Help out a bit with tips n answers?

[MENTION=29098]Rhun[/MENTION], so i can use tumble to avoid AoO??? VERY NICE..unless i mistook it, sorry..but this is great to know then :).. im sure to surprise my DM on how ive improved..unless he fudges up my progress lol..but thanks a lot!

The situations in which Tumble will help are clearly spelled out under the skill heading, located HERE.
 

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And Dodge is a decent feat IF your DM rules that it applies versus all attacks (instead of just against one foe that you choose). It is commonly house-ruled to work this way.
 

They are both just generally better than Dodge (I agree with Dandu), but I thought I'd mention this as well.
Desert Wind Dodge has the drawback of requiring you to know a Desert Wind maneuver, though.

... I'm sorry, did I say drawback?
 

Also, yeah i can get your point @Greenfield ,would seem a bit OP or abusive which is something my DM also said..id personally like to earn it thru any means..gonna depend on my DM but...i'm mostly thinking/wanting something that will burn my opp's eyes..like said pepper spray...only it being some substance that won't be harmful when applied to me mouth so i can spray it in a mist form, which i can now do in RL heehee :P..
What you're asking for there isn't exactly in the rules. So what I'd do is not worry about poison per se, and look for the game mechanic that will get you the result you want. After that's done, the details are game color, maybe something that will get you a circumstance bonus, but largely there for flavor.

To that end I'd look at the Feint maneuver, and perhaps the Improved Feint feat. What this does is allow you to distract your opponent for a moment via a Bluff check, granting you an opportunity to make a sneak attack.
SRD said:
...Feinting in Combat: You can also use Bluff to mislead an opponent in melee combat (so that it can’t dodge your next attack effectively). To feint, make a Bluff check opposed by your target’s Sense Motive check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers. If your Bluff check result exceeds this special Sense Motive check result, your target is denied its Dexterity bonus to AC (if any) for the next melee attack you make against it. This attack must be made on or before your next turn. Feinting in this way against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a –4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it’s even harder; you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in combat does not provoke an attack of opportunity.
When an opponent is "denied its Dexterity bonus to AC", a Rogue type gets to add their extra dice of damage, as if striking with surprise, or from a flank.

Note that, without the Improved Feint feat, using Bluff this way is a Standard Action, meaning that you have to Feint this round, and attack next round.
SRD said:
IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter bonus feats
There are also some Prestige Classes that get to Feint as a Free Action, which gets insane.

As for the idea of something you can spit in a man's face to blind him, but which won't poison or burn you: Wine? Vinegar? Salt water? Brandy? Beer?

Note that, IRL, distilled spirits sprayed this way are flamable. Think of the classic circus trick of spitting fire.

Also note that fighting while essentially holding your breath, waiting for the right moment to spray in their face, is kind of insane. Doesn't work in real life, which is kind of what you're trying to apply in this game situation.
 

If you are willing to try some wierd stuff, the Eberron books have things called symbionts. One in particular is called the Shadow sibling. It is basically a ghost that piggybacks on your lifeforce. In exchange for this it gives you the following:
Displacement: Your opponent has an extra 50% chance to miss unless using certain magics. Usable a number of times a day equal to your Constitution(CON) modifier
Shadowy appearance: always active + 4 to hide.
Finally, if you get creavtive, you basically have a ghost that flies, goes through walls and is near untouchable and uncatchable to most other monsters as a pet. I'll leave the possibilities up to you.

Also, remember that sneak attack extra damage only applies to first attack of the round. Some rouges think they can sneak attack on every attack so long as they still have the enemies' back. You can't.
The asian mist thing probably isn't a good idea. Against humans this might simply be silly. Spitting in a MONSTER'S face will likely just get you focussed down and eaten. Not to mention the fact that DM might rule you have a chance of ingesting your own stuff when hit or surprised.

Rouges are slightly feat starved so you might wanna ask if your DM will let you take flaws. If you don't know what they are, look em up in the SRD site.
http://www.dandwiki.com/wiki/DnD_Flaws has some nice flaws. Kleptomania and Traplover are pretty good for rouges. I mean thematically though. There are tons of flaws you can take which wont hamper you and still give you the free feats but your DM might just say no. Don't even try to take the retarded ones. Just don't.
 
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...since you're planning on taking the shadowdancer at 10th level....that means you've only got 1 or 2 Feats on which you have a choice (depending on whether you are human or not). Out of the 4 or 5 Feats you are allowed, the three are necessarily going to be Combat Reflexes, Dodge and Mobility.
That is if you DM plays prerequisites by the book.
Even if this is the case leave those three feats for last, because During first levels, other feats are gonna be a 1000 times more useful. (e.g. Weapon Finesse).

Tumble is an excellent skill as most have mentioned before... however once a Shadowdancer gets Hide in Plain Sight it ceases to be so important to him.

Just wanted to say you should keep your mind on the feats cause the shadowdancer is pretty demanding...
 

What would be a maneuver for that dessert wind feat..?? one of those jumps..inferno fire thingys??? sounds like a class thing...

[MENTION=6669384]Greenfield[/MENTION], Thanks for the awesome tips! i will surely keep those in mind...also i asked my DM if he would include quests or missions of sorts where we can get feats n special items..ill consider wanting to get those :D And...i wouden't hold my breath that much because, i would be holding it in a sort of ''pill'' so that i can take it anytime, chew it and let out the substance..if it don't provoke an AoO..ill talk to him about it..so that when im pinned or..haveno way out from someone, PHEWW lol

@marcielle, I LOVE THAT IDEA...i was reading abit about the symbionts but got lazy..ill defo wanna get that one..so many possibilities indeed...and yeah you have a point, id only use it against human-like fights..would be kind of stupid to do it to a monster who would RAGE at me for life...ill try the traplover, tho i'm still thinking of uses on traps..IN the world...

[MENTION=6674931]Jimlock[/MENTION], yeah im a human.. i made the wrong move of picking a kind of useless feat..:(..but i do have weapon finesse, i was gonna pick Dodge has my 3rd lvl feat...should i or no?? What im interested in Chink in armor for those heavy plated fools... like the idea of being able to dodge, doing so what a rogue does ><
 

The great thing about D&D is the creativity involved. A lot of things are all in how you describe them. Fundamentally they are the same action but you can put your own twist on the description to make them your own. I don't see a mechanical difference between throwing a vial of blinding poison in someones face, blowing tube filled with blinding powder in their eye, biting into a capsule and spitting the poison at them. As long as they all take the same amount of actions and are resolved with the same roles why as a DM would you limit your players creative description. (in this case a move action to get the poison ready and a ranged touch attack to see if it hits)
 



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