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Monday, 12 May 2008
PHB II - From a Rogue's Perspective Print E-mail
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Written by Kender   
Wednesday, 17 May 2006

We here at RolePlayingGods have had the opportunity to get the Players Handbook II. So, to everyone else here: back off, its my turn. Well, now that that is settled, I think that you should know that this book is by no means a replacement for the Players Handbook v3.5. This book is more of an advanced version. It opens up a lot more options than rules.

When I started reading this book, I found a few things that I think can really enhance a Rogue character to be a fuller character. So, this section is to give you some ideas on what this book has to offer for Rogues.

Ok, they have introduced new classes and made some changes to the old ones. In the Rogue section, we find a title called Disruptive Attack (pg. 57). To briefly go over this ability, you are giving up the uncanny dodge ability until 8th level, and you will never get the improved uncanny dodge ability. The benefit is great: you can forgo your sneak attack damage to grant an enemy a -5 penalty to AC for one round.

Next stop is page 78, where we find ourselves knee-deep in the feats section of this book. Cunning Evasion: this feat should have been around a long time ago. When you are hit with an area of effect spell, you can get the chance to hide if you have evasion and take no damage. A second feat is Telling Blow (pg. 83). If you hit with a critical hit, you get to add your sneak attack damage to the total damage. You are not meant to multiply as if it was a critical, but only as additional damage. There is a feat, Fade into Violence (pg. 79), in the Players Handbook II. You make a Bluff check to confuse your opponent into hitting your ally. You can only choose a single target for them to hit rather than you, and they must be threatening your opponent. Your opponent gets a Sense Motive check opposed by your Bluff check. If he fails, your ally gets hit. If he doesn't, then you get hit.

They have introduced several types of feats, one being Tactical Feats. One such tactical feat is Shadow Strike (pg. 94), which gives you access to three maneuvers. First is Evade Notice. If at least two people are threatening the bad guy, including yourself, then you can make a Hide check against his Spot check. As long as you don’t attack him, he can’t attack you, but he has to remain threatened by your ally. Second is Fade Away. If you attack a opponent and immediately move away and make a hide check, you are granted a bonus to your hide check. Third, Ghost Strike. If you are fighting a bad guy with a ally threatening him, you make a move silently check, opposed by his listen. If you succeed, he is denied his Dex bonus for the next round, which means that he is flat footed. Sneak Attack if you got it.

Now, I found a great spell that I think every Rogue should have. Regroup (pg. 123) is a 3rd level arcane spell that allows a short teleport of your allies right next to your side, or as close as an open square will let them teleport to. I’m thinking that when I go mess with the big bad guy on my action, I take a five foot step back and use a scroll of Regroup to bring my friends between me and him. Taking a five foot step back stops you from having to make a Concentration check for being in battle. If the bad guy has a ten foot reach you want to be just outside his reach when you cast.

-Kender
"Kenders don't make good beatsticks. Other people do."

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