Charging Sneak Attack


Rules Questions


Spirited Charge does triple damage with a lance and the level 4 scout (rogue archetype) allows sneak attack on a charge. Does the level 4 scout's sneak attack do triple damage during a lance charge/sneak attack?

3x(d8+2d6) or 3x(d8)+2d6?


While the character might be able to sneak attack on the charge I highly doubt that his mount can do the same thing.

I'm not a rules expert and by RAW it might be allowed, but it doesn't make sense.

Now if the character could find a way to use the lance without the horse that actually made sense then maybe I'd allow it.

**EDIT**

After reading your question again I would say that it is 3x(d8)+2d6 . Normally additional dice are NEVER added in multipliers.

Contributor

Sneak attack is never multiplied with other effects, such as critical hits. I would rule that this also applies to multiplied damage from a charge.

PRD wrote:
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon abilities (such as flaming) are not multiplied when you score a critical hit.


No. Bonus dice are never multiplied, whether by a critical or by other effects that make attacks do "double damage" or more.

3x(d8+static-modifiers)+2d6


I was about to post a quote saying something along the lines of "Precision damage and other bonuses that aren't normally multiplied on a critical hit are not multiplied by this ability." As is standard with most things that double or triple damage, like Vital Strike. However, Spirited Charge, nor the description of the lance mention anything about this.

And then I thought, well, spirited charge does say you deal double damage with your "weapon." (triple with lance)

So I had to do some extra digging around and I found this:

PFSRD wrote:

Multiplying Damage

Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.

Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.

Good question, this is just one of those hidden things you have to look around for.

Edit: Ninja'd

Edit 2: Link to PFSRD quote


Precision (Sneak Attack) damage is not multiplied. Only weapon damage and modifiers.


Well, Now I have the idea of a Wolf riding Cavalier(Gendarme)/Rogue(Scout).

By lvl 8, 3Cav, 5Rogue. Boon Companion, Mounted Combat, Ride-by-attack, Spirited Charge, Stealth Synergy.

Wolf has Light Armor, Stealth Synergy, and something else.

2x Stealth rolls. +4 to Charge Attacks, Flat-footed opponents, 3d6 Lance Damage +3d6 Sneak attack damage, and you move out of range of reprisal.


Not to nitpick, but there are mythic abilities to that multiply bonus dice. However, crits and spirited charges do not multiply damage dice.


Neonpeekaboo wrote:

Well, Now I have the idea of a Wolf riding Cavalier(Gendarme)/Rogue(Scout).

By lvl 8, 3Cav, 5Rogue. Boon Companion, Mounted Combat, Ride-by-attack, Spirited Charge, Stealth Synergy.

Wolf has Light Armor, Stealth Synergy, and something else.

2x Stealth rolls. +4 to Charge Attacks, Flat-footed opponents, 3d6 Lance Damage +3d6 Sneak attack damage, and you move out of range of reprisal.

Stealth Synergy isn't all that necessary since you get the sneak attack on any charge. Or is it just to hide and not die? Remember that hiding with stealth is a move action.

If you're going rogue/cavalier, take a look at the Order of the Blue Rose plus the Enforcer feat to make anything shaken for, like, ever. Then add in the Thug archetype (which stacks with Scout) so whenever you make anyone shaken for 5+ rounde ( which equals everyone since your minimum damage will be higher than 5) they become frightened and open the distance for another charge _for you._

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