How do I make my undead adventure interesting for the rogue?

Henry said:
Quick question - what's the one or two sentence decription of what the Slayer of Domiel does? I'm totally unfamiliar with this PrC.

Exalted LG Rogue with Death Touch (a la Death domain) and paladin bennies like detect evil.
 

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Some undead masterminds have living minions (vampires, liches come to mind) There are also necromancer prcs in there which are good for sneak attackable targets.

A good boom item (wand of fireballs) and UMD often works for rogue vs undead tactics.
 

Particle_Man said:
Exalted LG Rogue with Death Touch (a la Death domain) and paladin bennies like detect evil.

Keep in mind that the death touch is currently at something like 3d6 :)

In my campaign it's more of a comedy power for destroying things with 4 hitpoints remaining and then crowing over the fact that you found a use for the thing :)
 

Put the whole party on even footing - make the undead into a force they have to fight creatively rather than toe-to-toe. Or a mix of creatively and toe-to-toe. Or bonuses for the rogue to take advantage of after the dead are dead.

* I liked the idea of trip-attacks and leveraging skills. What if the area where they fight the undead is filled with Robot Wars style obstacles. Catapults and pits of flame (I'm sure you can come up with a reason why these would be present). The combat-oriented PCs have to maneuver the undead into place and the Rogue has to climb scaffolding or catwalks to get to the levers/controls that trip the traps.

* Trap the undead minions themselves.

Glowing gems for eyes... trapped.
Puzzle pieces (map/key/amulets) in that skeleton's ribcage... trapped.

* UMD - amulet that tricks the undead into thinking the Rogue is one of them. He can scout for the party.
 

Maybe allow a rogue to trade out a certain number of dice of damage to gain some other special effect (like a knockdown/trip or a knockback or disarm [not literally!], or something like that)?
 

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