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  1. #1
    Community Member Nathius's Avatar
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    Default Questions that need answers for 3.5, can you help?

    If a character has the ability "Uncanny Dodge", is it possible to sneak attack that character while they are NOT being Flanked? If so that means a 2nd level Barbarian would not be subjected to a 20th level rogues sneak attack in a one on one situation no matter the circumstances (unless they are prone or immobilized correct?)

    Also, using feint in combat, those possessing uncanny dodge could not be denied their Dex bonus even if they fail the bluff?
    I've gone Rogue..

  2. #2
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    Quote Originally Posted by Nathius View Post
    If a character has the ability "Uncanny Dodge", is it possible to sneak attack that character while they are NOT being Flanked? If so that means a 2nd level Barbarian would not be subjected to a 20th level rogues sneak attack in a one on one situation no matter the circumstances (unless they are prone or immobilized correct?)

    Also, using feint in combat, those possessing uncanny dodge could not be denied their Dex bonus even if they fail the bluff?
    If you are talking PnP (tabletop), this post is probably in the wrong place.

    per the SRD:

    At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

    Sneak Attack
    If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.



    Feint
    Feinting is a standard action. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

    When feinting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a nonintelligent creature, it’s impossible.

    Feinting in combat does not provoke attacks of opportunity.
    Feinting as a Move Action

    With the Improved Feint feat, you can attempt a feint as a move action instead of as a standard action.

    By my reading Feint wouldn't work as "At 2nd level, a barbarian retains his Dexterity bonus to AC (if any)" and besides "Against a nonintelligent creature, it’s impossible." ( )


    Quote Originally Posted by MajMalphunktion View Post
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  3. #3
    Community Member Drelak's Avatar
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    The ruling about Feinting is not so obvious. Here is one discussion in favor of feinting working:

    http://rpol.net/display.cgi?gi=6754&...ate=1323034239

    Here is another:

    http://paizo.com/threads/rzs2k3de?Un...odge-and-Feint

    and here are some home rules to fix the feint:

    http://www.giantitp.com/forums/archi...?t-176542.html

    Reminds me of the good old days(TM) of 3.0 and 3.5 pnp campaigns, when I used to be rather active on the official Wizards boards spouting my truth about various poorly worded rules and spells, according to RAW.

  4. #4
    Community Member Nathius's Avatar
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    Thanks all, looks like after much reading that it's still up for debate. Gotta house rule this one.
    I've gone Rogue..

  5. #5
    Community Member Drelak's Avatar
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    This should be useful for you, at least in the future:

    http://www.wizards.com/dnd/Article.aspx?x=dnd/faq

    On the bottom there are links to all the official D&D errata and FAQ published by WotC.

    It does not answer the question at hand, but has oter information about the subject:

    The description of the barbarian’s uncanny dodge class
    feature says a barbarian retains his Dexterity bonus unless
    immobilized or held motionless due to magic. I understand
    this includes avoiding being caught flat-footed and sneak
    attacked unless the attacker has the barbarian flanked.
    What about other combat conditions that deny a character
    his Dexterity bonus, such as climbing, grappling, and the
    like?
    The uncanny dodge ability is a function of the senses. It
    allows a character to retain his Dexterity bonus when others
    cannot because they don’t have sufficient sensory information
    to do so, such as when one is surprised or facing an unseen foe.
    If the character is actually rendered immobile (or nearly
    immobile) by some physical or magical effect, uncanny dodge
    doesn’t help. If you’re a barbarian hanging by your fingers and
    toes on a rock face, your feral senses don’t improve your
    mobility. You can’t use your Dexterity bonus, and you’re
    subject to sneak attack. Grappling is a similar situation—if
    you’re in another creature’s grasp (or if you’re gasping another
    creature), you lose your Dexterity bonus despite any uncanny
    dodge ability you might have.
    Creatures with the improved grab special attack can retain
    their Dexterity bonuses while grappling by taking a –20 penalty
    on any grapple checks they make. There’s no reason why a
    character couldn’t take that penalty and also retain his
    Dexterity bonus while grappling.

    If a rogue were blinded, stunned, or suffering any other
    physical problem that would normally cause her to lose her
    Dexterity bonus to Armor Class, would her uncanny dodge
    ability still allow her to keep that bonus? I’m basically
    wondering what conditions can cause you to lose the
    benefits of uncanny dodge.
    Uncanny dodge allows you to keep your Dexterity bonus to
    Armor Class when flat-footed or struck by an invisible attacker.
    It doesn’t help you if you’re immobilized. Here’s a quick
    summary of the relevant conditions:
    Blinded: When you’re blinded, all your opponents are
    effectively invisible to you. If you have uncanny dodge, you
    retain your Dexterity bonus to Armor Class when blinded, but
    you still suffer all the other effects of blindness.
    Cowering: This condition leaves you frozen in fear, which
    means you’re immobile. Therefore you lose your Dexterity
    bonus to Armor Class, even if you have uncanny dodge.
    Flat-Footed: Uncanny dodge negates the effects of this
    condition.
    Grappled: When you’re grappled, you’re immobile, so you
    lose your Dexterity bonus to Armor Class, even if you have
    uncanny dodge.
    Held: You’re helpless and therefore immobile. Uncanny
    dodge doesn’t alleviate this condition or its effects.
    Helpless: When you’re helpless, you’re immobile, so you
    lose your Dexterity bonus to Armor Class, even if you have
    uncanny dodge.
    Incapacitated: You’re helpless and therefore immobile.
    Uncanny dodge doesn’t alleviate this condition or its effects.
    Pinned: When you’re pinned, you’re also grappled (and
    therefore immobile), so you lose your Dexterity bonus to
    Armor Class, even if you have uncanny dodge.
    Stunned: This condition leaves you unable to act. You’re
    immobile when stunned, so you lose your Dexterity bonus to
    Armor Class, even if you have uncanny dodge.

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