Destroying / Stealing Spellbooks


Pathfinder First Edition General Discussion


I don’t know about the rest of you guys, but spellbooks have always been something of an off-limits target within my group. PCs don’t sunder enemy casters’ spell component pouches; NPCs don’t steal spellbooks. That’s the unspoken gentleman’s agreement, and it’s held thus far. Nevertheless, any time I roll up a prepared caster, there’s always that specter of paranoia hanging over me. Do I need to throw down a sepia snake sigil? How many copies of my spellbook do I need to make? Should I learn secret chest so I’ve always got access to a backup? And won’t all of the above be wasted effort if we’ve got a gentleman’s agreement anyway?

So what do you say, brother magi? Have you ever lost your spellbook? Do you regularly seek out and capture enemy wizards’ libraries? Or do you too subscribe to the gentleman’s agreement against magical thievery?

(Comic for illustrative purposes.)


Pathfinder Starfinder Society Subscriber

My PCs steal spellbooks all the time, but they generally kill their wizard owners first. ;)

Liberty's Edge

Stealing a spellbook is one thing, but, putting a dummy spellbook or trapped spellbook is generally the frowned upon of things gentlemen do not do I've often noticed...and was told very strongly by other players when my rogue did such a thing. Cursed Spellbook with touch of Idiocy is quite amusing.


I like to start as a Gatecrasher Half-Orc with a single level of Toxophilite Ranger, followed by 3 levels of Archer Fighter... that alone gives you full damage to objects with your Orc HornBow, a +1 to attack for targets two or more sizes smaller than yourself, and the ability to Sunder with your bow...

Do you see where this is going?

I have no such gentleman's agreement... your spellbooks, holy symbols, ioun stones, arcane bonded objects, and familiars are all equally open for targeting as your armor, weapons, or animal compaions/mounts. All is fair in love and war...

There are a plethora of available items and abilities to adequately protect/hide the things important to your character... if you ignore these things and leave your nice stuff out in the open all willy nilly, I will be happy to remind you what life was like when you did not have those aforementioned nice stuffs.

Maybe buying a new familiar will help offset all the money you have saved by crafting. And the world finds balance.

In fact, I would way rather pin the Wizard's familiar to the wall than I would Sunder the Fighter's sword... I might have some sort of unfounded bias against spellcasters, though. Lol.

So yeah, make backup copies of your books. Absolutely learn secret chest. And be sure to keep some pocket change squirreled away for when you have to replace your familiar...


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The weakness of being tied to a spellbook is something I consider an important balancing factor in the overall scheme of things. If you don't expect the wizard to expend resources to protect his spellbook, then you pretty much erase that weakness. We can argue over how much of a weakness it really is, but that's not something I am interested in as it is too subjective of a matter. Arguing over objective things is more fruitful.


The wizard aren't much better than a commoner without their spells. They sacrifice nearly everything for their spellcasting ability. This goes so far as to them not being able to wear armor without it messing with their spells. Even their bonus feats must go into magic item crafting or metamagic. Unfortunately spell mastery isn't a good option for wizards.*

Pathfinder did add some class features to the wizard that don't revolve around spell slots, which helps, but it doesn't fix the fact they can't use their spell slots without their spell books.

I make no special favors for spell casters leaving their spell books, spell component pouches, and divine focuses left in the open. However, destroying spellbooks doesn't stop the wizard from making you ground zero of a fireball; its only later when the wizard needs to prepare spells does this become a problem. So target them if you dare.

I think its wise to keep a few spells prepared to fix damaged items, such as a spellbook.

*Spell mastery suffers from multiple problems. It only allows you to master spells you have at the time it was selected, so mastering a bunch of spells at 1st level isn't likely to be useful for a level 20 wizard. The list of spells you master is also small (your Int score at the time). It may be tempting to get around this by selecting spell mastery multiple times, but each time you do, its another feat that doesn't go some place else.


I'm sort of in the same boat as OmniMage there. I have a guy that always runs wizards in my games. Without access to his spellbook or spell components, his characters are NPCs with dumped physical stats that generally have a single, level 1 magic ability to attack they can use a few times/day like Hand of the Acolyte or Flame Jet.

