha 14
Skills
Concentration, Hide, Move Silently, Spellcraft, Use Magic Devices
Equipment
A Shortsword, a Light Crossbow
Goal
Spellthiefs can forfeit some of their Sneak Attack damage to steal spells, spell-like abilities, ongoing spell effects, and even Energy Resistance. This makes them extremely potent anti-spellcasters. Add to that their feats that allow them to do the same but with Psionics, and you’ve got yourself a surprisingly potent class. The Beguiler race is a small pikachu looking race that has True Seeing. And with Improved Familiar you can have one as a familiar, making it extremely hard to pinpoint for spellcasters between you and your familiar.
| Level | Class | HD | Feat | Special. |
| 1 | Spellthief | 8 | Multiattack, Wild Talent | Sneak Attack +1d6, Trapfinding, Steal Spell (0 and 1st Level) |
| 2 | Spellthief | 1d6+2 | – | Detect Magic, Spellgrace +1, Steal Spell Effect |
| 3 | Spellthief | 1d6+2 | Weapon Finesse | Steal Energy Resistance 10 |
| 4 | Spellthief | 1d6+2 | – | Steal Spell (2nd Level), +1 Dex |
| 5 | Spellthief | 1d6+2 | – | Sneak Attack +2d6, Steal Spell-Like Ability |
| 6 | Spellthief | 1d6+2 | Mind Drain | Steal Spell (3rd Level) |
| 7 | Spellthief | 1d6+2 | – | Absorb Spell |
| 8 | Spellthief | 1d6+2 | – | Steal Spell (4th Level), +1 Dex |
| 9 | Spellthief | 1d6+2 | Obtain Familiar | Arcane Sight, Sneak Attack +3d6 |
| 10 | Spellthief | 1d6+2 | – | Steal Spell (5th Level) |
| 11 | Spellthief | 1d6+2 | – | Spellgrace +2, Steal Energy Resistance 20 |
| 12 | Spellthief | 1d6+2 | Master Spellthief | Steal Spell (6th Level), +1 Dex |
| 13 | Spellthief | 1d6+2 | – | Discover Spells, Sneak Attack +4d6 |
| 14 | Spellthief | 1d6+2 | – | Steal Spell (7th Level) |
| 15 | Spellthief | 1d6+2 | Improved Familiar | Steal Spell Resistance |
| 16 | Spellthief | 1d6+2 | – | Steal Spell (8th Level), +1 Dex |
| 17 | Spellthief | 1d6+2 | – | Sneak Attack +5d6 |
| 18 | Spellthief | 1d6+2 | Two-Weapons Fighting | Steal Spell (9th Level) |
| 19 | Spellthief | 1d6+2 | – | Steal Energy Resistance 30 |
| 20 | Spellthief | 1d6+2 | – | Absorb Spell(Immediate Casting), Spellgrace +3, +1 Dex |
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