Making the most of fulll BAB Sneak Attack! Need help with a build for PFS.


Advice


With the introduction of the Order of the Blossom Cavalier there are now three different Full BAB variants which grant a SA die at level 1 or 2.

Snakebite Striker Brawler which grants SA at level 1.

Monk of the Mantis

Order of the Blossom Cavalier

This can be further coplemented with Accoplished Sneak Attacker and possibly the Precise Strike Teamwork Feats.

Are there any Prestige classes that grant full BAB and sneak attack? All I can think of is low Templar which seems sorta meh...

So how can I maximize Sneak Attack Dice while maintaining full BAB and getting a decent amount of attacks?

What are the best ways to get off consistent sneak attacks? I've been thinking along the lines of auto flaking via either Pack Flanking or Tribal Hunter (the updated version from Adventerurer's guide) and an animal companion or Vlet Familiar. Dazzling Blade would also work nicely with order of the blossom but seems hard to pull off...


You left out the whole Slayer class -- gets Sneak Attack +1d6 every 3 levels, which is the best Sneak Attack progression I know of in the full BAB classes (I may have missed some odd archetype of something else).

I was going to say VMC Rogue, but last time I checked, PFS doesn't allow VMC.

With respect to the Precise Strike Teamwork feat, if you are a Vanguard Slayer, you can hand it out to your allies once per day, although getting more uses per day will cost you 1 Slayer Talent each, and the archetype already eats your 2nd and 4th level Slayer Talents, so this isn't so great.

If you can't count on your party to provide flanking, you could go Nature Soul - Animal Ally(*) - Boon Companion(**). This is 3 feats, so it's not clear that it's worthwhile to take all those to fish for a relatively paltry amount of Sneak Attack damage (even with the Slayer's +1d6 every 3 levels).

(*)5th level, or 4th level if you retrain something else.

(**)7th level, or 5th level if you retrain something else to get Animal Ally at 4th level. Since PFS quits at 12, this makes a big difference in how much of your career for which you have an Animal Companion that won't die when somebody looks at it wrong.


Well the issue with slayer is that you only get your first SA die at level 4. And in the context of PFS it gets 3 SA dice by level 10. But it does get an awful lot of feats in addition and thus can easily spare a feat for accomplished sneak. So maybe I shouldn't rule it out completly.

In contrast if you multiclass the 3 above classes you have 3d6 SA at level 5. Which is on par with rogue.

Cavalier has the animal buddy built which saves lots of feat, at least if you go for a small cav or take the beast master archetype.


Curnogon smash and shatter defence works.


I wouldn't attempt a Dazzling Blade Sneak Attack build unless you're actually getting a solid spellcasting base from Arcanist or Exploiter Wizard, but that's obviously far from what you're looking for. Still, Persistent Dazzling Blade with a +3DC from Spell Specialist Arcanist is pretty great. Arcane Trickster grants more sneak damage. Maintaining decent attack is a question of how far you push arcane levels, and magic making up for BAB.

Snakebite Striker Brawler can make excellent use of Two-Weapon Feint, since Brawler's Flurry qualifies as Two-Weapon Fighting for prerequisites. They can also feint as part of a move action by 3. So both full attacks and moving attacks are covered.

Cult Leader Warpriest grants 1d6 at level 3, and can swift-action Divine Favor. Four levels of Cult Leader loses 1 point of BAB in exchange for being able to cast +3/+3 Favor with traits, which effectively makes it a +2 net gain over full BAB and a +3 flat damage instead of a 1d6 sneak die.

As far as sneak dice go, Rogue or Ninja up to 4 only loses 1 point of BAB, while they get 2 proper sneak dice by 3 and other helpful things. Scout Rogue 4 for sneak charge, Ninja 2 for bonus swift Ki attacks, Unchained Rogue for Debilitating Injury, and so on. For a multiclass character who wants major sneak damage, I'm not sure why one wouldn't include at least a few levels of Rogue or Ninja; -1BAB is hardly game-changing.


