Is there a feat...


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KarinsDad said:
More Strength? A two-handed weapon? Power Attack?

He speaks the truth, I am currently running a Half-Orc Rogue, took Great Axe at first level, as martial weapons dont need a BaB to take as a feat. With his strength of 20, he was doing 1d12+7 plus sneak attack. Against undead, he still does 1d12+7, same as a fighter, so he does some nice damage, and truely amazing damage when he gets to flank.

I also managed to get mithril breastplate (im level 9 now) so my armour check penalties are only -1, people often mistake him for a barbarian or fighter, so are quite surprised when he tumbles past them to flank and gets the sneak attack damage in. He's a lot of fun to play.

And you still get lots of skills

Feegle Out :cool:
 

Prophet2b said:
There's a feat (at least, I believe it's a feat) in the PHBII that allows you to replace sneak attack for something else that can have an affect on undead.

I know, that was an incredibly vague sentence, but I don't have my PHBII in front of me right now. If someone else has it and wants to look it up... I remember it looking and sounding cool... Just can't remember details for the life of me...


It is actually an adjustment to rogue class abilities. You delay getting uncanny dodge to be able to use a sneak attack to instead reduce their AC for a rd. This would work against anyone but is useful for allowing others to pummel something that is immune to sneak attack (constructs, undead). But you don't sacrifice you're ability to deal sneak attack damage.
 

While not a feat, the Skullclan Hunter prestige class from Miniatures provides this ability at level 2, but also requires the ability to turn as a pre-requisite.

Reis.
 

Queen_Dopplepopolis said:
It's not a secret - I'm well aware. Which is why, at first level, I'm attempting to figure out how to handle it. We played through our last d&d game without a rogue and it was *terrible*... ended up sending the monk first in dungeons because "his reflex save was high enough" and we had no way to find or disable traps. So, I'm trying to work it out so that we can have a trapfinder, but I'm also planning ahead to tactically fight the undead.

Well, if you're just looking for find traps, you can do Rogue for 1st level and the Ranger from then on out. Your Disable Device will suffer, but Search is a class skill and as others have suggested you can take undead as your favored enemy. You can also ask if your DM will allow the Skill Knowledge Feat from Unearthed Arcana and take Disable Device and Open Lock (or Tumble) as Class Skills for your other class levels.

What I did for my own campaign that was undead heavy was introduce a weapon property called Redeemer (after the old 2nd ed Holy Redeemer sword from the Complete Paladin) that was a +1 cost and allowed sneak attacks and criticals vs. undead so the rogue wouldn't feel worthless. But obviously that would involve convincing your DM.

Can ranger/rogue multiclasses sneak attack their favored enemies? I've played in a game where we could, but I thought it was a houserule and not RAW.

That sounds like a house rule. Favored enemy normally has no effect on what is and what isn't a sneak attack. It wouldn't be a bad idea for a feat, though, in the vein of the multiclass-oriented feats in the Complete Adventurer. Each +1 to damage from favored enemy allows you to use that many sneak attack dice versus the enemy in question.
 

Queen_Dopplepopolis said:
It's not a secret - I'm well aware. Which is why, at first level, I'm attempting to figure out how to handle it. We played through our last d&d game without a rogue and it was *terrible*... ended up sending the monk first in dungeons because "his reflex save was high enough" and we had no way to find or disable traps. So, I'm trying to work it out so that we can have a trapfinder, but I'm also planning ahead to tactically fight the undead.




Can ranger/rogue multiclasses sneak attack their favored enemies? I've played in a game where we could, but I thought it was a houserule and not RAW.

Heh... take a level or two of cleric that channels negative energy... control the skeletons and use them to sweep for traps. Kill two birds with one stone:]
 

Queen_Dopplepopolis said:
That allows a rogue to sneak attack the undead (or really any other creature/construct that aren't normally subject to steak attack damage)?
Not a feat, but a house rule.

IMC, rogues can sneak attack

...corporeal undead at 7th
...constructs at 11th
...plant creatures at 16th

Because there are way too many critters immune to sneak attack.
 

ForceUser said:
Not a feat, but a house rule.

IMC, rogues can sneak attack

...corporeal undead at 7th
...constructs at 11th
...plant creatures at 16th

Because there are way too many critters immune to sneak attack.

where do oozes fall in that chain?
 

ForceUser said:
Not a feat, but a house rule.

IMC, rogues can sneak attack

...corporeal undead at 7th
...constructs at 11th
...plant creatures at 16th

Because there are way too many critters immune to sneak attack.

That seems a bit much to me. Part of those creatures' CR is based on their immunity to sneak attacks and criticals.

I'm curious as to your reasoning behind the progression. I personally would think along the lines of plant creatures first (they're still living things and theoretically have sap or some other life-giving fluid and parts that are more important than others) then undead (used to be living and should still have "bio-mechanical" vulnerabilities if nothing else that could be reasoned out by someone familiar with anatomy) followed by constructs (can look like anything and are generally made out of solid materials making it harder to determine weak points.)
 

diaglo said:
where do oozes fall in that chain?
That's one category I couldn't rationalize. :)

Corporeal undead, you could argue a Buffy approach. Dagger in the eye socket, that sort of thing. Constructs, gum up the gears with a deftly-placed dagger in the right joint. Sure. Plants...even a shambling mound has a "nerve center" in its torso, IIRC. But an amorphous mass? I guess I'm not that imaginative.

Ultimately though, it's not about how the damage is applied, it's about the necessity of allowing the rogue to hang. The MM3 is full of cool monsters, most of which can't be sneak attacked. I want to use those cool monsters. I want my rogue players to feel as powerful and as useful as everyone else. That's what drove the idea.
 

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