He made a Magus for my current megadungeon game. I got all excited thinking I'd finally be justified in targeting his spellbook. If he lost that at least he'd still have some martial capability to fall back on. However by level 2 the other players had browbeaten this player into bringing in the magus' "twin brother" who was the same stat array only as a wizard. Now the other players are happy but this buddy of mine isn't and I'm back to trying to Steal or Sunder the weapons from the paladin.


I'm confused, are you guys targeting the spell books of other party members? If so, then you're a jerk and need to be tarred and feathered. Or are you a GM specifically going after players spell books? If so, again you need to be tarred and feathered.

A spell book in most in game cases would be kept safely stored in a bag or pack during any encounter where it could be harmed. It's only if a party gets captured that a spell book runs the risk of being damaged, and most groups who would want to capture a party would either just toss a a book a side, to be reclaimed later, or would recognize it's value and set it aside for either personal use or to sell.


The Gatecrasher Half-Orc Toxophilite Ranger 1/Archer Fighter 3 is specifically designed as an NPC to target PC gear... arcane bonded objects, familiars, holy symbols, rods, spellbooks, and wands all have way higher priority over animal companions, armor, shields, and weapons...

Arcane bonded objects, familiars, holy symbols, rods, spellbooks, and wands are generally easier to destroy/has fewer HP, and have a higher overall impact...


DRD1812 wrote:
PCs don’t sunder enemy casters’ spell component pouches

There're multiple issues with that, anyway. The sunder description says "You can attempt to sunder an item held or worn by your opponent", and nothing says that SCPs are worn (rather than carried). So rule wise, the act of sundering SCPs is on shaky ground.

Another problem is that there is no rule that says you can't wear multiple SCPs. They cost a measly 5gp, and usually NPCs aren't so min-maxed that they don't have the strength to wear multiples. I don't know about you, but I don't want to do a tug-of-war between sundering martials and casters with multiple SCPs that ends up with each caster looking like a Rob Liefeld character.

There's also the issue that targetting SCPs very easy slips into metagaming territory. If you as a GM have NPCs sunder a Wizard's SCP, would you do the same to a Sorcerer who only fakes using a SCP? Would you still use the tactic against a Witch, knowing that it doesn't stop the use of hexes? Can Wizards avoid attacks by taking Eschew Materials and carrying three SCPs?

Of course, everything that doesn't actually help in that fight, e.g. targetting a Familiar (even if it's clearly a Witch's), is an objectively bad tactic, and thus shouldn't normally be used by NPCs. On the flip side, stuff like targetting potion vials with AoOs ("An enemy may direct an attack of opportunity against the potion or oil container rather than against the character.") is fair game, as it's a very sound tactic.

DRD1812 wrote:
NPCs don’t steal spellbooks

That's not really worse than an NPC stealing other important equipment, especially weapons. But how often do NPCs get a chance to steal from PCs?


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I don't know about the rest of you, but I generally assume (and act on said assumptions) that NPCs are real, intelligent people, and will make choices that best suit the situation from their perspective.

Someone with the ability to make easy Knowledge (Arcana) checks are going to know the differences between certain skill sets of arcane casters, and how they typically use spell components to cast spells. Someone with Knowledge (nature) or (religion) is going to know about divine casters needing divine focuses in order to channel their spells. Someone with ranks in Spellcraft is going to know (or be able to guess at) what sort of nastiness you are about to hit them with when you cast a spell.

If you do NOT believe that an NPC will take whatever means they have available to put the spellcaster in 'safe mode' and prevent them from 'loading' their main weapon ... well, I don't know what to tell you. Intelligent undead are going to try to separate you from your holy symbol. Intelligent archers are going to focus their fire on spellcasters to keep them from leveling the front line fighters. The moment that you reveal you possess a certain skill set in the games I run, intelligent NPCs are going to react to it in a dynamic manner, just as the PCs do when their enemies begin revealing their skillset.

We aren't playing on casual mode.


Leaving the spellbook etc. alone has a benefit: It makes the GM more convincing when they tell the wizard player "Spare us with the toxic crap of battlefield control / mind control / scry and fry etc.". If you pull punches, it's easier to expect it from others. Even nerfs are more easily accepted if you appearantly keep to a code.