Doesn't the slayer get easy access to shatter defense via some ranger combat style at level 6? Although admittedly I'm not a fan as it will only work after you score a first hit to intimidate.

Slayer can also do dirty trick (Blinded) well with the Rogue Talent from Blood of Shadows. But quick dirty trick only comes online at level 6.

Btw. here's a cavalier huntmaster build. Furious bird combo with natural attacks. Only gets 3d6 SA but can make use of precise strike fairly reliably. Not sure how survivable your bird buddy bird is however...

Bad Birds:

LN Tengu Huntsmaster Cavalier of the Blossom

STR 16 DEX 14 CON 12 INT 8 WIS 12 CHA 14

Bird Animal companion

Alt Racial Trait: Claws
Traits:
Vessel between (+1 to attack)
Death Touched (+2 versus Mind affecting)

1 Precise Strike
2 SA 1d6
3 Accomplished Sneak (2d6 SA)
5 Spirit Oni Mask
6 Step up
7 Outflank
8 SLA SA 3d6
9 Greater Tactician: ???
11 ???

Bird gets an INT bump at 3 and then collects Precise Strike and Outflank with it's feats. With flight it should be good at getting into flanking positions. Also it picks up a menacing AoMF asap and can blind foes with double dazzle.


BadBird wrote:
As far as sneak dice go, Rogue or Ninja up to 4 only loses 1 point of BAB, while they get 2 proper sneak dice by 3 and other helpful things. Scout Rogue 4 for sneak charge, Ninja 2 for bonus swift Ki attacks, Unchained Rogue for Debilitating Injury, and so on. For a multiclass character who wants major sneak damage, I'm not sure why one wouldn't include at least a few levels of Rogue or Ninja; -1BAB is hardly game-changing.

You are prolly right about that...

I don't really want to start meddling with AT s that means my BAB starts going down the drain rther quickly.


Yes they do :)

1) power Attack
1) skill focus intimidate/weapon focus/anything really
2) Gory finish
3) Intimidating prowess
5) Accomplished sneak attacker
6) Shatter defence
7) Cornugon smash
9) Hurtful

Would be a potential build I imagine

EDIT: that's assuming human.


Only the Snakebite Strikes SA "stacks", both of the other classes are "as Rogue", So 1d6 for SS 1, +1d6 for Cav 2, +1d6 for Monk 2(since a Rogue gets every other lvl). So 3d6 at L5...same as a standard Rogue, but with the bab boost. The Feat won't help the build until lvl 8, as it has a limit on die equal to half HD...so 4 at L8, assuming none gained with Slayer or more lvls in these classes. These classes are as a Rogue, but they also don't scale as fast after L2..so need more as rogue lvls to gain a die every other lvl. Oh...a Lvl of Assassin would give a stackable Die also..sp can have 4d6 at Lvl 6.

Also teamwork feat can give a d6 is you can get a partner to assist with that and there is a ring or swarming stabs that can add 1d6 twice a day. Now if you are a Dagger Specialist you can bump them too d8s, might help.


Rhaleroad wrote:

Only the Snakebite Strikes SA "stacks", both of the other classes are "as Rogue", So 1d6 for SS 1, +1d6 for Cav 2, +1d6 for Monk 2(since a Rogue gets every other lvl). So 3d6 at L5...same as a standard Rogue, but with the bab boost.

How do you come to that conclusion?

To the best of my knowledge the gazzilion threads and FAQ requests asking about Slayer Rogue stacking were never answered...

Scarab Sages

Chromantic Durgon <3 wrote:

Yes they do :)

1) power Attack
1) skill focus intimidate/weapon focus/anything really
2) Gory finish
3) Intimidating prowess
5) Accomplished sneak attacker
6) Shatter defence
7) Cornugon smash
9) Hurtful

Would be a potential build I imagine

EDIT: that's assuming human.

Hurtful isn't PFS legal, unfortunately.


