Argh!! Useless Rogues

Synthetik Fish said:
Espanded Sneak Attack
Prerequisites: Must be able to sneak attack for +3d6 damage.

"You can attack structural weaknesses of creatures that would otherwise be un-affected by your sneak attacks."

Benefit: By taking this feat, a player may use his full sneak attack on undead and constructs that he would not otherwise be able to effect. Note that this feat does NOT effect oozes and other such creatures lacking a "structure."

You should probably try to balance this against the Gravestrike and Golem strike spells, as well as the Razing Strike feat, all from Complete Adventurer.
 

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IcyCool said:
You should probably try to balance this against the Gravestrike and Golem strike spells, as well as the Razing Strike feat, all from Complete Adventurer.

I'm not familiar with those. What do they do?

You know, it's always an option to get a sword with those spells that allow rogues to SA constructs & undead enchanted upon it. It'd go by the standard for item creation...

See, when people just say "they suck," what it really is, is that they're not giving it enough time, thought, and effort to make them bad ass. There's ALWAYS ways around ANY obstacle, you just need to think of them. 3.5E allows for a lot of creativity.
 

Evilhalfling said:
For a rouge/wizard or rogue/cleric there are 1st lvl spells in CAdv that allow sneak attacks vs constructs and undead, although when I offered them to the party thief/mage he took Distract opponent instead. He has high int and 5 kn skills, so he rarely feels useless.
Now the monk on the other hand - If you don't build with high strength you are hosed.
yes, you always survive. but thats about it.


1st level spell * 1 (CL = 1) * what? 2000 GP? You can now make a pair of (gloves, gauntlets, ring, weapon ability, etc.) that will let you Sneak Attack constructs and undead for 2000 GP... HMMMM

Yeah, rogues really suck :uhoh: :mad: ;) :cool:
 


Synthetik Fish said:
1st level spell * 1 (CL = 1) * what? 2000 GP? You can now make a pair of (gloves, gauntlets, ring, weapon ability, etc.) that will let you Sneak Attack constructs and undead for 2000 GP... HMMMM

Not so much.

Continuous effects have a base price of Spell * Caster * 2,000gp, but they also have a modifier based on the duration of the spell. A spell that has a duration of "rounds per level" has a modifier of *4.

Grave Strike has a duration of 1 round - even shorter than "rounds per level." Accordingly, the effect would cost even more than 2,000gp * 4 = 8,000gp.
 

Patryn of Elvenshae said:
Not so much.

Continuous effects have a base price of Spell * Caster * 2,000gp, but they also have a modifier based on the duration of the spell. A spell that has a duration of "rounds per level" has a modifier of *4.

Grave Strike has a duration of 1 round - even shorter than "rounds per level." Accordingly, the effect would cost even more than 2,000gp * 4 = 8,000gp.

I don't know about you, but I'd still deffinately be willing to pay that. Trade in those Goggles of Darkvision, Boys!
 

Back on the skills track, think of skills that aren't used in combat but can have significant effects. Here's a few:
Knowledge(Biology)-Vermin and animal dissection and uses of various parts of slain foes equals efficient if somewhat grizzily rogue for little skill point investment.
Knowledge(Dungeoneering)- Common foes weaknesses can be discerned with a quick check every now and then.
Knowledge(Nature)-For animals and vermin, also helps in the craft(poisonmaking) department
Craft(Poisonmaking)-Takes some downtime and the right ingredients but a well placed dagger can end a fight very quickly.
Knowledge(Engineering)-OK, so my DM no longer allows me to take this, but that doesn't mean you can't. A knocked out joist here, a removed screw there, out of place keystone. Creative use of this skill ends fights very quickly.
Craft(Trapmaking)-Mmmmmmm, trapped, poisoned breastplate. Stick it on the party fighter and watch as he yells "Grapple Me" to the dragon, helmets work well on mind flayers.
Craft(Alchemy)-So 200 gallons of alchemist's fire was overkill, the screams of those arcane casters was more than worth it.
 

ARandomGod said:
Lords of Madness, eh? (Strokes chin).

Tell me more of this "Madness" of which you speak.

Darkstalker? Feat with no preq, forces entities with blindsense, scent, tremorsense, etc., to make Spot/Listen checks to find a hiding character with this feat. Also, you can flank creatures with all-around vision, which are normally unflankable.

Quite nifty. It's a bit powerful, but, you know, it helps rogues out. It probably ought to require a certain number of ranks of Hide and/or Move Silently, but hey.

Brad
 

Patryn of Elvenshae said:
Not so much.

Continuous effects have a base price of Spell * Caster * 2,000gp, but they also have a modifier based on the duration of the spell. A spell that has a duration of "rounds per level" has a modifier of *4.

Grave Strike has a duration of 1 round - even shorter than "rounds per level." Accordingly, the effect would cost even more than 2,000gp * 4 = 8,000gp.
But wouldn't it be use activated, and thus, not continuous?
 

domino said:
Patryn of Elvenshae said:
Not so much.

Continuous effects have a base price of Spell * Caster * 2,000gp, but they also have a modifier based on the duration of the spell. A spell that has a duration of "rounds per level" has a modifier of *4.

Grave Strike has a duration of 1 round - even shorter than "rounds per level." Accordingly, the effect would cost even more than 2,000gp * 4 = 8,000gp.


But wouldn't it be use activated, and thus, not continuous?


+1 you rock! :)
 

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