You lose it as long as you need to balance, e.g. as long as you are in the area of the spell.anhar said:alright so I have a pretty basic question. I've never been sure about balance making you lose your dex. Do you lose it for the whole round, or just until you move off the surface you were balancing on? I ask because I have an all-rogue campaign coming up and wands of Grease are going to be very popular, I think.
true but all my feats are already used up. i'm not sure if i should pick it up or not. my build is a spiked chain human rogue. i have two flaws from unearthed arcana and am starting out at 3rd level so i get 5 featsZamtap said:Feinting sucessfully denies that opponent his dex, so having 13 int and combat expertise, leads to improved feint for a move action feint that means a low level rogue can deny people their dex.
Elemmakil said:The spiked chain isn't good for a conventional rogue build (being prone doesn't allow you to sneak attack, so tripping isn't very helpful). If you want to go melee and can rearrange your stats, I would switch around int, dex and con and go for a 2WF rogue:
dex: 17
con: 18
int: 15
Rogues are so fragile that, if you want to go melee, I put con over even dex. This style of build has two main problem: multiple ability dependency, which doesn't matter to you because your ability scores rock, and the fact that sneak attack relies almost entirely on flanking.
I've never used feinting much; it essentially guarantees one sneak attack per round, but no more. I think of it primarily as a backup option for when you can't flank.
If you want to go ranged, you can use hide to set up sneak attacks. Later, friendly wizards casting improved invisi helps.
-Elemmakil
PS:If you are going to use a spiked chain build, I recommend picking up improved feint over deft opportunist. Oh, and grab weapon finesse ASAP. The problem with this is that you need strength to hit well, dex to get good AoO related stuff and a decent AC, and con to survive many hits with a d6 hit die. Plus, good tripping builds tend to take a lot of feats. Combined with the fact that this doesn't synergize well with sneak attack, I discourage it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.