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General Tabletop Discussion
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SKR's problem with certain high level encounters
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<blockquote data-quote="drnuncheon" data-source="post: 331370" data-attributes="member: 96"><p>That depends on the rogue. While they're not going to do nearly as much as a fighter, the rogue can still use quite a few tactics to their advantage. The loss of sneak attack is not a killer.</p><p></p><p>First of all, assuming your fighter is a classic 'tank', he's not going to like the fact that the thing is incorporeal - all the benefit of that magic armor goes away, leaving him with his Dex bonus - which is limited by that armor. The rogue is going to be far better off here.</p><p></p><p>Second, even though flanking won't let the rogue sneak attack, it <em>will</em> give him and his flanking partner a +2 to hit. That is nothing to sneeze at, especially because it'll let the both of them land more blows.</p><p></p><p>So, the rogue isn't going to be king vs. the effigy, but he can still make a contribution.</p><p></p><p>Some other points that haven't been brought up yet:</p><p></p><p>Stupid names are a D&D tradition dating way back. C'mon...nilbogs?</p><p></p><p>A simple <em>magic circle</em> or <em>protection against evil</em> will keep the effigy from controlling anyone with its infusion ability. If you cast it before the effigy infuses anyone, it can't even do that.</p><p></p><p>Oh, and the reason it has the Jump and Tumble and other physical skills is pretty obvious to me: so it can use them when it's infused a character.</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 331370, member: 96"] That depends on the rogue. While they're not going to do nearly as much as a fighter, the rogue can still use quite a few tactics to their advantage. The loss of sneak attack is not a killer. First of all, assuming your fighter is a classic 'tank', he's not going to like the fact that the thing is incorporeal - all the benefit of that magic armor goes away, leaving him with his Dex bonus - which is limited by that armor. The rogue is going to be far better off here. Second, even though flanking won't let the rogue sneak attack, it [i]will[/i] give him and his flanking partner a +2 to hit. That is nothing to sneeze at, especially because it'll let the both of them land more blows. So, the rogue isn't going to be king vs. the effigy, but he can still make a contribution. Some other points that haven't been brought up yet: Stupid names are a D&D tradition dating way back. C'mon...nilbogs? A simple [i]magic circle[/i] or [i]protection against evil[/i] will keep the effigy from controlling anyone with its infusion ability. If you cast it before the effigy infuses anyone, it can't even do that. Oh, and the reason it has the Jump and Tumble and other physical skills is pretty obvious to me: so it can use them when it's infused a character. J [/QUOTE]
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