The wizard player might get it or not, but in the latter case there are more players at the table.


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SheepishEidolon wrote:
If you pull punches, it's easier to expect it from others.

I don't even know what those words mean. Lol.


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Let's see... you have probably one of the most powerful classes, with an obvious weakness, and as a DM you DON'T (on occasion) target it?

All DM's should. Familiars, Spell Focusses and Spellbooks are ALL FAIR GAME.

Why? Because the players will then invest resources to protect the weaknesses and that is resource they cannot spend elsewhere.

Now a lot of this is dependant upon the intelligence and the nature of the threat but I got way more response from pcs taking a spell book from them than I ever did an NPC. Also the pcs should have the opportunity to recover resources that they have lost (usually) but at the same time if the party expect you to just go easy on their most powerful characters, they are the ones who need to rethink their game not you.


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Nearly every campaign is probably going to throw enemy archers at the party...

And, the example archer I showed earlier is literally only 4 levels, which can be introduced almost immediately.

Put the fear of god in them early...

The moment they realize that Sunder can come from a bow is an eye-opening experience, indeed. Like in WW2 when anti aircraft cannons were used against tanks. Warfare has changed, and adaptation is necessary.

I also have a much higher level version of the Gatecrasher Half-Orc ranged Sunder build using Holomog Demolitionist Investigator 14/ Archer Fighter 3 specifically for Ranged Study/Iconclastic Strike. Battlefield Preparation and Effortless Aid are nice bonuses to that particular version of the build.


the reason that many tables use a gentlemans agreement about not destroying spellbooks, component pouches, and familiars is because of just how severely exploiting those specific weaknesses impact the main classes that utilize them.

A Wizard or Arcanist who loses their spellbook is little more than a commoner with a few minor spell-like abilities, and a Magus who loses theirs is really not much better off. Sure they can still cast the spells they prepared for that day, but once they have expended all of their prepared spells, they can't prepare any more until they get a new spellbook or somehow get theirs restored. If restoring their spellbook is not possible then not only are they unable to prepare new spells until they get a new spellbook, but they also must now spend a fortune on purchasing all new spells to fill their new spellbook with and then risking the possibility of failing spellcraft checks to add them...

A Witch or Shaman without their familiar is in the same boat as a wizard who loses their spellbook. However, unlike the wizard they can't simply buy a new one for a few gold coins and then start adding new spells right away. They have to wait a day first and then proceed to spend 500gp/level on a ritual to summon a new familiar... atleast the Witch's new familiar comes with 2 spells of each spell level that their old one had, and the shaman is divine...

Nearly every spellcaster is almost useless in any encounter without a spell component pouch... however there are still a fair number of spells that don't use material components anyways, so this one is actually not as detrimental, in fact it is more comparable to sundering a fighters weapon or armor. Destroying a wizard's spellbook or a witch's familiar on the otherhand is basically destroying their whole class... you might as well be applying negative levels equal to character level-1 to them at that point...


Sundering a spellbook in the midst of combat is pretty lame and unrealistic in most scenarios. The spellbook is not an immediate threat so sundering it is a suboptimal and metagamey action. Divine foci and component pouches are fair game though as they stop the spellcaster casting spells.

The one time it would be legitimate to target the spellbook is when an ongoing enemy organises a raid to take or destroy the spellbook to neutralise the ongoing threat posed by the wizard.


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Jeepers... if it is that vital to the characters' success, you would think they would go through great expense to protect it.

And if they don't... it is a crime to let that go unpunished.

Does the Fighter leave her Greatsword unprotected? No... it's made of Adamantine and enchanted with Impervious... probably Called, as well... just in case. She wears Gloves of Dueling to further protect against Disarm and Sunder... quite possibly taking the Weapon Master archetype that offers Weapon Guard as a scaling class feature that also protects against Disarm and Sunder. She knows she relies on her Greatsword. She knows her Greatsword is going to be out in the open every encounter.

So she f***ing protects it.

As far as someone actually targeting such a thing... why wouldn't they? A spellbook is literally as important/valuable as the Fighter's Greatsword. Remove it from the battlefield and you effectively cripple that character. The item often has far fewer hit points than the character, and the archer is probably going to shoot at something anyways.

