Is there a way to sneak-attack creatures immune to crits?

I’m building a 9th level rogue for a new Eberron campaign starting in a few weeks. I believe that the campaign will have a decent amount of undead, constructs, and possibly plants (we’re heading to Xendrick) as opponents.

I know that sneak attack does not work on creatures immune to crits (which I believe are the 3 types listed above plus oozes). I’m not too worried about getting around that limitation for oozes (I don’t think we’ll run into that many), and I believe there is a feat or ability in one of the books that allows you to sneak-attack undead, but what about constructs and plants? Is there anything similar for those two creature types?

So, I need help….

- I can’t recall where I saw the feat/ability that allows you to sneak-attack undead. I think it just allowed some sneak attack dice or something along those lines, but anything is better than nothing. Help?

- Is there anything that allows you to sneak attack constructs? If not, is there anything that might help my rogue in combat against them?

- Same as above, but for plants? Besides wands/scrolls and a high UMD check?

The below info might be helpful:

- 9th level 3.5e character – I don’t want to multiclass for various reasons, but PrC suggestions are ok.

- Just about any non-setting-specific WOTC sourcebook, with the exception of Bo9S, is fair game, as are all Eberron books.

So I turn to you, knowledgeable ENworld members, for assistance. Please? ;)
 

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Golem Strike, a Sor/Wiz-1 spell, allows the caster to sneak attack a construct for one round (swift action to cast).

Grave Strike, a Cleric-1 spell, allows the caster to sneak attack an undead for one round (swift action to cast).

Vine Strike, a Ranger-1/Druid-1 spell, allows the caster to sneak attack a plant for one round (swift action to cast).

Granted, all of these require multiclassing.

Skullclan Hunter, a prestige class from the Miniatures Handbook, allows the character to sneak attack undead, and gives sneak attack progression as well as a lot of defenses against undead.

I seem to recall an item in Magic Item Compendium that allowed breaching immunity to critical strikes.

Note that a Sun Blade does NOT allow the rogue to sneak attack undead. It still doubles base damage and looks cool, though.

Brad
 

There are Weapon Crystals in the MIC that help, but are probably prohibitively expensive. You have to get separate crystals to sneak attack Undead and Constructs (And one doesn't exist for sneak attacking Plants), and each costs something like 10,000gp and can only be used on +3 or better weapons.

So that's a total investment of about 40,000gp just to sneak attack undead and constructs. I don't know how much money you start out with, but that would be pretty much all of it.
 

There's also an Alternative Class Ability in Dungeonscape (IIRC) that allows you to apply half your sneak attack damage to creatures normally immune to sneak attacks.
 

Deathstrike Bracers (MIC) allow sneak attacks and criticals against Undead, Constructs, elementals, oozes, plants etc. They only cost 5k, which has been the subject of heated debate :)

You still need to confirm a crit or qualify for sneak damage (tricky with oozes which can't be flanked) and they work 3x daily.
 

Jhaelen said:
There's also an Alternative Class Ability in Dungeonscape (IIRC) that allows you to apply half your sneak attack damage to creatures normally immune to sneak attacks.

I think it's also in Complete Champion. Basically, you trade trap Sense for it, I think. The SA-undead weapon crystal in MIC costs 10,000 gp, so it's off-limits for a while. It does give other benfits, at least.

As for UMD, my DM in an old game made a common sense houserule: Any weapon-like spell/effect specifically made to harm undead (main example being the cantrip Disrupt Undead) can crit them, and thus also be used for SA. You may want to try asking your DM for that.

If you don't really care about SA, and just simply thought you were stuck with it, you could always trade it for feats: http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue
(Note: You gain them as a Fighter, so at levels 1, 2, 4, etc... instead of 1, 3, 5, etc... for SA)

If you keep SA, be sure to pick up wands/scrolls of energy ray cantrips (Acid Splash, with no SR, being the best), so if you have surprise you can unleash 1d3 +xd6 energy damage on the cheap. I also like a CL 1 or 2 wand of Ray of Enfeeblement (or the Transmutation one in SpC that reduces dex). Gives a stat penalty, and your SA dice become negative energy damage!
 

Jhaelen said:
There's also an Alternative Class Ability in Dungeonscape (IIRC) that allows you to apply half your sneak attack damage to creatures normally immune to sneak attacks.

This looks like my best bet right now - I give up Trapsense for it, but I think it might be a good trade in this campaign.

Thanks, all!
 

ranger/scout Swift Hunter can apply precision based damage to his favored enemies... so if you don't mind a bit multiclassing?
 

A quick way to get all golem strike + 1 other strike spell is via 1 wizard/sorcerer + 2 unseen seer (CM). Unseen seer gives you an addition sneak attack, and lets you pick 1 divination spell from any spell list. Since all of the strike spells are divinations, you can use this ability to grab grave strike / vine strike (depending on campaign setting). If you want to get both you can take more levels of Unseen Seer, but you will lose out on more sneak attack(Unseen Seer does not get full progression of SA).
 

Complete Adventurer has a feat called Razing Strike, which requires spellcasting and sneak attacking and lets you expend a spell-per-day to get your SA damage against a construct (if it was an arcane spell) or undead (if it was divine). It also gives bonuses based on the level of the spell expended, though I can't remember what the bonuses are exactly.

You could take a few levels of assassin to pick up some arcane spell slots without falling behind on sneak attack. Though that wouldn't help with undead.
 

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