Ferious Thune wrote:
Chromantic Durgon <3 wrote:

Yes they do :)

1) power Attack
1) skill focus intimidate/weapon focus/anything really
2) Gory finish
3) Intimidating prowess
5) Accomplished sneak attacker
6) Shatter defence
7) Cornugon smash
9) Hurtful

Would be a potential build I imagine

EDIT: that's assuming human.

Hurtful isn't PFS legal, unfortunately.

Otherwise such build would be quite nice.

If you try to mx out SA damge you should prolly try to maximize the number of attacks.

So either a) Flurry and Ki-Pool as a ninja monk
b) Natural attacks as in my Cav build above. btw dpr numbers for that are pretty absurd with challenge and 4d6 SA.
c) two weapon fighting

Theoretically two weapon feint or moonlight stalker feint could also work but both are extremely feat intensive. Also maybe one can make the whole circling mongoose shabazz work out...that would be sexy...

Currently I'm trying to figure out a build with 4 ninja levels and monk for two handed flurry with Ki but it seems really tricky to assemble.


One thing to point out, the monk only gets sneak attack on a flurry, so that means you're wanting to look for a way to full attack a lot and flank via that.

The seven branched sword can trip people and make them flat-footed, this could be used to get your sneak attacks off.

Getting a figment familiar can get a familiar with reach and thus let you flank with it.

Going inquisitor with the slayer archetype gets sneak attack and then would let you have pack flanking and have it work (since you need some way for the animal to have it or count as having it) Yes it breaks full bab, but allows for consistent flanks for always on sneak attack.

EDITED, thanks Grandlounge

Grand Lodge

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Some good ideas by chesspwn I think chesspwn meant seven branched sword.


The monk limitation on flurry does limit the SA usefulness. If you are going straight Unchained monk everything is fine and dandy but if not you need to find some sort of pounce trick. Then again going straight monk you can also utilize stuning to turn on SA.

The seven branched sword suffers from the same limitation as feinting. It requires you to expend an attack roll. Also it works against CMD so it's far less reliable than feinting. However it actually makes foes flat footed so it would turn on Sap Master...that would be kinda sexy and actually worth it if you have enough attacks per round...this might be nice on a monk ninja build. You can pick up the invisibility ki power and use it to turn on sap master when you only have a single attack and when you get full atack go trip and BAM BAAM.

Human Ninja 2/ Bloodrager 1/Scaled Fist Monk 1/Snakebite Striker 1
Traits: Vessel Between
Mock Gladiator: Seven Brnched sword

Ninja 1 Extra Ki Sap Adept
Ninja 2 Invisible Blade
Bloodrager 1 Accomplished Sneak Improved Trip Familiar
Scaled Fist Monk 1 Dodge
Snakebite Striker 1 Sap Master

Looks pretty sexy...if you make the familiar small you can give it the mascot archetype and you can get a +3 bonus on your trip attempt.


You don't really need to go two weapons fighting as a slayer to make use of the intimidate build, just get a whacking great axe/hammer/sword curnogon smash them and then go to town, then if something is immune to sneak attacks or fear (as many things are) you're still powerattacking with a two handed weapon.


I actually looked into a Dazzling Blade Arcane Trickster melee character a fair deal a while ago. One of the possibilities was something like:

Tengri the Lightning
Dual Talent Human: 15/17, 14, 14, 15/17, 8, 8.
Magical Knack, Wayang Spellhunter: Dazzling Blade

Snakebite Striker
1. Weapon Proficiency: 9-Ring Broadsword / 1d6SA
2. +Weapon Focus: 9-Ring Broadsword

Exploiter Wizard
3. Accomplished Sneak Attacker / Exploit: Potent Magic
4. 2d6SA
5. Persistent Spell
6. Exploit: Dimensional Slide

Arcane Trickster
7. Arcane Armor Training
8. 3d6 SA

...?

While BAB starts lagging, Blade Tutor Spirit appears at 5 to improve attack by 2. The next BAB drop two levels later is met by Heroism, another +2, and extremely easy to use. These bonuses are on top of the fact that you're handing out blind like candy on Halloween. With flurry, you're getting two attacks on your blinded target - or for standard attack at higher levels you can always throw a Sneak Attack Shocking Grasp. Potent Magic and strong INT means heavy blind DCs, and once you can start tossing Persistent it's extremely strong. Dimensional Slide is, of course, perfect.