And stealing them is obvious... there is even a Rogue archetype that would directly benefit from using the spellbooks they steal. Most Wizards' spellbooks will have 6th level and lower spells, all of which the Rogue could use. And the market of Alchemists and Magi that would buy them is plentiful.

Wizards with higher level spells probably don't worry about their $#!+ being stolen too much anymore...


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How are you targeting spellbooks during combat..?

Unlike weapons, Wizards dont wave arround their spellbooks in combat and normaly keep them stored away in the backpacks or such. So to target the spell book during combat someone would need to run up to the wizard, Steal his backpack, Dig through it, Find the spell book and then destroy it, While the wizard is flinging spells at them and other party members are probably trying to kill them...

Seems more logical they would just try to shank the wizard, Would probably go faster and be safer for them. Since destroying the spell book dont help them at all, As the wizard will still be able to cast all the days spells. It would only be of assistance to future bandit groups that attack the party..


I think the term spellbook is now loosely being used in summary of the list including; arcane bonded objects, familiars, holy symbols, rods, spellbooks, staves, and wands...


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Let us suppose I am playing a wizard whose ref has declared open season on such items. Wizards are intelligent, and know how to look after themselves.

First thing in the morning I memorise my spells. I then stuff my spellbook(s) in the depths of my handy haversack (or masterwork backpack if we're still poor).

I take the components for the spells that I plan to cast today and put them in the various pockets of my clothing, each in its individual wrap of graseproof paper with a distinguishing knot so I can select the correct one by touch. Naturally I have a methodology for this, so I know the offensive spells are in the top left coat pocket, the defensive ones are in the right hip pocket, and the cured leather focus for mage armour is probably sewn into every shirt I possess.

I stick my two combat wands in spring loaded wrist sheaths, and the out of combat ones in the aforementioned handy haversack.

I slide my metamagic rod into the specially created pocket in the seam of my coat.

I instruct my nondescript looking, local to the area, familiar to get the hell out of the way if a fight kicks off - birds to fly right up, rodents to dive for the nearest bit of undergrowth etc. If we are in a dungeon the familiar is probably lurking a room behind the party anyway.

At this point, even if facing an enemy archer with some crazily focussed "destroy the wizard's items" build comes along my magical doodads are fairly safe unless they want to shoot the wand I am using that round, and frankly given the choice between loosing a few hunder GP of wand or an arrow to the heart I know which I prefer.


VoodistMonk wrote:
I think the term spellbook is now loosely being used in summary of the list including; arcane bonded objects, familiars, holy symbols, rods, spellbooks, staves, and wands...

I don’t see where your pulling that assumption from... while, sure having most of those items stolen or sundered would cause problems for a witch or wizard, only the loss of spellbook or familiar (depending on the class) is actually devastating. A wizard who loses their bonded object just has to make concentration checks to cast spells, nothing too difficult. A cleric who loses their holy symbol just can’t cast spells that require a divine focus and can’t replace inexpensive material components with the focus anymore, easy work around is to have a component pouch in reserve... Rods, Staves, and Wands are equivalent to any other weapon in their impact when sundered/stolen... all of these can be easily replaced and don’t render the characters class useless when lost.

If you sunder a fighters greatsword, they can still punch and kick or pitch up another weapon off the battlefield and keep fighting. It impacts them immediately, but recovery is as simple as one round of actions. The same goes for any sort of martial combatant. If you sunder a spellcasters wand, staff, or rod they just loose a a little power in the immediate, they can still cast spells, they might even have another wand up their sleeve. Take out their spell component pouch or holy symbol and you limit the spells they can cast, but they aren’t out of commission, simply crippled just as if you sundered a weapon. Just like sundering a weapon even, if there is a defeated Spellcaster around, they might be able to snatch up a new component pouch off their corpse to keep going.

If you sunder spell books or kill familiars however... there is no impact in the immediate fight, or remaining encounters for the day (unless the witch/wizard left slots unprepared for later) but starting the following day the character has effectively lost access to their entire class until they get the spellbook or familiar replaced... look at it like if you were playing a Paladin and a foe had the ability to force you to become an ex Paladin simply by destroying one item you possessed. You now have to seek out an Attonement ritual to keep going as your chosen class... that is exactly how losing a familiar or spellbook plays out for witches and wizards. It isn’t equivalent to losing a weapon, not even close to comparable.


