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<blockquote data-quote="fluffybunbunkittens" data-source="post: 9431980" data-attributes="member: 7037492"><p>In honor of adventuring gear having more concrete rules about their use - and Thief Rogue looking like an absolute hit - let's go through the options! (note: the save DCs to apply are in the 10-15 range, either using a static value or the default 8 + Dex + proficiency formula)</p><p></p><p><strong>As an attack (target saves to avoid)</strong></p><p>Acid (2d6 dmg, 25gp)</p><p>Alchemist's Fire (1d4 dmg + burning, 50gp)</p><p>Holy Water (2d8 dmg, 25gp)</p><p>Net (restrained, 1gp)</p><p></p><p><em>This category is a non-starter for Thieves because it requires the Attack action, you cannot cheat your way around that. But, it's not a big loss when it comes to Acid/Fire/Holy, as they cost a lot to do less than any attack would. Then out of nowhere Net comes in like a wrecking ball, instantly becoming a valid option for Dex warriors, and does it while being incredibly cheap! (of course, it's so cheap because it will break instantly, but it's still ranged status effect / action denial)</em></p><p></p><p><strong>Utilize action (target saves to avoid)</strong></p><p>Ball Bearings (10x10ft knockdown area)</p><p>Hunting Trap (move 0)</p><p>Oil (+5 fire dmg, make a square flammable)</p><p>Spikes (nail a door shut)</p><p></p><p><em>With a lot more pushes around now, Thief spending a bonus action to set up a trap with the first two might make sense at times. Oil dousing an area is funny in that it does NOT burn anything that is in the area when it is set on fire, only if they get pushed in or end their turn there. I mention Spikes just for the hope that one time, you get to crowd control half of the enemy goons out of the fight with a bonus action.</em></p><p></p><p><strong>Utilize action (you make a skill check to apply)</strong></p><p>Chain (Athletics check, restrained, vs grappled/incapacitated/restrained target)</p><p>Manacles (Sleight of Hand check, disadv to attacks, vs grappled/incapacitated/restrained target)</p><p>Rope (Sleight of Hand check, restrained, vs grappled/incapacitated/restrained target)</p><p></p><p><em>Thief needs some teamwork (or a Monk level for themselves) to get the grapple going, but once you have it... These are skill checks vs a static DC. You should be able to beat them in your sleep. Okay, Chain's Athletics isn't going to be that reliable for a Rogue (until lv7 and Reliable Talent at least), but Rope is, funnily enough, just as hard to break as a metal chain (just slightly easier to wiggle out of).</em></p></blockquote><p></p>
[QUOTE="fluffybunbunkittens, post: 9431980, member: 7037492"] In honor of adventuring gear having more concrete rules about their use - and Thief Rogue looking like an absolute hit - let's go through the options! (note: the save DCs to apply are in the 10-15 range, either using a static value or the default 8 + Dex + proficiency formula) [B]As an attack (target saves to avoid)[/B] Acid (2d6 dmg, 25gp) Alchemist's Fire (1d4 dmg + burning, 50gp) Holy Water (2d8 dmg, 25gp) Net (restrained, 1gp) [I]This category is a non-starter for Thieves because it requires the Attack action, you cannot cheat your way around that. But, it's not a big loss when it comes to Acid/Fire/Holy, as they cost a lot to do less than any attack would. Then out of nowhere Net comes in like a wrecking ball, instantly becoming a valid option for Dex warriors, and does it while being incredibly cheap! (of course, it's so cheap because it will break instantly, but it's still ranged status effect / action denial)[/I] [B]Utilize action (target saves to avoid)[/B] Ball Bearings (10x10ft knockdown area) Hunting Trap (move 0) Oil (+5 fire dmg, make a square flammable) Spikes (nail a door shut) [I]With a lot more pushes around now, Thief spending a bonus action to set up a trap with the first two might make sense at times. Oil dousing an area is funny in that it does NOT burn anything that is in the area when it is set on fire, only if they get pushed in or end their turn there. I mention Spikes just for the hope that one time, you get to crowd control half of the enemy goons out of the fight with a bonus action.[/I] [B]Utilize action (you make a skill check to apply)[/B] Chain (Athletics check, restrained, vs grappled/incapacitated/restrained target) Manacles (Sleight of Hand check, disadv to attacks, vs grappled/incapacitated/restrained target) Rope (Sleight of Hand check, restrained, vs grappled/incapacitated/restrained target) [I]Thief needs some teamwork (or a Monk level for themselves) to get the grapple going, but once you have it... These are skill checks vs a static DC. You should be able to beat them in your sleep. Okay, Chain's Athletics isn't going to be that reliable for a Rogue (until lv7 and Reliable Talent at least), but Rope is, funnily enough, just as hard to break as a metal chain (just slightly easier to wiggle out of).[/I] [/QUOTE]
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