Brawler's Flurry and Arcane Armor Training means you can use a mithral kikko and light shield, so AC is actually quite solid.


Well shatter defense doesn't come online until you hit something 3 times. Attack 1 -->Intimidate -->Attack 2 trigger shatter defense (opponent is flat footed for your next turn) --> attack 3 target flat footed AC --> SA. Turn 2 Full attack vs. flat footed.

So how is that any good with a 2 handed weapon?

Anyways a two weapon fighter can usually attack two handed with a bit less STR with a cestus. And a natural attack build should always begin combat with a two handed weapon (ideally with reach).


For a Shatter Build, a two-hander STR-based Thug-Scout Rogue + Martial with Vanishing Trick (Ki Pool talent, WIS, Extra Ki) is maybe the best way to go; you have automatic Sneak Attack charge and Vanishing Trick to lay down Sneak Attack hits before Shatter takes over. Thug Rogue makes sure Shaken lasts between two turns, so Sneak charge -> Vanishing Trick and then full attack next round is a seamless combo, since the first two strikes are covered by Scout charge and vanish, and then Shatter goes to work. Being invisible between turns doesn't hurt at all either. Thug also has the nice side-benefit of tossing sickened onto creatures.

On the martial side, Weapon Master is probably the most practical choice - three levels gets Weapon Training and Gloves of Dueling, and the bonus feats are extremely helpful for getting everything running and maybe grabbing some Extra Ki or whatever. Plus you're free to run armor and weapons as heavy as you want with Fighter. Weapon Master 3/ Thug-Scout 8 with Accomplished Sneak Attacker loses only a half-level of Sneak Attack compared to a full Rogue (as good as ASA gets), and the two lost points of BAB end up 'fixed' by the +3 from Weapon Training. It's tempting to go Barbarian - Id Rager, or Scarred Rager for level 2 Rage cycle - but I don't know if there's enough feats to cover it effectively.


Alex Mack wrote:

Well shatter defense doesn't come online until you hit something 3 times. Attack 1 -->Intimidate -->Attack 2 trigger shatter defense (opponent is flat footed for your next turn) --> attack 3 target flat footed AC --> SA. Turn 2 Full attack vs. flat footed.

So how is that any good with a 2 handed weapon?

Anyways a two weapon fighter can usually attack two handed with a bit less STR with a cestus. And a natural attack build should always begin combat with a two handed weapon (ideally with reach).

A) I forgot hurtful was a not an option ;-;

B) if you beat the intimidate DC by 5 then it lasts multiple rounds, particularly useful to remember with Gory finish.


Just noticed that my proposed Sap Master Build wouldn't work as you need to be dealing damage with a blusgeoning non-lethal weapon. So that means you have to trip with the sword and then attack with your fist. So that means less damage and the need to enhance multiple weapons.


As an alternative for a TWF (feinting), how about a TWF and the first is disarm. Catch off guard will let you flat foot opponents allowing SAP chain.

I would start off with 3 levels of half orc skulking slayer scout which will make opponents flat footed on your charge and give you D8s SA which can be doubled with Sap master and bludgeoner which is a whole less feat intensive than shatter defenses (Shatter defenses, dazzling display, weapon focus).

Taking the chain fighter orc trait will let you get heavy flail for the charge D10 with 19/20. It will also get you a normal flail which has the disarm trait. Orc ferocity could be traded for toothy... yes it secondary but if the opponent is flat footed way may still hit and do SA.

For round two you would need quick draw, so you could drop the heavy flail and draw a flail and an improvised weapon. roll disarm for the first attack and then thanks to catch off guard and bludgeoner sap master them for double SA.

I don't know it seems less feat intensive than the other proposed builds but maybe I'm wrong.