What's the RAW of attacking a spellbook? A traveling spellbook is defined as 50 pages and I'm guessing that it's supposed to be fairly compact it's going to be Diminutive sized. Even exposed and hanging on the hip of the caster, that's an AC 14 attended object with what... 0 hardness and 10 HP?

Seems like an easy target right?

An enemy NPC has to make a choice: attack the PCs to deal damage and put them down, or attack their gear for combat advantage. If the NPC is one of a force of say, dozens, targeting gear is a great idea. If this is a typical "CR is close to the APL of the party" then it is likely less of a sound strategy.

Then said enemy NPC needs to either target the spellbook from afar with a ranged attack, beat a 14 AC and deal 10 points of damage to deliver Broken, or 20 points of damage to deliver Destroyed, or they have to sacrifice a Move action (unless they somehow started the round standing right next to the caster) to get close enough to the PC, make a melee attack using the Sunder maneuver, attack using their CMB instead of their standard melee attack, and again hit an AC 14 with 5 damage for Broken, 10 damage for Destroyed.

And what does that get the NPC? This spellcaster can't STUDY their spells. This does NOTHING to end the current fight. This outcome also goes for targeting a PC's holy symbol (unless there is a prevalence of Undead in the area), targeting a witch's Familiar, or even attacking the spell component pouch.

I COULD however make a case for the following:

1. attack an Alchemist's bandoliers containing all of their Extracts, Mutagens and other alchemical doo-dads

2. Hitting quivers, ammo pouches or bullet bandoliers on ranged PCs

3. Targeting the footwear of PCs, knowing your side has an escape route covered in caltrops, pools of acid, boiling hot metal plates, broken glass, etc

4. Targeting weapons and armor

Now on that last one, again... the NPCs have to weigh their options. An ogre with Power Attack, Improved Sunder and a Reach weapon could do well on the front line, breaking martial PCs' weapons if they then have several other allies that can take advantage of those hindered PCs. That same ogre however, if it's just him and his pet bear, might be better off having the bear grapple with a PC and then using Power Attack to hit the grappled character's lowered AC and just deal tons of damage.

I think, as a GM, I'd have to design longer, extended combats knowing that the first wave of said combats were going to target armor, weapons and gear in order to pave the way for success of future waves for this strategy to make sense. Since a lot of my gaming involves smaller skirmishes and my players RARELY put themselves in a situation of being surrounded and outnumbered, this is not likely to be something I do.


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If attacking spellbooks and other arcane objects is a real tactic, wizards will carry dummy spellbooks around. Someone steals it? Explosive Runes, of course. And nothing else. Someone hits it with a sword? Much better that he hits that than he hits the wizard.

And dummy wands, potions, orbs and other apparently juicy and vulnerable objects are easy to make. So these things will only become a target if the attacker can be reasonably sure that they're genuine and attacking/stealing them will help.

Remember: the wizard is smarter than you, and he knows that preparation is everything.


Since destroying a spellbook has not immediate impact on a combat, and is not usually exposed in combat how are people sundering them? The next question is why someone would want to sunder them? They are valuable items that can fetch a fair price when sold. Sundering spellbooks makes no sense, stealing them on the other hand does.

When it comes to spell component pouches, bonded object and the like that is a different story. Other than the bonded object most of them are fairly cheap and there is nothing preventing a caster from having backups. Any caster who does not have at least one spare of these items is foolish and deserves any problems they have.

One thing that people are ignoring is that mending is a 0 level spell that is on both the cleric and wizard spell list. Mending can repair an item that is destroyed but it does not restore the magic. This shows that you can repair destroyed objects with the spell. For the most part these items are not considered magic items so can be repaired to full functionality with mending. Even a bonded item that has been enchanted can be made functional again, but without the magic properties it had. Likewise mending could be used on a damaged spell book. Since you don’t lose spells until they are replaced a caster who memorized mending will have access to it until they change the spell.

Familiars are the only thing that cannot be repaired with mending. But they are intelligent creatures that are capable of fleeing danger.


