Think I forgot to mention this in the last couple posts, you can steal spells from undeads etc. who are immune to sneak attack... but you still have to qualify to sneak attack them somehow, for instance by flanking.
As for the infinite metamagic trick, you won't be able to do that, since if you try you'll be raising effective spell levels above what you can cast. So yes, you can take (or be gifted) one of Maelrigar's level 1 electrical orb spells and then apply a few metamagic feats to it, but then you won't be able to cast the modified spell until you've got a few more Spellthief levels under your belt (you need to be level 12 to steal level 6 spells, so that's what you'd need to use an Empowered Maximized Lightning Orb).
If your friend gifts you a spell with a metamagic feat applied to it, he loses his ability to cast the base spell (and metamagic variants thereof) for 2 rounds.
For that flaw, I would increase the frequency to every 1d3 days. The other flaws bestow conditions which aren't as bad, but are always active, and this one even gives you a will save. Speaking of Will Saves, that's a rather easy will save to start with. I might just bump up the DC on that later if you pass it too many times.
Eschew Materials isn't a metamagic feat, it's a trick you learn that you use when you cast spells.
Vherid, for your hit points, do this...
1) Your first level was in Barbarian. Barbarian Hit Die size is d12, and you get maximum roll on your first die, so you start with 12 hitpoints.
2) Your second level is also in Barbarian. You may either roll a d12 during the session, or the average rounded up, which is 7.
3) You have the Heroic Durability feat. 10 more hp.
4) multiply your number of hit dice (that's 2) by your constitution modifier (that's 1). Add that in for 2 more hp.
Note that your racial hit die is substituted for a class level, and therefore not added to your hit points or your hit dice total. Level Adjustment does not add Hit Dice.
For a two-bladed sword, you need to pay 100 gp for the basic weapon, and after that you'll need to pay all costs twice; once for each side, since it basically counts as two weapons. It's 300 gp each for each masterwork side (this MUST be done when the weapon is made, you cannot 'upgrade' an item to be masterwork), and you'll need to enchant each side separately. 2700 gp will get you a two-bladed sword that has a +1 enhancement bonus on one side, and is masterwork (but not enchanted) on the other side.
When fighting with this weapon, you may either treat it as a single two-handed weapon, or two weapons (one one-handed, and one light weapon). The latter case involves using the Two-Weapon Fighting rules, and you'll want to take the appropriate feat. Two-Weapon Fighting without the appropriate feat is an exercise in futility. Using it like a single two-handed weapon allows you to use 1.5x your strength bonus on damage, and using it as two weapons lets you use 1.0x strength bonus for one side and 0.5x strength bonus for the second side.
In other news, Kogan needs a refresher on how Level Adjustments and Hit Dice work, because Vherid does NOT have 3 hit dice.