Any Way to Add Sneak Attack Dice


Advice


I was just wondering if there is perhaps a feat or trait that added 1d6 to sneak attack? I've seen the reroll 1's and 2's feats, but have been unable to locate an extra damage dice one.

Thanks,
Matt


new UC, sap master, there are another few feat that add damage.

However it's nonlethal, and ennemy has to be flat-footed.


There's a teamwork feat that adds 1d6 damage if both you and your flanking partner have it


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Barber wrote:

I was just wondering if there is perhaps a feat or trait that added 1d6 to sneak attack? I've seen the reroll 1's and 2's feats, but have been unable to locate an extra damage dice one.

Thanks,
Matt

Gain levels


Do what I do and allow crits to multiply sneak attack damage.


The Teamwork Feat Precise Strike adds 1D6 sneak attack. It's a team work feat so you need a flanking buddy with that feat as well.


It is an option to dip a class that gives a +1d6 sneak attack at first level. So, Ninja or Rogue (can't have both) and maybe an Alchemist (vivisectionist)?

Sean Mahoney

Dark Archive Owner - Johnny Scott Comics and Games

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lastspartacus wrote:
Do what I do and allow crits to multiply sneak attack damage.

WOW. Just, wow.


lastspartacus wrote:
Do what I do and allow crits to multiply sneak attack damage.

If you are a new GM and you are reading this I can tell you this is generally a bad idea.

Shadow Lodge

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lastspartacus wrote:
Do what I do and allow crits to multiply sneak attack damage.

You can't and for a bloody good reason

dear god, can you imagine a ninja TWF with keen wakizashis using the invisible blade trick?


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Skerek wrote:
You can't and for a bloody good reason

Well, he "can" if he want's. He "can" make crits spawn celestial candy bar's and fiendish sno-cones if he want's. Its just probably not a good idea.

Also, the Knife Master archetype in UC lets you use d8's for sneak attack instead of d6's with a list of dagger-ish weapons (kukri, starknife, etc..), at the cost of using d4's for sneak attack damage with every other weapon. Its not exactly what your looking for but it might be an option to increasing your sneak attack damage.


I would personaly recomend not worrying about how many sneekattack dice you get and start looking at what extra little nasties they do.
I played with one rogue who would get one hit with her kukri, usualy a crit, then dance around them as they bleed out using Bleeding attack rogue talent, the Bleeding Crit feat, and Wounding weapons. Bleed ignores damage reduction and they are hosed to the tune of 2d6+10 per round. annd if she found herself in a flank again she would stack on another +2 since the wounding stacks with itself. And if you deside to use crit cards the miltiplier is pointless other than getting more stuff to randomly do on crits but you do have the chance to do things like sever limb or decapitate that guy your party wants to question :)


Sirlink wrote:
And if you deside to use crit cards the miltiplier is pointless other than getting more stuff to randomly do on crits but you do have the chance to do things like sever limb or decapitate that guy your party wants to question :)

Which is why every party should have at least one merciful vorpal weapon. rofl


If your Able or Willing Demonic Obediance Shax +3d6.
The Orignal Demon Disciple with Shax as your Patron, as it does exactly what a sneak attack does but isn't you can nab experienced sneak attacker loose nothing and come out an extra d6 ahead along with some other cool abilties and if you can make the fort save at that point to not instant die. If you have the Rouge Trick that lets you do your sneak attack dice in bleed damage you can self heal as Shax Disciples when hit with Bleed instead Gain that many points of Fast healing until their Full Healed. Required you at very Best be Choatic Good with the Heretic fear but a good dm you won't stay that way for long, chaotic Neutrul is feasible if your a good person using evil means, chaotic or Neutrul evil is intended. Your Required to Once A Day Commit a Visection on a target you killed but no moral requirements on the person so long as you killed it, use mostly your bare hands. This can also be used to give your self favored enemy bounus boosts, or replicate its most basic abilties for 24 hours on the enterprising Ranger or Rouge who dabbles in the others work.


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Welcome to the boards. Some tips and feed-back on your posting:

  • Don't post on 5 year old threads unless they're highly relevant today (very few of the old advice threads are).
  • Format your posts. Split up your text into paragraphs, etc. Makes it easier to read.
  • "Your" and "you're" are not the same word.

  • [/snark]


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    Since the thread is back, I'll mention Accomplished Sneak Attacker for future readers. Of course, it wasn't available five years ago when the thread was active.


    Dipping snakebite brawler works too


    And of course jumping from class to class with level one sneak attacks. That may do it. Would need to improve flanking bonuses to get the most out of that given most classes and archtypes give a 0 on that first level if they sneak attack.


    In addition to Sap Master, there's Sap Master and knockout artist.


    Scott Wilhelm wrote:

    In addition to Sap Master, there's Sap Master and knockout artist.

    There's time to edit that for what you meant?


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    Cavall wrote:
    Scott Wilhelm wrote:

    In addition to Sap Master, there's Sap Master and knockout artist.

    There's time to edit that for what you meant?

    Oops, in addition to Sap Master, there are Sap Adept and Knockout Artist.


    The Greensting Slayer Magus archethype, can expend 1 point from his arcane pool as a swift action to add 1d6 points of sneak attack.


    Blakksheep wrote:
    Well, he "can" if he want's. He "can" make crits spawn celestial candy bar's and fiendish sno-cones if he want's. Its just probably not a good idea.

    I disagree Fiendish sno-cones sound delicious... but yeah multiplying sneak attack dice, would not recommend that, stick with the sno-cones.


    There's also Pinning Knockout and Strangler, I think, that will let you add Sneak Attack Damage to your Grappling and then double it.


    Cavall wrote:
    And of course jumping from class to class with level one sneak attacks. That may do it. Would need to improve flanking bonuses to get the most out of that given most classes and archtypes give a 0 on that first level if they sneak attack.

    Rogue, snakestrike brawler, anything else?


    BigNorseWolf wrote:
    Cavall wrote:
    And of course jumping from class to class with level one sneak attacks. That may do it. Would need to improve flanking bonuses to get the most out of that given most classes and archtypes give a 0 on that first level if they sneak attack.
    Rogue, snakestrike brawler, anything else?

    Vivisectionist


    Increase your attacks/round.

    Shadow Lodge

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    Each of these gets sneak attack at level 1.
    Brawler (Snakebite Striker)
    Magus (Greensting Slayer, must spend arcane pool each time)
    Rogue
    Alchemist (Eldritch Poisoner) (Could instead do Vivisectionist, but not allowed in PFS)
    (level gap)
    Inner Sea Pirate
    Sleepless Detective
    Master Spy

    (The prestige classes have skill requirements that need a filler level to access) Thus, at level 8 you will have 7 dice of sneak attack and 1, maybe two BAB.

    Dark Archive

    Note that unchained rogue doesn't technically stack with sneak attack from any other class. Only unchained gets to ignore concealment. Other classes have the sneak attack from regular rogues. In practice, they generally stack though. I took the shadow strike feat just so I wouldn't have to deal with the issue.

    The knife master archetype for rogue though, as well as anything else that modifies sneak attack, does apply to other classes, as there's nothing that cares about where your sneak attack comes from.


    Förmörka wrote:
    there's nothing that cares about where your sneak attack comes from.

    Pretty sure the guy on the receiving end cares A LOT about where your sneak attack came from...

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