Spellbooks aren't an issue, secluded grimoire is perfect protection for them.

Spell component pouches can be an issue, so if your group does that everyone should just carry as many as they phyiscally can so noone can ever sunder enough to matter and prepare mending every day to repair them after combat.


To be perfectly honest, I don't really try to steal much of anything from the party unless getting the item back is a plot device.

I can see the value in stealing a spellbook... both gold value and the value in being an inconvenience to the party. But it seems like a very specific thing to go looking for. It is easy to protect/hide. And probably well-guarded.

I think the ease at which a spellbook can be protected from theft exponentially outgrows your average theif's abilities to steal it.

Now, arming mischievous minions with nets to fetch a familiar for the arena... it's like rooster fights, but way more depraved...


VoodistMonk wrote:

To be perfectly honest, I don't really try to steal much of anything from the party unless getting the item back is a plot device.

I can see the value in stealing a spellbook... both gold value and the value in being an inconvenience to the party. But it seems like a very specific thing to go looking for. It is easy to protect/hide. And probably well-guarded.

I think the ease at which a spellbook can be protected from theft exponentially outgrows your average theif's abilities to steal it.

Now, arming mischievous minions with nets to fetch a familiar for the arena... it's like rooster fights, but way more depraved...

Your typical thief should have enough sense to steer clear of adventurers. Taking something of importance from a party of adventurers is likely to bring their wrath down on you and you have no way of knowing what capability they will have to track you down.

Sure, a DM knows what the party can do, but I try to make the enemies act sensibly by their perception of the situation.

Effectively, the only thieves that will matter will be sent by the BBEG.


VoodistMonk wrote:


I think the ease at which a spellbook can be protected from theft exponentially outgrows your average theif's abilities to steal it.

At which point we're talking about a "playing a wizard tax" rather than a smart move. If those kinds of protections are more or less mandatory, it seems kind of... dull?


there are far too many spellbooks out there so I approve of various recovery teams(mrdr hobos) sacrificing part of their loot to maintain 'wealth by level' goals. They can't use the books anyway.


yes - I've had spellbooks targeted by various GMs over the years. I think as long as it's done in character with a rational motive it's fine. It didn't happen in OrgPlay (they do other things).

There are several ways to protect books. The easiest and cheapest is to make a copy and leave it at home. Most gamers don't realize making a copy is done at half cost.
At some point (usually around 9th level) a Blessed Book becomes more efficient due to the no scribing cost, or in actuality - prepaying the scribing cost. In Org Play you sell your orig spellbooks. In a home game you 'retire'(archive) or sell your originals.
It's far better to put explosive runes on a bookmark than on the actual book itself. It also allows the protection to be transferred around.
Arcane Mark on a book can suffice.
I think a handy haversack or pathfinder pouch is a lot better than secret chest.


Spellbooks are valuable items, and as such are going to be the target of thieves. But so are a lot of items adventures carry and those should also be the target of thieves. If the thieves are targeting spellbook over other items that are easier to steal than there is a problem. If they are stolen along with other loot or because they were an easier target that is all part of the game.

The whole gentleman’s agreement is ignoring the fact that the vast majority of thieves are not actually adventures. Your typical thief is a NPC who is a criminal just like in the real world. They are not going after loot in dangerous dungeons; they steal things for a living. Why would a cat burglar give a dam about the code of idiots who risk their lives battling dangerous monsters for a living?


Pathfinder Starfinder Society Subscriber

The "code" would be between GM and players, not in-world.

A wizard would value another wizard's spellbook as a possible source of new spells. A common thief would value a spellbook only if he can sell it. In either case, the easiest way to steal a spellbook is usually to kill the wizard who is carrying it first.


What is the WBL for a level 2 PC? If the GM is following WBL as a guideline, they have 1000 GP worth of gear. Now, let's look at an NPC.

The standard, non-heroic NPC who has some kind of adventurer-type life, not a town commoner or a tribal weaver or something, is somewhere between level 3 and level 4 before they're sporting that kind of bling.

