What are all the sources containing options for making Sneak Attack affect Undead?

tylermalan said:
Yeah, I knew it was in either that or Libris Mortis. Still, you think its worth it for no trap sense?
Trap Sense, at the level span of EtCR offers a measly +2 to saves and AC against traps. That's way less useful than 1/2 sneak attack versus undead.
 

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Kunimatyu said:
In terms of other options, though, there's a swift action Cleric spell(Grave Strike) that allows sneak attacks on undead. A multi-classed Rogue/Cleric can deliver some serious hurt -- Searing Light + Sneak Attack sounds nasty!

If the player would prefer to go rogue/arcane, they can get access to Grave Strike by picking up two levels of Unseen Seer from Complete Mage (the Advanced Learning feature allows them to pick up one divination spell from any class list).

Allowing the Martial Rogue variant from Unearthed Arcana is another way to make a rogue more viable in an undead-focused campaign. Now, he's got more options in a fight, although he lacks the utter damage of sneak attacks.

Multiclassing is a nice option, of course (fighter levels to get Weapon Specialization, Ranger levels to get Favored Enemy (Undead)), but when the primary focus of the game is fighting undead, a rogue is going to be severely impacted. If he's planning to go pure rogue, it gets tougher. Some things that can still help:

-As I mentioned above, getting a Bane or Disruption weapon (or Holy, for the good-aligned Rogue). Energy damages are a decent option as well. He should stay away from rapiers and short swords, and look more towards weapons like the heavy mace, morningstar, and sickle... basically, don't try piercing weapons.
-Flasks of Holy Water. Lots of holy water. Also, Holy Water.
-Improved Trip (and the prerequiste of Combat Expertise).
-As mentioned above, a good UMD skill and a mix of wands and scrolls.
-Flanking and Aid Another.
-Craft (Trapmaking), and enough time to prepare some nice traps.
-Creativity. A physically-focused Rogue with lots of ranks in Climb, Jump, Tumble, etc. can make good use of the enviroment, even against Undead, so be willing to allow for some neat stunts and tactics.

For the most part, he'll probably end up playing a supporting role in combat - more of a seconary fighter than a rogue. It won't be exciting, and he won't get as many chances to shine. Make sure he fully understands that.
 

Klaus said:
Trap Sense, at the level span of EtCR offers a measly +2 to saves and AC against traps. That's way less useful than 1/2 sneak attack versus undead.

Yeah, that's a good point, I guess you're right.
 

FalcWP said:
If the player would prefer to go rogue/arcane, they can get access to Grave Strike by picking up two levels of Unseen Seer from Complete Mage (the Advanced Learning feature allows them to pick up one divination spell from any class list).

Allowing the Martial Rogue variant from Unearthed Arcana is another way to make a rogue more viable in an undead-focused campaign. Now, he's got more options in a fight, although he lacks the utter damage of sneak attacks.

Multiclassing is a nice option, of course (fighter levels to get Weapon Specialization, Ranger levels to get Favored Enemy (Undead)), but when the primary focus of the game is fighting undead, a rogue is going to be severely impacted. If he's planning to go pure rogue, it gets tougher. Some things that can still help:

-As I mentioned above, getting a Bane or Disruption weapon (or Holy, for the good-aligned Rogue). Energy damages are a decent option as well. He should stay away from rapiers and short swords, and look more towards weapons like the heavy mace, morningstar, and sickle... basically, don't try piercing weapons.
-Flasks of Holy Water. Lots of holy water. Also, Holy Water.
-Improved Trip (and the prerequiste of Combat Expertise).
-As mentioned above, a good UMD skill and a mix of wands and scrolls.
-Flanking and Aid Another.
-Craft (Trapmaking), and enough time to prepare some nice traps.
-Creativity. A physically-focused Rogue with lots of ranks in Climb, Jump, Tumble, etc. can make good use of the enviroment, even against Undead, so be willing to allow for some neat stunts and tactics.

For the most part, he'll probably end up playing a supporting role in combat - more of a seconary fighter than a rogue. It won't be exciting, and he won't get as many chances to shine. Make sure he fully understands that.

That helps a lot. I'm not sure if she's going to want to multiclass, though. I don't have any books with me, but as starting 6th level characters, I think they get 13,000 gp to start? And they can't spend more than 6,500 gp on any single item. Can they still get weapons like the ones you mentioned with that?
 

No, if you're only allowed to spend half of your gold on an item, then you can't get any of the weapons I mentioned. The cheapest thing would be, say, a +1 Undead Bane Morningstar, which would cost a bit over 8,300 gold. Easiest way to do it is probably a +1 weapon, and beg the Cleric or Wizard to pick up Craft Magic Arms and Armor. Enhancing it to a Bane weapon would cost 3,000 gold 120 XP. A +1 Holy or +1 Disruption weapon would cost 8,000 gold and 320 XP.
 

To make sure I'm not confused about how to price magic items...

A magic weapon ALWAYS has to be at least +1, which makes it cost the price of a +1 weapon.

If it gets a special ability that has a price adjustment of +1, that makes a +1 weapon with a special ability equal in price to a +2 weapon, correct?

So, if you want a weapon with a special ability, you cannot get one for less than the price of a +2 weapon, correct?
 


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