What is a Rogue to do in an undead-heavy campaign?

I'm sure this has been discussed many times, but that's what happens when a message board doesn't have a search function.

I recently joined a 3rd edition campaign that's going to be played in a homebrew world that the DM spent three years creating. Since the last two characters I played were a wizard and a psion, I decided I'd make a Rogue this time, with a personality somewhere between Cugel's (from Jack Vance's Eyes of the Overworld and Cugel's Saga) and the stereotypical swashbuckler.

Anyway, after reading through some of the campaign information the DM uploaded on the campaign's Yahoo site, it became pretty obvious that the party would have to fight undead. Lots of undead. A huge part of the main continent is filled with nothing but undead, and I have good reason to believe the party will have to go to those undead-filled lands rather often.

So, does this mean I'm destined to be the party's laughing stock, as my feeble attacks miss time and again, and my poor, battered body spends more time recovering from my most recent Reincarnation than adventuring?

Drama aside, I fully intend to put points in Use Magic Device, and invest in a few wands and scrolls, but are there any other ways a Rogue can contribute to combat in an undead-heavy campaign? Are there, for instance, feats that allow a rogue to use Sneak Attack on undead creatures? Or magic items, or perhaps prestige classes that do the same? Or any other ways I can avoid having my arse handed to me by even the lowliest zombie?
 

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I sure hope, for your sake, that the DM will try to put things in for you to do, because if the campaign is only about killing undead, you're going to be bored as heck.

Your participation could be more of the scouting sort. Check out the lay of the dungeon so that the other players can use the terrain to the best of their advantage in combat.

Even if you can't sneak, it doesn't mean you can't be useful in combat, by flanking, or maybe trying out diffrent combat maneuvres (trip, for instance)

Other than that, I don't know of actual mechanical combat help for your character.

TS
 

Well, you have to get creative, that's for sure.

Remember, you are still the skills guy. Lots of non-combat uses for you. Intelligent undead set traps, and lock doors, and hide things in general. Scouting is great, as is decipher script (if there are ancient writings to decipher that give clues to ancient treasures, etc.)

If you are stuck in combat, then do the things others don't have time to do. The cleric will be busy turning undead, so stock up on holy water for grenade-like attacks -- anyone can use those. Fire might also be useful, as might tanglefoot bags. (Depending on the type of undead in question). Healing potions are good too (you can more easily tumble in to help a fallen comrade). Attack defensively, learn expertise, etc., to keep alive longer and be useful longer. Total defense when you have to. (Again, tumble is your friend)
At higher levels, the cleric might imbue you with spell ability, thus allowing you do act magically and freeing up the cleric to cast other spells, turn undead, etc.

Get your weak saves up with feats. Again, think defensively. Your job is not to win combats. Your job is to survive combats, help others survive, and shine in noncombat situations (At least until you fight some non-undead).

As said above, aid another and flanking can both be useful to others. In some cases, trip or disarm might help too. But the use of missle weapons will keep you safe for longer. Also, find ways to use the environment creatively (I wish I could be more detailed, but I know too little of your campaign). If all else fails, outrun the undead. By drawing them after you, they do not attack others in your party and probably won't catch up to you. When the rest of the party has dealt with their undead and healed up, then you can lead your undead back to them. Dangerous, but it can work with the mindless (or merely stupid) undead.

You are the librarian from "The Mummy" (noncombatant but useful). Not the one from "The Mummy Returns" (where she learned some Egypt fu).

The role can be rewarding, but you have to have a different mindset from the sneak-attack for extra damage sort.
 

I seem to recall a feat that allows one to treat undead as more normal opponents for purposes of criticals and flank attacks. Does anyone have any idea what the feat is called and its source?
 

Well you could always shove the cleric forward and say "you go first" but seriously, just because your a rogue doesn't mean you can't do much in an undead world.

Take flanking for one thing. You can use your Sneak Attack ability if the creature is flanked. From what I've read, nothing says the undead are immune to this. They are immune to critical hits, not sneak attack. Don't forget a blunt weapon to such as a quarterstaff (it's free!) or a club.

EDIT: Okay, my bad! It was very late when I did this post. Sneak Attack on the blasted undead cannot happen.

::wishes for in vain for called shot to come back:: Ha! your naughty skeleton only has one claw attack on me now! Take that!

Anyway, I do hope the DM doesn't focus on the undead thing too much.
 
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Kastil said:
[Undead] are immune to critical hits, not sneak attack.
PHB 3.5, p. 50, Sneak Attack description:

"Any creature that is immune to critical hits is not vulnerable to sneak attacks."
 

I would suggest a more 'flashy' type character...Fighter/Rogue Swashbuckler type..focus on tumbling, trips, feints, and other moves like that. You can still pump skills points into UMD, Open Lock, Disable Device, and Search.

...or maybe I'm just enjoying my Fighter/Rogue far too much...:D
 

My advice: multiclass.

You want to play a swashbuckling rogue. Fighter/Ranger/Rogue works fine for that. Use your rogue levels to concentrate on Tumble, and Disable device; get a few ranks in open locks and some social skills. With your fighter skills, get enough ranks of jump to get a tumble synergy bonus. With your ranger levels, you can pick up more search and wilderness lore. If you spend more levels in rogue and ranger than fighter you'll still be able to keep your sneaky skills up too.

For combat abilities, your ranger levels would contribute the favored enemy bonus (which works on undead in 3.5). Your fighter levels would give you hit points, better BAB, and (probably) weapon specialization. You'll tumble like a rogue, flank like a rogue, etc. The difference in combat is that your damage will come from specialization and favored enemy rather than sneak attack.

Outside of combat, you'd be able to deal with traps and you can track if you want to. Depending on your class mix, you may still be sneak really well too.

Alternately, you could multiclass with bard and use your abilities to support the party when you face undead in combat and still be good with traps and scouting. You can remove any one or two of the classes--it's a mix to taste thing. . . .
 

I know it is not a rogue per se but how about a scouting oriented Ranger. As far as I can tell in 3.5 the rangers chosen enemy bonus to damage do not appear to be precision based and therefore should be in full effect vs. undead.
 


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