Perception is the most powerful skill in the game and most PCs will have it maxed out. A Wizard might also have a Familiar, giving them Alertness: a +2 untyped bonus on Perception and Sense Motive (unless the familiar traded this away in it's Archetype). The Wizard may be accompanied by their allies, who will also likely have Perception maxed and might have their own Familiar or Animal Companion. Finally said allied creatures may have the Scent ability or enhance their controller's Perception through the Familiar bond.

If an antagonist wants to steal a Wizard's spellbook, first said spellbook needs to be plainly observable in some fashion. Then the Wizard needs to have virtually no means of securing said book to themselves beyond a simple leather chord or easily accessible satchel or something.

THEN the would-be thief has to either beat the Wizard in a fight and take the book by force, or else they need to use a Surprise round, using their one and only Move action, to hit a DC 20 with the Sleight of Hand skill. One thing to remember: even in a Surprise round the RAW on Sleight of Hand says that the Wizard gets a Perception check to notice the book being taken.

Finally, after the book is physically removed from the Wizard, you have to then account for any protections the PC may have put on the device. Is it Arcane Locked to their belt? Does it have the Alarm spell on it? Perhaps the PC casts Contingency on themselves every day such that as the book leaves their hip an Intensified, Empowered, Maximized Lightning Bolt targets the thief? I mean, who knows with these folks right?

So, any NPC looking at a Wizard of level 2 or higher has to assess the PC's level of bling and consider that against their own skill. If they decide to proceed they're going to have to locate a spellbook to steal, beat the PC's Perception or Sense Motive while approaching, attempt a DC 20 Sleight of Hand check, succeed while once again not being detected by the PC's Perception, and liberate the book without suffering any ill consequence.

Or...

They could just Charge action at the frail-looking old Wizard decked out in all that nifty gear. If the "thief" thinks they're faster than said PC, they merely need to get a powerful enough pair of attacks in on both the Surprise round and Round 1 of combat that the Wizard doesn't turn them to ash.


Honestly most NPC thieves should either know better than to steal from the one group of people who are willing and able to hunt them to the ends of the earth and kill them for what they took.

Nothing quite invites wrath like stealing from an adventurer and no common thief can evade them.


Thunder999 wrote:

Honestly most NPC thieves should either know better than to steal from the one group of people who are willing and able to hunt them to the ends of the earth and kill them for what they took.

Nothing quite invites wrath like stealing from an adventurer and no common thief can evade them.

This.

In an AP I ran, they called for these adorable little Fey to play tricks on the party, including stealing from said party... out of pity for the little creatures, I introduced them to the party in a less lethal manner. Your average party is only going to deal with a theif one way.

So, in the interest of keeping these harmless creatures from suffering the wrath of the party, I avoiding having them even attempt to steal anything. The party was already paranoid, as parties tend to be, and Perception was always maxed... casually trying to sneak into their camp is suicide. Approaching their horses outside a dungeon was also suicide. Trying to steal their entire kingdom was suicide. Being the king of a neighboring kingdom was suicide. Being the oldest thing on the continent was suicide... well, stealing the population of a town is what led to Vordakai's "suicide" by the hands of the party...

Don't steal from the party... it never turns out well.

It's easier just to break their stuff.

That is why I mentioned the Sunder archer, and the use of Sunder (in general). I especially like using Improved Sunder with animals... describing that the bear didn't do any damage to you, but left your shield smashed, or your breastplate caved in...

I generally don't describe missing the AC number as missing the taget entirely... there is a lot of arrows bouncing off armor without doing damage, or swords being deflected by armor in a show of sparks, but no damage dealt. So it is easy for me to incorporate damaging their armor or weapons without them asking why freaking everything has Improved Sunder? I never say that the enemy is using the Sunder maneuver by name.


Thunder999 wrote:
Nothing quite invites wrath like stealing from an adventurer and no common thief can evade them.

So much this.

Many years ago I ran two separate parties in the same shared world and they had cause to bump into each other. One of the lower-level party took a fancy to an item (I can't remember what now) that belonged to one of the higher level party and stole it on the basis that he could make much better use of it than the owner so he should have it because they were both fighting evil, right?

Oh boy. The next session or two were one party frantically trying to escape the explosive wrath descending on them. Half the weaker party was killed before they gave the thing back.