Yet another consideration is for the slayer. Apart from the full bab and SA at level three it has another thing going for it. Ranger combat style as a slayer talent at level 2 will get you claws as well... From what I understand the claws can do bludgeoning damage as well, important if the build incorporates sap master feat tree.


Alex Mack wrote:
Rhaleroad wrote:

Only the Snakebite Strikes SA "stacks", both of the other classes are "as Rogue", So 1d6 for SS 1, +1d6 for Cav 2, +1d6 for Monk 2(since a Rogue gets every other lvl). So 3d6 at L5...same as a standard Rogue, but with the bab boost.

How do you come to that conclusion?

To the best of my knowledge the gazzilion threads and FAQ requests asking about Slayer Rogue stacking were never answered...

The reason they weren't answered is that the rules (usually) only tell you what you can do, and neither rogue nor slayer tell you that you can stack your sneak attack damage while other sneak attack classes do tell you this. Thus no FAQ response is needed, although it'd be great if they would make a post or something saying this.

Snakebite Striker Sneak Attack (stacking):
At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6. This increases by 1d6 at 6th, 10th, 12th, and 20th levels. If she gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces martial flexibility.

Rogue Sneak Attack (no stacking):
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue 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.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

See Precision Damage & Critical Hits FAQ for more information.

Slayer Sneak Attack (no stacking):
At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Assassin Sneak Attack (stacking):
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Greensting Slayer Sneak Attack (stacking):
At 1st level, a greensting slayer can expend 1 point from his arcane pool as a swift action to add 1d6 points of sneak attack damage to his next melee attack that round. The attack must meet all of the usual prerequisites for making a sneak attack, as the rogue class feature. For every 4 levels beyond 1st, the amount of sneak attack damage dealt by this ability increases by 1d6 (to a maximum of 5d6 at 17th level). If a greensting slayer gets a sneak attack from another source, the bonuses on damage stack.

A greensting slayer cannot use his arcane pool to enhance his weapon.

This ability modifies the arcane pool ability.

There are only certain Sneak Attacks that stack, they all have specific wording to that effect. So if you multiclass Snakebite with Rogue and Slayer you can stack Rogue + Snakebite or Slayer + Snakebite but not Rogue + Slayer + Snakebite because Rogue and Slayer do not stack with each other.

I know many tables throw this one out for simplicity though, just giving the RAW.


So Snek Attack variants tht state they work as the rogue ability shouldn't stack?

Honestly I can't quite wrap my head around that...


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If they don't have the extra wording then yes, they don't stack. It used to be thought that this was only because the class was so old, but then they put out URogue which also doesn't have the stacking rule which pretty much sunk that hope.

Again, YMMV by table. The rule is annoyingly sneaky subtle, you have to be able to see all the different types of sneak attack to know its there.


The Rogue Talent Underhanded Trick from BoS is another possible way to go; besides granting free Improved Dirty Trick, creatures blinded by your Dirty Trick may not remove it until a round after it was inflicted. So if you have Quick Dirty Trick and powerful CMB, you can do a lot of blinding quite easily. Based on developer commentary, you should be able to use a weapon in Dirty Trick maneuvers if there's a logical way to do so; I like the idea of sticking a Shock weapon ("a shock weapon is sheathed in crackling electricity") against a targets eyes to blind.

Scarred Rager effectively lets you Rage cycle, so you can use Rage plus the Strength Surge and maybe the Reckless Abandon powers to stack up a really heavy CMB with a few levels of Scarred Rager. Cross with TWF and Ninja for tons of attacks.

There's other ways to build strong CMB and multiple hits as well, of course; but I'm not sure anything beats the +8 you can get from 4 levels of Scarred Rager (or more if you're using a weapon to inflict Dirty Trick). Maybe Brawler or Monk for the flurry attacks would work well even if CMB isn't quite as good.


Yeah I'd mentioned underhanded trick above... I'd prolly try to combine it with manuever master monk as that's the only way to get a dirty trick that doesn't require you burn a Standard Action before Level 6 (at least that I know of).

