
SorrySleeping |

Why would you want to deal non-lethal damage as a Rogue?
The two general ways to get Flat Footed are to engage combat with a surprise round (snuck up on an enemy, or the enemy just wasn't expecting combat from you) or stealth. If you manage to stealth your way up to an enemy or strike from invisibility, you strike flat footed.
Anything that gives you total concealment will let you strike versus a flat footed foe.

Kazaan |
A Seven Branch Sword can do a variant of a Trip maneuver that renders the target flat-footed instead of prone.
Shatter Defenses is also a common method when combined with a reliable method of causing Shaken (or worse).
The Scout archetype treats the target of a charge as flat-footed at lvl 4, and at level 8, they treat the target as flat-footed as long he moves more than 10 feet and uses the Attack action.
Multiclass with Unchained Monk lets you use the Spin Kick style strike which makes the target flat-footed for that attack. Requires Monk lvl 5.
Multiclass with Free Hand Fighter lets you use Interference which renders a target flat-footed for 1 round or until they take damage from a melee/ranged attack by using a trip or disarm maneuver as a move action. Requires Fighter lvl 13, but with that heafty of a level requirement, might be better with Gestalt or VMC Fighter(Rogue).

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Starting at level 2, a Flowing Monk's AoOs render the target flat footed until the end of the monk's next turn. Unfortunately for multiclassing, there is a save of DC 10 + half level + Wis mod.

Speaker for the Dead |

Normally the only way to be caught Flat footed is before your inititive on the first turn.

Kris Verschaeve |
UNARMED multi attack
Main class:
scout for getting flat footed whenever you charge
feats
pummeling charge to do a full attack on the charge unarmed (unarmed is by default non lethal)(2 levels of moms)
I don't think you will get flatfooted on all the attacks but at least you will do a multi-attack on the charge (YMMV)
enforcer generate free intimidate whenever you hit with non lethal and then Shatter defenses to make the rest of your attacks also against flat footed.
Question could you combine enforcer together with cornugan smash power attacks for two free intimidate attempts every hit ?
ARMED THE BIG HIT
If you don't want to go unarmed to get pummeling charge, combine scout with skulking slayer and clubber with a greatclub... Only one attack on the charge but are sapmastering D8s instead of D6s.
I wander if you would dip barbarian for furious finish would all those D8 do maximum damage then ?
RANGED/switch hitter rake:
interesting the rake's bravados blade doesn't need to hit in melee to intimidate, a bow would work, if you would have sneak attack on the first attack (point blank + rapid shot) and used blunt arrows, you would get an intimidate (which the rake has bonuses for), and then shatter defenses also does not need melee sets up for sap master (which also does not need melee) for the second attack (point blank, rapid shot) . Once a bad guy has gotten wiser and moved next to you use enforcer/cornugan smash + shatter defenses to do the same in melee, if you use a flank buddy...
This is some hard stuff to pull off in a build but I'm also interested in this so I will be checking the ravingdork emporirium for this one...

james014Aura |

Unchained Dexterity poison stage 2, works even on other rogues. Requires: Unchained: Poisons; Blood of Shadows: Poison Use rogue talent
EDIT: also, the poison might kill them, because unchained, unlike how chained dex poison can only temporarily paralyze. But if you can then delay or cure the poison somehow after hitting them, that'll work out.

Wonderstell |

Why would you want to deal non-lethal damage as a Rogue?
The two general ways to get Flat Footed are to engage combat with a surprise round (snuck up on an enemy, or the enemy just wasn't expecting combat from you) or stealth. If you manage to stealth your way up to an enemy or strike from invisibility, you strike flat footed.
Anything that gives you total concealment will let you strike versus a flat footed foe.
I thought invisibility/stealth only made your opponent lose their Dex to AC (as from the Uncanny Dodge description). Could you provide a rule which supports your claim?
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

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Jae Wolftail wrote:Feinting worksAgreed, though you'll need to do some feat investment to take advantage of it. Two-Weapon Feint is probably the best way to go, and that way you can wield two saps at once with little penalty since they're light weapons.
It's VERY feat intensive, but I'm a fan of Moonlight Stalker Feint & Greater Feint combined with dropping smoke pellets. I still haven't gotten a chance to play a build with it yet. *heavy sigh*

Drahliana Moonrunner |

SorrySleeping wrote:Why would you want to deal non-lethal damage as a Rogue?
The two general ways to get Flat Footed are to engage combat with a surprise round (snuck up on an enemy, or the enemy just wasn't expecting combat from you) or stealth. If you manage to stealth your way up to an enemy or strike from invisibility, you strike flat footed.
Anything that gives you total concealment will let you strike versus a flat footed foe.
I thought invisibility/stealth only made your opponent lose their Dex to AC (as from the Uncanny Dodge description). Could you provide a rule which supports your claim?
Uncanny Dodge wrote:Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
That just means that the rogue can't be caught flatfooted at the start of combat. It makes no reference to an invisible opponent giving that condition after the start of regular combat.

