| Random DM |
| 1 person marked this as FAQ candidate. |
First off let me say that I am very aware that we are playing pathfinder. This is not D&D 3.5. That being said, I am also aware that pathfinder borrowed a lot from 3.5 to become what it is.
I am hoping for some kind of ruling or link to ruling regarding sneak attack damage and ranged spells. We are getting knee deep in high level stuff and a player just brought in an arcane trickster. What he does is pop an improved invis and then let loose scorched rays.
The (3) rays do 4d6 fire damage per and with a 5d6 sneak attack its right around 100 points of damage per round. Granted he has to hit (a touch ac with no dex) +2 for being invis. A lot of monsters have SR, I get all that. I could also make monsters that are immune to sneak attack damage and nerf him hard, but that would not be fair.
3.5 D&D had a volley rule
http://www.wizards.com/default.asp?x=dnd/rg/20040309a
I do not see anything like this in path finder. The closest I can see is a ruling from the arcane trickster and surprise spells. I quote "The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast."
http://paizo.com/pathfinderRPG/v5748btpy88yj/faq#v5748eaic9o2r
They rule that you only get sneak attack damage for one missile. This is inline with the 3.5 volley rules.
Hoping someone chimes in here.. and thanks.