Sneak attacks


Rules Questions


Hello all,
I've been reading the description of the rogue's sneak attack and i had some questions. Initially i thought it could only be used once, but upon addional reading i noticed that it only called for you to be flanking your opponent. Therefore i have come to the conclusion that making a sneak attack takes no extra effort and applies to off hand attacks, as well as full round attacks. So at level 20, a rogue with two weapons can flank an opponent, do a fullround attack that attacks 6 times, and apply the 10d6 damage to each strike. Equaling a total of 60d6 extra damage.

I just want to know if im reading/ interpreting the sneak attack correctly, and if im not, please correct me.

Sczarni

Starfinder Charter Superscriber

You may indeed sneak attack multiple times per round.


Is that the only way rogues stay relevant in combat at higher levels?

Sczarni

Starfinder Charter Superscriber

They make excellent trap spotters as well.

Grand Lodge

Pathfinder Companion Subscriber

There are other classes that excel at both Trap Spotting, and Trap Disabling, far better than the Rogue.

Oh, and yes, Sneak Attack happens every time the qualifications are met.
There is no limitations, besides that.

Sczarni

Starfinder Charter Superscriber

Is there a class feature out there better than the Rogue Talent: Trap Spotter?

Grand Lodge

Pathfinder Companion Subscriber
Nefreet wrote:
Is there a class feature out there better than the Rogue Talent: Trap Spotter?

Available to the Crypt Breaker Alchemist.

Sczarni

Starfinder Charter Superscriber

Wow. That's the perfect archetype for my Osirion Wayang Alchemist. I was going with Grenadier, but I think this'll fit him better. Thanks again =)


One of the tricks with flanking and rogues is everyone knows you want to flank, so your enemies either do their best not to allow it or they do their best to kill the flanking rogue as fast as possible. Since rogues are not super armored or have super HP, that becomes the sort of tactical struggle as you level up. You are always asking yourself, "how can I make the most of my sneak attack without getting flattened by the fire-giant/dragon/golem/big-bad-whatever". If your party is good they will help you do these things.


This question keep appearing in the forum over and over again. There should be a way to make the answer more readily available to people.

Grand Lodge

Pathfinder Companion Subscriber

Also, the Find Traps spell, does everything that talent does.

Put that with a Seeker Oracle, with the Wrecker Curse, and you can walk around, and disable traps by just touching them.


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Nicos wrote:
This question keep appearing in the forum over and over again. There should be a way to make the answer more readily available to people.

It's in the rulebook, plain as day. People who second guess it are doing so based on some pre-conceived notion, either internal or stemming from a similar system they've played in the past.

Grand Lodge

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Pathfinder Companion Subscriber

Indeed, the "once per round" thing on Sneak Attack comes from older editions.

It's older players that have trouble adapting that most often get it wrong.


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Neither of which is the OP, who spotted it on his own. Good on him.

I don't really think we can make the standard rules any more obvious, because all the rules we'd need to make extra-easily findable would slowly begin equating to the CRB. People can search for this information across the thousand existing thread about it if they choose to. They don't choose to. You can't fix people.

Ausk - in a word, yes. The rogue is built around sneak attacks. Preferably multiple sneak attacks. She can make a sneak attack any time her opponent is denied its Dex bonus to AC, and any conditions that would otherwise prevent it (you can't normally sneak attack a creature benefiting from concealment). If a rogue can't get sneak attacks, they're like a fighter or barbarian but worse.

To stably get sneak attacks, you might try (depending on GM):
* Stealthing and sneak attacking once
* Feinting and sneak attacking once
* Using Sleight of hand to draw a hidden weapon may allow you to sneak attack once -- I can't find the text on it at the moment
* Using invisibility and sneak attacking once
* Using the Snipe action to sneak attack round after round
* Summoning or bringing additional creatures to the fight so that you can flank more easily
* Obtaining effects such as Gang Up that make it easier to flank
* Benefiting from improved invisibility and sneak attacking all day long
* Attacking an effectively-blinded opponent, such as one inside an area of total darkness
* Attacking a blinded opponent, available through a variety of spells and effects
* Attacking a stunned opponent, available through a variety of spells and effects
* Attacking a creature while it is running
* Attacking a creature while it is pinned
* Attacking a creature affected by Shatter Defenses
* Attacking an unarmed creature while wielding an improvised weapon and possessing the Catch Off-Guard feat (invest in Disarm effects?)
* Standing fully concealed behind an illusion that you've disbelieved and attacking your opponent unseen.
* Standing fully concealed in a fog and attacking your opponent unseen while using an effect that allows you to see through mists and fogs, such as wearing a goz mask or using the oracle of waves' Water Sight class feature
* Standing fully concealed in smoke and attacking your opponent unseen while using an effect that allows you to see through smoke, such as wearing a goz mask or using the oracle of fire's Gaze of Flames class feature
* Standing fully concealed in a stone wall (Wild Shape, elemental form, or oracle of stone's earth glide class feature) and attacking your opponent while benefiting from an effect that allows you to see through stone such as the oracle of stone's Crystal Sight class ability.

Also helpful:
* The Shadow Strike feat allows you to deal precision damage against targets with concealment (but not total concealment)
* Gain access to low-light vision; or better, darkvision; or better, see in darkness; or possibly the best, blindsight. Avoid having sneak attacks negated by darkness-generated concealment at all.
* Sniper's goggles allow you to deliver sneak attacks at any range rather than just 30 feet, and increase the damage within 30 feet
* The menacing enchantment grants great bonuses for flanking creatures
* Heavily-armored creatures can be hit much more easily with touch attacks, such as from scorching ray

That is a monstrous amount of options. Any rogue can take one or (or several) of those methods to sneak attack and make a build out of accomplishing it.

Because a rogue is so easily negated by losing access to its sneak attack, it's important to invest in multiple routes to sneak attack. All too often, I see rogue players invest in just one then complain when it's negated. I think proper observance of this list could prevent a lot of complaints that they're underpowered. I try to spread it around a little.


Thank you for the advice. I dont a whole lot of experience with theese kinds of games, and your list has brought to my attention multiple ways to sneak attack that i may not have realized on my own. Thank you again.

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