Sneak Attack and Undead, Constructs ect..


Pathfinder First Edition General Discussion


Do any magic items, spells, items ect. allow a rogue to deal sneak attack damage to Undead, Constructs, or the like? I know there was in 3.5, ( like spark of life)


Nubzcrymore wrote:
Do any magic items, spells, items ect. allow a rogue to deal sneak attack damage to Undead, Constructs, or the like? I know there was in 3.5, ( like spark of life)

Neither undead nor constructs are immune by default to sneak attack in the first place in pathfinder. Some specific monsters may be if their stat block indicates it, but the construct and undead traits no longer provide immunity.


Only the artifact tome known as the Pathfinder SRD.

(few things in PF are immune to sneak; Undead and Constructs are no longer immune by default. Check the monster type listings in the Monster section of the SRD).

Glad to be of service on my way out the door - and happy new year :)


o wow i need to learn to read, i just assumed because of 3.5 rules o well my bad, however what is the logic to "being able to pick out a vital spot" on an undead?


Nubzcrymore wrote:
o wow i need to learn to read, i just assumed because of 3.5 rules o well my bad, however what is the logic to "being able to pick out a vital spot" on an undead?

Undead are still held to gether by tendons (zombies and ghouls) or important joints (skeletons). Hit the right spot and you are more likely to do more significant damage.

But the real logic behind it is 'primary class abilities should not be negated by large swaths of available monsters, particularly classic ones like undead and constructs'.


As a DM, I, for one, am overjoyed.

I hate feeling that my adventure directions feel like a punch in the groin to players.


William Timmins wrote:

As a DM, I, for one, am overjoyed.

I hate feeling that my adventure directions feel like a punch in the groin to players.

Indeed. I still remember the groan elicited from our group when a DM announced an undead themed game (the DM happens to really like traps and makes them a considerable part of the game). So we spent the next couple hours trying to figure out how we were going to have a character not useless against undead but could also disable traps. Rogue... no, beguiler...no, scout... damnit....finaly we came across the swift hunter stacking feat that let you use precision damage like skirmish against your favored enemy. Couldnt pick locks, but thats what portable rams and barbarians are for.


I had an undead-heavy campaign where I told them it was undead-heavy, and that they would probably not want to play a rogue.

Which was annoying.


Kolokotroni wrote:
William Timmins wrote:

As a DM, I, for one, am overjoyed.

I hate feeling that my adventure directions feel like a punch in the groin to players.

Indeed. I still remember the groan elicited from our group when a DM announced an undead themed game (the DM happens to really like traps and makes them a considerable part of the game). So we spent the next couple hours trying to figure out how we were going to have a character not useless against undead but could also disable traps. Rogue... no, beguiler...no, scout... damnit....finaly we came across the swift hunter stacking feat that let you use precision damage like skirmish against your favored enemy. Couldnt pick locks, but thats what portable rams and barbarians are for.

Scouts can pick locks, which I did not know until after had played one.


concerro wrote:
Kolokotroni wrote:
William Timmins wrote:

As a DM, I, for one, am overjoyed.

I hate feeling that my adventure directions feel like a punch in the groin to players.

Indeed. I still remember the groan elicited from our group when a DM announced an undead themed game (the DM happens to really like traps and makes them a considerable part of the game). So we spent the next couple hours trying to figure out how we were going to have a character not useless against undead but could also disable traps. Rogue... no, beguiler...no, scout... damnit....finaly we came across the swift hunter stacking feat that let you use precision damage like skirmish against your favored enemy. Couldnt pick locks, but thats what portable rams and barbarians are for.
Scouts can pick locks, which I did not know until after had played one.

open lock wasnt on their skill list was it?


Kolokotroni wrote:
concerro wrote:
Kolokotroni wrote:
William Timmins wrote:

As a DM, I, for one, am overjoyed.

I hate feeling that my adventure directions feel like a punch in the groin to players.

Indeed. I still remember the groan elicited from our group when a DM announced an undead themed game (the DM happens to really like traps and makes them a considerable part of the game). So we spent the next couple hours trying to figure out how we were going to have a character not useless against undead but could also disable traps. Rogue... no, beguiler...no, scout... damnit....finaly we came across the swift hunter stacking feat that let you use precision damage like skirmish against your favored enemy. Couldnt pick locks, but thats what portable rams and barbarians are for.
Scouts can pick locks, which I did not know until after had played one.
open lock wasnt on their skill list was it?

No, it was not I stand corrected. They don't have disable device either which is strange since they have trapfinding.

and I was ninja'd

edit: They had disable device through the errata.
I knew there had to be a reason I thought they had it in PF(I know it's not a PF class), but not in 3.5


concerro wrote:
Kolokotroni wrote:
concerro wrote:
Kolokotroni wrote:
William Timmins wrote:

As a DM, I, for one, am overjoyed.

I hate feeling that my adventure directions feel like a punch in the groin to players.

Indeed. I still remember the groan elicited from our group when a DM announced an undead themed game (the DM happens to really like traps and makes them a considerable part of the game). So we spent the next couple hours trying to figure out how we were going to have a character not useless against undead but could also disable traps. Rogue... no, beguiler...no, scout... damnit....finaly we came across the swift hunter stacking feat that let you use precision damage like skirmish against your favored enemy. Couldnt pick locks, but thats what portable rams and barbarians are for.
Scouts can pick locks, which I did not know until after had played one.
open lock wasnt on their skill list was it?
No, it was not I stand corrected. They don't have disable device either which is strange since they have trapfinding.

That was covered in errata for the product if i remember correclty, adding disable device into their class skill list.

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