Rogues - what do you do against undead and constructs?

DogBackward said:
Wand of Grave Strike, Wand of Golem Strike, from Complete Adventurer. Grave Strike (Clr 1) allows you to SA undead for one round, while Golem Strike (Sor/Wiz 1) allows you to SA constructs.

oh, that's just wrong :)
 

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Just get Undead Bane, Holy Daggers (+4d6 to most evil undead) to get by while you are in this necropolis. Maybe a Ghost Touch Undead Bane for the occasional incorporeal undead.

Better than burning Feats for wishy-washy Sneak Attack options... better to use those feats more productively.
 

DogBackward said:
Wand of Grave Strike, Wand of Golem Strike, from Complete Adventurer. Grave Strike (Clr 1) allows you to SA undead for one round, while Golem Strike (Sor/Wiz 1) allows you to SA constructs.

Wands are a standard to activate. You'd need an extended version of each spell, and it'd be a one-round setup, which is annoying.

I think there's a feat out there for ranger / rogues that lets you sneak attack your favored enemies. There's the trade-in for trap sense everyone already mentioned. And, really, w/ UMD and a golf bag of cheap wands and scrolls you picked up along the way. there's no situation where a rogue can't contribute.

MY favorite method, though: The UA variant that trades in sneak attack for fighter bonus feats. I prefer being awesome all the time. :cool:
 

In one campaign we spent an extended period of time in transylvania.

The party rogue (halfling) wanted to be more effective so he

a) obtained an undead-bane weapon (extra +2 hit and +2d6 damage for the price of a +1 enhancement was pretty accessible)

b) carried lots of holy water. If he hadn't been tumbling around sprinkling holy water on the vampires coffins it would have been much more difficult for us to kill said vampire...
 


If you're fighting Zombies/Skeletons, remember: they're mindless. Scout ahead, lead the undead out of the way of the party, and sneak away. Note: since you're small, your lack of speed may make that a problem (but note that you'd still outrun Zombies).
 

Actually, of the Expedition to Castle Ravenloft / Complete Champion / Dungeonscape alternate class features, you'll want the Dungeonscape variety. The other two only let you apply 1/2 sneak attack to a flanked undead. The Dungeonscape one allows you to apply 1/2 your sneak attack to *anything* normally immune to sneak attacks.

Trapsense is dumb anyway. Trapfinding = good. Trapsense = stupid. 1/2 Sneak Attack is much more prudent.

-TRRW
 

If you're playing a main rogue, and you're the main damage dealer in the group, and your DM is running your group through a necropolis sort of place......then your DM is screwing you over if he isn't already giving you some means of contributing. Unless this is a short side-trek, since the Core Rules assume an average party of adventurers will only face a minor or moderate number of undead, thus giving Clerics a chance to shine sometimes and Rogues an occasional foil to their mighty sneak attacks.

Other people have suggested some means of helping yourself, but they are of course subject to whether or not the DM is going to let you use or acquire those necessary feats, spells, and/or magic items. Likely requiring serious investment in Use Magic Device, too. I don't know of anything else useful to contribute in that regard. Rogues should not be expected to deal with masses of undead very well. Actually, I suppose you could multiclass next level into Cleric and work towards getting some Divine feats and other stuff to use against undead.
 

Load up on holy water. 50 vials or so. They do good damage and they only need a touch attack.

For constructs and other noncrittable critters, use alchemist fire and acid. Constructs tend to be immune to magical fire and acid, but normal fire and acid work just fine. Since it also is only a touch attack to use you will probably be doing the most damage with alchemist fire and acid if the melee types don't have the right weapon to overcome its DR.
 


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