Kelvar Silvermace |
Yep. Rogue's Vest, Magic Item Compendium, page 130, lower left hand side of the page. It also adds a +2 Competence Bonus to "Hide & Move Silently" (Stealth), and a +2 competence bonus on Reflex saves. It adds an extra 1d6 damage to Sneak Attack, Skirmish or Sudden Strike.
MrCharisma |
A quick search of the SRD didn't come up with a +X sneak attack weapon, but there's always Corrosive, Flaming, Frost & Shock.
If it's a home game you could talk to your GM, adding +1d6 sneak attack damage seems slightly less powerful than any of those, so making it a +1 enhancement isn't going to break the game.
Weables |
actually slightly more powerful, as it'll contribute to a higher damage number, making it superior against DR and not as weak against outsiders who tend to have resist 5 to many elements.
still not going to break the game if its only on sneak attack, but its still more powerful than an elemental dice
MrCharisma |
Yeah but there's also enemies that are immune to elemental dice, and sneak attack has it's own restrictions for when it works, as opposed to the elemental enhancements which are always on.
Honestly, on a well made rogue/whatever, you're probably getting your sneak attack dice 90%+ of the time anyway ... so you're right, it's a bit more powerful, but It's so close I'd just ignore the difference.
I guess since we're advocating "Talk to your GM" here anyway, it's kinda up to them. My 2 cents is it'd be a +1 enhancement
DungeonMastering.com |
Thanks for the responses.
While its true a solid Rogue build would have a whole fistful of dice for Sneak Attacks my guy is multi-classing to make up for weak spots in our party.
One of my classes is Vexing Dodger & the more sneak die isn't for damage (although I also have Mouser) but for the Dodger's ability to give a -1 for every die.
The ring will work out great, thank you Leandro Garvel.
Don't suppose there are any other magic items that give more sneak dice aside from the ring?
Tomos |
This feat might be helpful:
Accomplished Sneak Attacker
Helps with multiclass Rogues and any other class with sneak attack.
DungeonMastering.com |
Oh that's awesome Tomos, thank you! Definitely going to be taking that. Much obliged. Very hard to keep up with every new Feat/item.
Speaking of which, looking closer at that Ring of Swarming Stabs, it being effextive only 2x per day- and requiring a Flank as opposed to a 'opponent loses Dex' takes some of the shine off it.
But the more things the merrier.
James Risner Owner - D20 Hobbies |
Declindgrunt |
remember its in the rules (I dont remember where exactly) but your sneak attack can never go past half your lvl, so if your a rogue unless you DM home rules it the number of sneak attack dice you role cant be increased by items or feats
for example johnny no good is a 3rd lvl rogue therefore he has 2d6 for his sneak attack because of that rule if he got an additional 1d6 to his sneak attack, regardless where it came from his sneak attack would still be 2d6 not 3d6
Terronus |
1 person marked this as a favorite. |
Although its not an item, the Sense Vitals spell from Dirty Tactics Toolbox might be a tool you could use.
deuxhero |
edit: Seems this thread was necroed by a previous poster, but these additions still stand for any who find this thread in the future
There's one sword that does this, but it's an artifact.
A Sword of Subtlety adds +4 to damage (and attack) when sneak attacking. 1d6 is 3.5 on average, so +4 is statistically better
Twice per day a Ring of Swarming Stabs may do this
Sniper Goggles give +2 on every roll of Sneak Attack if you are making a ranged sneak attack within 30 feet (strictly better than +1d6 if you have two die of SA). Greater version extends this to "any range".
Mark Carlson 255 |
From reading of the idea of gaining sneak attack dice by magic item and then using the magic item die bonus for other things is something I would not allow in my game.
I would allow only class gained sneak die to be used in a trade off for other abilities.
But I may be confusing the OP's question and idea.
MDC
thistledown |
remember its in the rules (I dont remember where exactly) but your sneak attack can never go past half your lvl, so if your a rogue unless you DM home rules it the number of sneak attack dice you role cant be increased by items or feats
for example johnny no good is a 3rd lvl rogue therefore he has 2d6 for his sneak attack because of that rule if he got an additional 1d6 to his sneak attack, regardless where it came from his sneak attack would still be 2d6 not 3d6
Incorrect. You can get your sneak attack as high as you like, UNLESS you take the Accomplished Sneak Attacker feat. THEN you're capped at half your level. It's quite the trap feat.
There are seven classes that give sneak attack at level 1. You can stack them and have 7d6 sneak attack at level 7, but you'd only have a bab of 1 unless using unchained rules. (You probably can't get it by 7 actually, as 3 are prestige classes with pre-reqs)
Charon's Little Helper |
Accomplished Sneak Attacker has a cap on it, but regular sneak has no such language.
Though you can play with your levels combined with the feat to jack up your SA. Technically at level 5 you could have 4d8 SA if you really wanted to.
First 3 levels of Slayer, taking Accomplished Sneak Attack at 3, then 1 level of Snakebite Striker & 1 level of Unchained Rogue with the Knife Master archetype.
Not an amazing build besides the SA, so I'd probably never play it, but it's fun to think about.
Maybe 3 levels of Snakebite Striker on a Feint build (also grabbing Flurry) and take Accomplished Sneak Attacker, and then straight Unchained Rogue, but that'd only but you 1/2 a die higher SA than straight rogue.