Rogues - what do you do against undead and constructs?

Mine would Use Magic Device, or otherwise aid the party members who can deal real damage. Full defense blocker in front of Cleric or Wizard, for example.

Cheers, -- N
 

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No, Voadam's got the right idea.

Tumble into position across from the fighter-type (no matter how useless he might be) and then fight defensively -- 5 ranks of tumble means you have a +3 to AC -- and then "Aid Another" with your attack.

A quick +4 to the fighter is all he needs to Power Attack the crap out of whatever you might be facing in a fight.

Unless your DM uses the MIC, that's your best option. Remember, D&D is a team sport... some situations you're just going to be more effective supporting the team... at least until you escape from undead/construct hades, at which time you can go back to your regularly-scheduled cuisinart mode. :)
 


DogBackward said:
Which would you rather have, +Xd6 damage from SA or +1d4 damage from another dagger attack?
Wands of those spells don't work. The casting times become standard action, at best leaving you with a move action. Next round the durations end right before your turn comes up.

Only way to get any benefit from those spells is wands of metamagiced durations or to Cast them using Imbue with spell ability or actually have them as spells from a class.
 


Dungeonscape, Complete Champion, and Expedition to Castle Ravenloft all have a class ability for rogues that trade trap sense for 1/2 sneak attack vs. undead.

MIC: Truedeath Augment Crystals.

Use Magic Device + Wands of Searing Light, Cure X Wounds, and Grave Strike

There is a PrC in Mini's Handbook that also grants SA against undead...

Otherwise, get a good bow and some magical arrows and stay the Baator away...
 


Let the healbot turn the undead, then have the entire rest of the party whittle them down with ranged attacks once you corner them - just stay 10 feet away so you don't break the turning.
 

UMD & a Staff of fire work pretty good against a corpse. 8d6 fireball is nothing to sneeze at. For two charges 4d6+16 no save is not wretched. Not like you wanted to be in melee with anything that induces fort saves.
 
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I just wanted to say that this is the first time I've seen the terms "rent-a-tank" and "healbot", and I pray to sweet Cthulhu that I never see those words again.
 

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