Kolokotroni |
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.
Kolokotroni |
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'.
Kolokotroni |
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.
concerro |
William Timmins wrote: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.As a DM, I, for one, am overjoyed.
I hate feeling that my adventure directions feel like a punch in the groin to players.
Scouts can pick locks, which I did not know until after had played one.
Kolokotroni |
Kolokotroni wrote:Scouts can pick locks, which I did not know until after had played one.William Timmins wrote: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.As a DM, I, for one, am overjoyed.
I hate feeling that my adventure directions feel like a punch in the groin to players.
open lock wasnt on their skill list was it?
concerro |
concerro wrote:open lock wasnt on their skill list was it?Kolokotroni wrote:Scouts can pick locks, which I did not know until after had played one.William Timmins wrote: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.As a DM, I, for one, am overjoyed.
I hate feeling that my adventure directions feel like a punch in the groin to players.
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
Kolokotroni |
Kolokotroni wrote:No, it was not I stand corrected. They don't have disable device either which is strange since they have trapfinding.concerro wrote:open lock wasnt on their skill list was it?Kolokotroni wrote:Scouts can pick locks, which I did not know until after had played one.William Timmins wrote: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.As a DM, I, for one, am overjoyed.
I hate feeling that my adventure directions feel like a punch in the groin to players.
That was covered in errata for the product if i remember correclty, adding disable device into their class skill list.