For GMs that break the PCs' stuff: how big are the skirmishes your PCs are in when they face off against Sundering enemies?

Spoiler:
If the PCs are level 1, maybe level 2, 4 PCs against, say, 4 kobold Warrior 3 and one has the 2 feats: Extra Traits - Reactionary and Artist of Battle in All Forms (Sunder) plus Agile Maneuvers could be a tough but interesting CR 3 fight but with another build these kobolds could be delivering roughly 1.5 to almost 2 DPR, potentially putting one weak PC at 0 HP at the end of a combat round, OR you have one kobold that MIGHT be able to sunder one PC's light source or holy symbol.

But as you get to higher levels, I feel like the need to deal direct damage or at least debuff the PCs seriously takes priority over just removing one of the PCs' items, unless you as an NPC are one of, say, 5-10 of your cohorts that can back you up and actually take advantage of the PCs' loss. I mean, a NPC Gatecrasher half orc Archer Fighter 3 has a BAB +3, Dex 17 and Str 13, masterwork orc hornbow with Str rating of +1, and the feats Weapon Focus: hornbow, Point Blank Shot, Precise Shot, and Extra Traits - Reactionary and Artist of Battle in All Forms (Sunder) so now it's making ONE trick shot this round for ranged sunder +8 (2d6 +2) from 30'.

+8 vs PCs' CMD is good against level 2 PCs, since this is a CR2 NPC. However an optimized Wizard 4 might have a decent Dex, Mirror Image running AND more than 30' between them and this half orc. This one NPC would then have to risk AoOs from the rest of the party, move up to within 30' of the wizard, attack with ranged sunder, hit and also beat any magic defenses the wizard has... just to take this PCs' spell component pouch out.

OR...

A very simple half-orc Barbarian 3 with all stock-standard DPR build could have a raging melee attack of masterwork bardiche +9 (1d10 +10) using Power Attack and Furious Focus. Again, you'll still have to get through the PCs' magic defenses and get past the other PCs, but instead of making it harder to cast spells with spell components this barbarian, on a successful hit, might deal 15 damage to a wizard with 4d6 with maybe +8 at level 4. That barbarian might also be able to use a Rage power to harass this wizard more.

Even better, if you want a CR 2 minion against a CR 4 PC Wizard, a kobold warrior 3/Adept 2 has 3 feats, so maybe Boon Companion for a level 5 Compy Mauler Familiar, then also Agile Maneuvers and Extra Traits - Reactionary and Artist of Battle in All Forms (Trip) so they can use Crafty to be in Stealth, sneak up on the wizard, make a Trip against a wizard denied their Dex bonus with a +8 and, if successful have their Familiar make a bite +6 (1d8 +3) vs a Prone PC who is, again, denied their Dex bonus.

That Prone debuff acts as a bonus to the rest of the kobolds attacking with melee weapons, the kobold and familiar are ready to move into a Flank and potentially deliver AoOs next round... or again, the gatecrasher orc could make it harder for this wizard to cast spells with spell components.

Now, as I type all of this I'm NOT saying that having your NPCs be built to sunder isn't a good strategy. I'm just saying that if the bad guys have precious few actions, or they have TONS of actions that aren't particularly super accurate because the PCs are higher level than their CR Sunder could be less efficient than direct damage or debuffing.

If however the bad guys have 2 gatecrasher orcs, 5 kobold adept 2/warrior 3 Trip specialists, and then a small horde of kobold mutation warrior/swarm warrior fighter 3 using masterwork slings that the adepts are putting Magic Stone on the ammo for... sundering that wizard's spell component pouch could be VERY effective as the other mooks advance...


For the AP, I just added a Sunder archer any time they called for an archer... I didn't replace the one they called for, just added another one that can break stuff. Same with owlbears and axebeaks, just add more... and they happen to be built slightly different to include some Sunder feats. But AP's generally need their average difficulty increased anyways.

The damage will happen, but they know that they will likely survive it. Tell them that their precious +2 Greatsword has the broken condition, though. Lol. They know they, themselves, can survive many arrows... but how many more can the sword take? It's a new kind of fear that the Fighter's Bravery doesn't help with...

Sure, Mending is a cantrip, and Make Whole exists... but those do you very little good right meow.

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