How does dirty trick interact with weapon Finesse? Have an idea for a super SAD Tengu Monk/Rogue.


Weapon Finesse won't help Dirty Trick unless a weapon is used to implement the Dirty Trick - and that's a complicated issue. There's developer commentary somewhere saying Dirty Trick with a weapon works if the weapon is somehow used to inflict the condition - like I said above, I like the idea of a Shock weapon touched to the face. However, I wouldn't be surprised if there were some PFS GMs who would shoot that idea down, especially when trying for a Weapon Finesse play. Without finesse, you would need Agile Maneuver. Personally, I'd go with something STR based; if the GM accepts the commentary, you get to add your weapon enhancement and if not, you're not screwed. Strength-based with medium armor and some DEX or with Monk WIS AC can do just fine.

Maneuver Master is useful for earlier levels, but in the long run it's pretty crappy; you get no bonus to CMB out of it and it's generally pretty weak in combat, and then at the point where Quick Dirty Trick would appear, you've got a crap build compared to what could have been. A well-made Scarred Rager/ Ninja TWF Dirty Trick build should be pretty dangerous in earlier levels even if Sneak isn't applied (bonus mainhand Ki attack is huge at low level), and then Quick Dirty Trick and Improved TWF at 7 makes it a machine with brutal CMB.

As far as Monk goes, I'd rather take 3 levels of Unchained Monk for the Ki pool and flurrying a two-handed sword, and build a Thug/Scout Rogue onto that. You can even build it for very strong Stunning Fist with Mantis Style, Cornugon Stun and Thug Rogue to sicken; nothing like a sword-based Stunning Fist Sneak Attack Charge to open hostilities.


Thing is I don't want to invest in dirty trick if I can't use it until Level 6.

And spending a standard action to potentially debuff a foe isn't my definition of good action economy.

But yeah I was also kinda afraid of maneuver master not beating CMD reliably with the -2 to maneuvers and all. Ad to that the potential for table Variation and this doesn't look like the road to tread.


Well, building a Barbarian/Ninja that can Rage and full attack with katana/wakizashi/(Ki)katana early on is hardly a bad thing. Neither is dropping a blind on a dangerous target instead of making a weak standard attack or charge - especially when you've got a good shot at your blind lasting into your next round because your CMB is off the charts with Rage cycle and Strength Surge, and when your whole team benefits from the toughguy target being totally gimped.

Example - something like:

"Shadow Warrior"
Scarred Rager 3/ Ninja 4
Dual Talent Human: 14/16(+2)STR, 15/17DEX, 14CON, 10INT, 8WIS, 14CHA
Traits: Berserker of the Society, Irrepressible (CHA to many important Will saves)

1SR. Two-Weapon Fighting
2N. +1d6SA
3N. *Ki Pool* / Rogue Talent: Underhanded Trick / Dirty Fighting
4SR. *Tolerance (Rage cycle)* / Rage Power: Strength Surge
5SR. Accomplished Sneak Attacker +2d6SA
6N. +3d6SA
7N. Improved Two-Weapon Fighting / Combat Trick: Quick Dirty Trick

Instead of relying on Sneak Attack, you can hit pretty hard and very accurate with two strong weapons, including a bonus attack when it really matters; and you can drop a powerful blind in place of a standard or charge when you need to make a tough target sit down for a bit.

If you want, you can also initially take Vanishing Trick and then use PFS retraining rules to switch to the Dirt Trick thing at 7.

Weapon-wise you can use Furious weapons; using a +1 Furious, Shock katana as your primary weapon and Dirty Trick implement is pretty cool, and quite painful for targets.

By higher levels, you're looking at 3-5 strong TWF strikes (depending on Haste and Ki) that carry almost full Rogue Sneak Attack while throwing heavy CMB blind around.


Totally disagree on rogue and Slayer sneak attack not stacking. It's extra damage and is even notated as sneak attack +1d6.

Compare to channel energy(know to not stack) which has no plus when it says 1d6, 2d6 etc


plaidwandering wrote:

Totally disagree on rogue and Slayer sneak attack not stacking. It's extra damage and is even notated as sneak attack +1d6.

