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Sneak attacking undead and constructs seems wrong
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<blockquote data-quote="Staffan" data-source="post: 7569073" data-attributes="member: 907"><p>One of my more frustrating experiences as a DM was running the Eberron adventure Shadows of the Last War, precisely because of this issue. One of my players was playing a rogue wielding a rapier and not having much in the way of Strength bonus, instead planning to rely on sneak attack and crits for damage. Here's a list of the stuff the PCs fight in that adventure:</p><p>[sblock]</p><p>Some kobolds</p><p>A warforged with DR 2/adamantine and 25% chance to negate crits/sneak attack.</p><p>Either some skeletons (DR 5/bludgeoning, immune to sneak attack/crits) or some goblins and a bugbear, depending on route.</p><p>Some bugbears.</p><p>Human goons.</p><p>Skeletons and a vulture zombie (DR 5/slashing, immune to sneak attack/crits).</p><p>Glass zombies (immune to sneak/crits, DR 5/bludgeoning until they have taken half their hp in damage, then DR 5/slashing)</p><p>More goons.</p><p>Wolf skeletons (immune to sneak/crits, DR 5/bludgeoning).</p><p>Carcass crab.</p><p>Living <em>flaming sphere</em> (immune to sneak/crits, DR 10/magic).</p><p>Half-stone golem wolf (immune to sneak/crits, DR 5/adamantine).</p><p>Living <em>color spray</em> (immune to sneak/crits, DR 5/magic).</p><p>Medium fire elementals (immune to sneak/crits).[/sblock]</p><p>This was not a super-fun adventure for someone dealing 1d6 piercing damage + hopefully 1d6 sneak attack. And the monster selection was pretty natural for the adventuring locations and the opposition (a village wiped out by an experimental weapon that glassed the whole place, and a secret magic research facility; and the Emerald Claw being the main opposition making heavy use of undead due to their connection to the Blood of Vol faith).</p></blockquote><p></p>
[QUOTE="Staffan, post: 7569073, member: 907"] One of my more frustrating experiences as a DM was running the Eberron adventure Shadows of the Last War, precisely because of this issue. One of my players was playing a rogue wielding a rapier and not having much in the way of Strength bonus, instead planning to rely on sneak attack and crits for damage. Here's a list of the stuff the PCs fight in that adventure: [sblock] Some kobolds A warforged with DR 2/adamantine and 25% chance to negate crits/sneak attack. Either some skeletons (DR 5/bludgeoning, immune to sneak attack/crits) or some goblins and a bugbear, depending on route. Some bugbears. Human goons. Skeletons and a vulture zombie (DR 5/slashing, immune to sneak attack/crits). Glass zombies (immune to sneak/crits, DR 5/bludgeoning until they have taken half their hp in damage, then DR 5/slashing) More goons. Wolf skeletons (immune to sneak/crits, DR 5/bludgeoning). Carcass crab. Living [I]flaming sphere[/I] (immune to sneak/crits, DR 10/magic). Half-stone golem wolf (immune to sneak/crits, DR 5/adamantine). Living [I]color spray[/I] (immune to sneak/crits, DR 5/magic). Medium fire elementals (immune to sneak/crits).[/sblock] This was not a super-fun adventure for someone dealing 1d6 piercing damage + hopefully 1d6 sneak attack. And the monster selection was pretty natural for the adventuring locations and the opposition (a village wiped out by an experimental weapon that glassed the whole place, and a secret magic research facility; and the Emerald Claw being the main opposition making heavy use of undead due to their connection to the Blood of Vol faith). [/QUOTE]
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