Rogues vs undead, elementals, golems, etc.

Check out the PHBII rogue option, it's golden for light rogue builds.

Level 4: Disruptive Attack (Uncanny Dodge going to level 8; no Improved Uncanny Dodge).

When you hit a target that's flat-footed to you or flanked by you, sacrifice sneak attack damage and apply a -5 penalty to target's AC for 1 round (multiple hits not stacking).

This ability works even against creatures normally immune to extra damage from sneak attacks.

BTW. That one round includes all your allies attacking after you.
 

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I'll have to put a vote in for creative uses of the Sleight of Hand skill. The DC to take an unsecured object from someone is 20. Steal the plot-central item while others fight, ready an action to take the material components or focus out of the evil vampire spellcaster's grasp when he starts casting . . . :p
 

Plane Sailing said:
I agree with backbeat and still consider it cheesy too - WotC may have introduced it in a subsequent book, but that doesn't do anything to reduce cheesiness in my opinion!

Some supplements work within established bounds, other supplements step beyond those bounds into cheese-land by introducing new things which trump established abilities. What's next - amulets of piercing mind blank, the must-have item for all enchanters?

I absolutely think there should be such an item. It never made any sense to me that an entire school, and most of another (illusion), are made totally ineffective for high levels. I find that silly, and think there SHOULD be an item to fix that harm to the game.
 

pick up the skill at level 9 Savvy Rogue(CS). and at level 10 for your rogue ability take Crippling strike. You deal 2 points of Str damage any time you strike a creature under the circumstances that you should be able to SA. Get in a good flank and have at it. TWF anyone? Savvy Rogue allows you to do this against opponents that are immune to SA. That Golem's attacks will soon begin to loose their luster and the rogue will be contributing. Though I am not completly sure if you have to deal some sort of damage for this to take effect, so you may need to keep a few special material or metaline weapons at hand.

Plus Savvy Rogue will continue to benefit the Rogue as he gains more Rogue special abilities.
 

Mistwell said:
I absolutely think there should be such an item. It never made any sense to me that an entire school, and most of another (illusion), are made totally ineffective for high levels. I find that silly, and think there SHOULD be an item to fix that harm to the game.
Each class and each specialist has disadvantages to balance their additional power in one area. The 3.0 splatbooks made the specialists stronger, the 3.5 Comp series and other add-ons make the weaknesses less severe.

Still, the basic game with weaknesses for everyone has its charms.
 



Meh, that skill is totally up to interpretation by the DM. It isn't mind control, it's still just a skill. For example, it's completely irrational and unrealistic to say that rolling a 50 diplomacy gets a hostile paladin to be your servant and kill the high priest for you. Even if that could work, you can choose to ignore the diplomat.

However, UMD is a pass/fail skill. I roll X, I shoot you with 5 magic missiles, which is off the chain when you're a rogue fighting ghosts.
 

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