Compare to channel energy(know to not stack) which has no plus when it says 1d6, 2d6 etc

It doesn't matter if you agree or disagree. For PFS, the OP is bound to run across a gamut of GMs - some that agree or disagree. I wouldn't purposefully make a character under those conditions where some GMs "nerf" your character.

I personally believe they don't stack.


It absolutely matters. Someone is purporting that there is this sneaky subtle rule saying you can't. No such statement or text exists.

I've played PFS in three regions and never seen someone have an issue with this.

I guess another way to think of it is, no they don't stack, you don't add levels together or anything, but whichever of your classes says +1d6, you increase the dice in your pool for sneak attack and nothing stops the untyped damage bonus from both applying


To be quite honest I'm not buying the SA doesn't stack part. I did some research yesterday in the rules and FAQs and nowhere did I come across anyone from paizo ever commenting on the issue. And the common consensus seems to e. Sneak Attack stacks and if it doesn't a class will tell you otherwise (Vivisectionist). Claiming that not stacking is RAW is also quite the stretch of imagination.

Also there's some pretty clear evidence that sneak attack from different sources are intended to stack. Namely in the slayer's studied target ability which is gained at level 1 and states that it can be triggered when dealing sneak attack.


Guess that means you are rewriting the rules. Good luck with that. Also why ask for any advise when you are going to completely ignore what is given? Your evidence and your feelings won't get your character into a game. Maybe you should consider a Homebrew game where rules can be interpreted differently and skewed in your favor. For some PFS GMs you will have your personal feelings vetoed and then will have traveled to not get into a game.


Chromantic Durgon <3 wrote:
Curnogon smash and shatter defence works.

Shatter Defenses does more than just deny your opponent his Dex Mod. It actually makes him Flatfooted. That means Sap Feats work with this. If you commit to Cornudgeon Smash, you should also take Sap Adept, Sap Master, and Knockout Artist, then you more than double your Sneak Attack Damage Dice!


I was thinking another way to get more Sneak Attack Damage would be to add Hamatula Strike and wear Armor Spikes.


I've been fooling around with a Sneak Attack build. It is not quite full BAB, but its BAB is high. Maybe there are some useful ideas in it.

I was toying the idea of making this character a Natural Attacking Character: a Tengu with Claws, a Helm of the Mammoth Lord, and a level in White Haired Witch and maybe Feral Combat Training, Claws. I was thinking that your Sneak Attack damage is multiplied by the number of attacks you get, and 6 Natural Attacks that each trigger Grapples from Hamatula Strike and Damage from Armor Spikes make 12!


The relevent text is from the advanced class guide pg8 under parent classes

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don’t stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).


The advantage of natural attacks is that they all key off of your full BAB. I am currently playing a vivisectionist alchemist (yes not PFS) with 5 natural attacks and routinely do 300 damage per round.


fast movement is redundant 4 morale bonus to str/con from rages is redundant

additional dice are not redundant, they are additional. Hence marked as +1d6 etc.


Your argument isn't going to convince me that it stacks. If you want a clarification, ask for a FAQ on the rules forum.


By the way, if you have a ratfolk boon, it's my opinion that's the best race for a sneak attack build due to scurrying swarmer. I built my character with a mauler familiar to get auto flanking on whatever my familiar attacked.


nicholas storm wrote:
By the way, if you have a ratfolk boon, it's my opinion that's the best race for a sneak attack build due to scurrying swarmer. I built my character with a mauler familiar to get auto flanking on whatever my familiar attacked.

Absent a Ratfolk Boon, you could get your Mauler Familiar via levels in the Eldritch Guardian Fighter Archetype. Eldritch Guardian Familiars know all the Combat Feats their masters know, including all those Teamwork Feats that are also Combat Feats. I seem to recall there are 1 or 2 of them that aid in Flanking.

RPG Superstar 2012 Top 32

In the Core Rulebook, the assassin PrC's sneak attack dice stack with the rogue's sneak attack dice.