Pahlok |

Pahlok wrote:Another way is to use Catch Off Guard and wield Combat Scabbards.
But this only works against unarmed oppoenets or am I missing something?
You're correct. The plan then would be either to disarm them, or use the 1/combat ability of Order of the Land to at least knock one enemy out.
You can make up for the lost Sneak Attack from the Cavalier dip with the Accomplished Sneak Attacker feat.

Alex Mack |

Disarming seems like a poor course of action considering rogues aren't known for their high cmb's and considering that many foes have natural attacks.
The cavalier dip might actually be worth while as it allows you to get off 1 full attack. If that full attack deals double SA few opponents should survive anyhow. Also it opens up the surprise weapon trait. Not sure whether cavalier (or samuarai or archetypes) has any other worthwhile abilities for Rogues though. Also you need to find a way to deal NL damage with improvised weapons.
The Shield Boss is an interesting option for slayers as they have access to the Ranger's Weapon and Shield Style.

Wonderstell |

Wonderstell wrote:That just means that the rogue can't be caught flatfooted at the start of combat. It makes no reference to an invisible opponent giving that condition after the start of regular combat.SorrySleeping wrote:Why would you want to deal non-lethal damage as a Rogue?
The two general ways to get Flat Footed are to engage combat with a surprise round (snuck up on an enemy, or the enemy just wasn't expecting combat from you) or stealth. If you manage to stealth your way up to an enemy or strike from invisibility, you strike flat footed.
Anything that gives you total concealment will let you strike versus a flat footed foe.
I thought invisibility/stealth only made your opponent lose their Dex to AC (as from the Uncanny Dodge description). Could you provide a rule which supports your claim?
Uncanny Dodge wrote:Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Could you explain how you came to that conclusion, since I see nothing in the description to support your claim.
I also did a quick search at conditions to find that Invisibility does not make your target Flat-Footed.
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See the invisibility special ability.
Losing Dex to AC =/= Flat-Footed

Captain Battletoad |

Ravingdork wrote:What are some good rogue options for making someone flat-footed? I'm looking to take advantage of Sap Master.The Enforcer and Shatter Defenses feats are what you are looking for. The Bludgeoner feat will allow you more weapon choices.
This. It's very feat-intensive, but it will allow you to sneak attack constantly so long as your intimidate is high. The only downside is that it doesn't come fully online until ~level 9. The good news is that the number of shaken rounds for Enforcer is based on your damage dealt, so you really only need one successful intimidate check per enemy (as a free action) and it'll last until the end of combat.

thelemonache |

I like to use the Lethal Acrobatics rogue trick:
Benefit: When a rogue with this talent successfully uses Acrobatics to move through an opponent’s square without provoking an attack of opportunity, that opponent is considered flat-footed to the rogue’s next attack until the end of the rogue’s turn.

DrDeth |

Normally the only way to be caught Flat footed is before your inititive on the first turn.
Yes, but I think RD meant "making your opponent lose their Dex to AC".

Wonderstell |

Speaker for the Dead wrote:Yes, but I think RD meant "making your opponent lose their Dex to AC".Normally the only way to be caught Flat footed is before your inititive on the first turn.
Nah, it's for Sap Master, which specifically needs your target to be Flat-Footed. That's why conventional means for sneak attack such as feinting/invisibility won't work, since they will only make the enemy lose their Dex to Ac. Which is another condition.

Ravingdork |

Houngan wrote:This. It's very feat-intensive, but it will allow you to sneak attack constantly so long as your intimidate is high. The only downside is that it doesn't come fully online until ~level 9. The good news is that the number of shaken rounds for Enforcer is based on your damage dealt, so you really only need one successful intimidate check per enemy (as a free action) and it'll last until the end of combat.Ravingdork wrote:What are some good rogue options for making someone flat-footed? I'm looking to take advantage of Sap Master.The Enforcer and Shatter Defenses feats are what you are looking for. The Bludgeoner feat will allow you more weapon choices.

Kris Verschaeve |
While weapon versatility can change the damage type to bludgeoning, it still doesn't give the special ability "non-lethal", which is necessary for sap master/sap adept.
Rogue, UC rogue, ninja and slayer all have this sentence
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a (character class) can make a sneak attack that deals nonlethal damage instead of lethal damage. She CANNOT use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
Am I missing something ?