Rhaleroad wrote:
Guess that means you are rewriting the rules. Good luck with that. Also why ask for any advise when you are going to completely ignore what is given? Your evidence and your feelings won't get your character into a game. Maybe you should consider a Homebrew game where rules can be interpreted differently and skewed in your favor. For some PFS GMs you will have your personal feelings vetoed and then will have traveled to not get into a game.

I am not rewriting rules YOU and I are reading rules and interpreting them.

In the rules question forum the majority opinion is that Sneak Attack stacks. I didn't have to start a new thread because a gazillion threads exist. Obviously there seems to be some ambiguity on the matter but you are stating things as fact that a majority of people disagree with.

Nowhere in the FAQs does Paizo ever address the issue.

The fact that Sneak attack is always listed as +1d6 etc implies that it is not a redundnt ablity but in fact (you guessed it) additive...
The fact that a class (Vivsectionist) exists that specifically spells out how it's sneak attack is supposed to stack also supports the view that things stack if not stated otherwise.

Here's some more evidence coming from the core rules about stacking SA:

http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement/

I will continue to ignore your "advice" however. Thank you...

@Scott Wilhelm: I like the Sneak Attacker build you posted. It just seems a bit "unfocused". The general idea of having multiple avenues to turn sneak attack on is probably a solid plan. Either that or to not depen on it too much.

Flanking: Generally the most desirable method but not super reliable unless you find ways to get your flank on via teamwork feats, companion creatures, Gang up or special mobility options.

Feinting: Requires you to use your move action or an attack but it's fairly easy to pull off. Snakebite Striker 3 makes this better... also fairly feat intensive.

Shatter Defenses: Makes opponents flat footed. Comes online by level 6 and fairly feat intensive (exception Slayer). Action economy is a bit odd.

Blinding: Usually via dirty trick, optionally via the blinding blade spell. Both have the issue that they don't scale well with level. Dirty trick requires a standard action before level 6 (Quick Dirty trick). Unless you use maneuver master monk or Divine Fighting Technique (Cayden).

Seven Branched Sword: Similar to feinting i.e. requires an attack to make foe flat footed. However it doesn't scale as well as it targets CMD.

Ninja Vanisihing Blade: Good for single attacks. But a limited resource which requires a lot of Charisma. An easy way to make single two handed attacks far more effective. Up to 4 Ninja levels can be taken with only 1 point of BAB lost.

Improved Invisibility: Awesome. But I don't think there's a way to make this happen in the PFS level range while getting high BAB and SA progression.

Shadow Lodge

SmiloDan wrote:
In the Core Rulebook, the assassin PrC's sneak attack dice stack with the rogue's sneak attack dice.

It's very old, and little else since matches the way it does things. Paizo has been strongly trending/hinting in the direction of considering sneak-attack to be a class ability based upon "effective rogue level" rather than an actual number of dice.

For example, a rogue3/vivisectionist3 with Accomplished Sneak Attacker gets only SA+3d6 (same as a rogue6), not SA+5d6.


Alex Mack wrote:

To be quite honest I'm not buying the SA doesn't stack part. I did some research yesterday in the rules and FAQs and nowhere did I come across anyone from paizo ever commenting on the issue. And the common consensus seems to e. Sneak Attack stacks and if it doesn't a class will tell you otherwise (Vivisectionist). Claiming that not stacking is RAW is also quite the stretch of imagination.

Vivisectionist does stack though? in what way is it telling you that it doesn't? It's version of sneak attack has specific wording stating that it stacks with other classes that have sneak attack. Granted it does so in a different way than the other classes that state they stack.

Alex Mack wrote:
Also there's some pretty clear evidence that sneak attack from different sources are intended to stack. Namely in the slayer's studied target ability which is gained at level 1 and states that it can be triggered when dealing sneak attack.

Studied target will stack with sneak attack, but i don't see how this could be evidence for different sources of sneak attack stacking? This is a completely different ability.

please explain a little more

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