Wonderstell |

While weapon versatility can change the damage type to bludgeoning, it still doesn't give the special ability "non-lethal", which is necessary for sap master/sap adept.
Rogue, UC rogue, ninja and slayer all have this sentence
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a (character class) can make a sneak attack that deals nonlethal damage instead of lethal damage. She CANNOT use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
Am I missing something ?
Yah. The Feat Bludgeoner allows you to do nonlethal sneak attack damage.
You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Kris Verschaeve |
Here is another idea
I don't know if the dust finally settled if you count as your own ally for intrepid rescuer/monkey shine
http://paizo.com/threads/rzs2trm3?Intrepid-Rescuer-The-art-of-tactical-napp ing
http://www.d20pfsrd.com/feats/combat-feats/intrepid-rescuer-combat
Prerequisite(s): Combat Reflexes
Benefit(s): Whenever an opponent you threaten makes an attack against a helpless, prone, or stunned ally or any attack against a noncombatant, that opponent provokes an attack of opportunity from you. If your attack of opportunity hits your foe, she takes a – 4 penalty on the attack roll that provoked this attack of opportunity.
Enter flowing monk level 2
Unbalancing Counter (Ex)
At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
This ability replaces the bonus feat gained at 2nd level.
An unchained rogue scout /skulking slayer would give us dex to dam with an Elven Branched Spear and gives us D8s whenever we sneak attack with a two handed weapon on a charge much like the knife master does for daggers (with bludgeoner/weapon versatility)
finally we end up with 3 ways to get sap master damage:
1) D8 charge sap master damage on a charge skulking slayer / scout
2) D8 sap master dam when we can retaliate with an attack of opportunity with reach of an (EBS (always because of intrepid rescuer / monkey shine / unbalancing counter, to which EBS gives a +2 to hit, yay !
3) D6 unarmed sap master damage when we counter attack with attack of opportunity unarmed because the opponent is right in front of us, skulking slayer does not reduce unarmed sneak attack D6s to D4s which knife master would do...

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Enigma mesmerist has the level 20 ability:
"At 20th level, all creatures adjacent to the enigma subconsciously ignore him. Adjacent creatures are always treated as flat-footed to the enigma and are not considered to be directly observing the enigma for the purpose of the Stealth skill. This effect ends immediately if the enigma makes a successful attack against any creature, but automatically resumes at the beginning of his next turn."
The seems very amusing, as there isn't even a save, and it is not listed as mind-affecting. "All creatures adjacent to the enigma subconsciously ignore him." As written, as long as you were adjacent even to some deity or other, they would ignore you. lolz
Note that Enigmas do get sneak attack damage and could take Sap Master. They probably also want to take Accomplished Sneak Attacker a few times.

Ravingdork |

You can save yourself bludgeoner and pick up the mock gladiator trait from Heroes of the streets which allows you to deal non-lethal damage with daggers.
Then use that feat for Deific Obedience Pharsma for another +2 to hit with daggers.
I might just try that!

Driver_325yards |
UNARMED multi attack
Main class:
scout for getting flat footed whenever you chargefeats
pummeling charge to do a full attack on the charge unarmed (unarmed is by default non lethal)(2 levels of moms)
I don't think you will get flatfooted on all the attacks but at least you will do a multi-attack on the charge (YMMV)
enforcer generate free intimidate whenever you hit with non lethal and then Shatter defenses to make the rest of your attacks also against flat footed.
So, once you have improve unarmed strikes, can you still choose to do nonlethal with you unarmed strikes?

Saldiven |
As others have mentioned, assuming you are built (or can retrofit) for Intimidation, Shatter Defenses is the most reliable way.
I have a Sanctified Slayer Inquisitor built for Intimidation that gets his sneak attack dice on pretty much every attack on an eligible opponent between Dazzling Display, Hurtful, Cornugon Smash, Shatter Defenses, etc.

David knott 242 |

So, once you have improve unarmed strikes, can you still choose to do nonlethal with you unarmed strikes?
Well, the Monk's Unarmed Strike description includes this sentence:
"Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling."
And the Improved Unarmed Strike feat says:
"Your unarmed strikes can deal lethal or nonlethal damage, at your choice."
Apparently there is an attack penalty (-4?) for non-lethal unarmed strikes, but the Monk and probably a few other classes eliminate it.

Tarantula |
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Apparently there is an attack penalty (-4?) for non-lethal unarmed strikes, but the Monk and probably a few other classes eliminate it.
Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of bludgeoning damage, while a Large character's unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).
Dealing Lethal Damage: You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a –4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.
If you want to do lethal damage with an unarmed strike, it is a -4 penalty unless you are a class that says otherwise or have Improved Unarmed Strike. You also provoke from armed opponents for attacking unarmed without a class feature or IUS feat.