
DarkPhoenixx |

Frightening Ambush + Shatter Defenses seems to make rogue to be able to chain them off each other to keep sneak attack going against things that are susceptible to fear. Are there better ways to have Sniper Rogue sneak attacking with ranged weapons from decent range?
Due to certain limitations Slayer and Signature Strike do not work for me, and Rake archetype clashes with Sniper archetype so does not work too.

DarkPhoenixx |

Rogue that is able to deliver sneak attack from far range, aka sitting on a building and crossbow a target walking on the street.
Also to be able to continuously sneak-attack the target in self-sufficient manner, not only on the first round and not relying on allies flanking or wizard to cast greater invis.

Wonderstell |
1 person marked this as a favorite. |

Well, the problem with all sniper (as in, far-range marksman) builds dependent on Sneak Attack is that you can normally only deal that damage within 30ft. So you'll need to solve that problem too.
At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.
This ability replaces trap sense.
The +10 ft/3 levels from the Sniper Rogue archetype is cute, but not enough for far range. Like, we're talking 90ft range at lv 18. You're gonna need to move around a lot before that, negating the benefit of actually having a ranged build.
At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.
Alright, so if you're using weapons/ammunition with the Distance enchantment this is actually quite long-range. You're only gonna get this benefit once per fight, though.
Prerequisite: Slayer 4th level
Benefit: A slayer with this talent increases the range at which he can deal sneak attack damage by 10 feet. A slayer can select this talent more than once; its effects stack.
Whoop-di-do. You're essentially trading one feat for the ability to add +10 to your SA range. Horrible trade-off.
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So, these three options are for some reason all called Deadly Range, and are all pretty lackluster. The only worthwhile option is the Slayer Archetype, but alas, it's for one single attack.
Now, the easy way to get Sneak Attack dmg at ranges further than 30ft is by paying for it.
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head.
The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
Cost: 20,000 gp
You're gonna want these even if you've raised your ranged Sneak Attack limit, as they're just that powerful. But even then, they don't stack with your previous range, making you just as good at ranged Sneak Attacks as the vanilla rogue who didn't invest anything into the ability to make Sneak Attacks at further range.
Oh, and the item is actually encouraging you to make close-range Sneak Attacks since you get bonus dmg within 30ft.
This black telescopic sight is made of lusterless metal and features a thick glass lens. It can be mounted on the stock of a light or heavy crossbow, but not a hand crossbow. An assassin’s sight allows the wielder to make ranged sneak attacks from greater distances than normal. This sight has two settings: 0–30 feet and 30–60 feet. A character using a crossbow equipped with an assassin’s sight can make sneak attacks against foes within the selected range. For example, by setting the range to 30–60 feet, a character can make sneak attacks against creatures only if they are between 30 and 60 feet of the wielder; attacks against targets closer than 30 feet or farther than 60 feet would not count as sneak attacks, even if they met all the other requirements for making a sneak attack. Setting the range on an assassin’s sight is a full-round action that provokes attacks of opportunity.
Cost: 5,250 gp
A greater assassin’s sight is similar to the standard assassin’s sight, but it has a noticeably sleeker design and provides its wielder greater range. It has three settings: 0–30 feet, 30–60 feet, and 60–90 feet. In addition, setting the range on a greater assassin’s sight is a standard action (though it still provokes attacks of opportunity). Finally, a greater assassin’s sight grants a +4 competence bonus on attack rolls to confirm critical hits within the set range
Cost: 12,250 gp
A bit cheaper than the Sniper Goggles, but with clear drawbacks:
Forcing you to use a crossbow.Does not have unlimited range.
Will force you to move around the battlefield to place your targets within the 30ft interval you've chosen.
The last drawback is the real problem. It might even be more beneficial to just have the normal 0-30ft range since melee types will want to move closer to you.
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So now that we've gone through all non-options and options, here's the choice I'm recommending:
Play a Vigilante.
The vigilante can deal hidden strike damage with ranged attacks at any distance, rather than within 30 feet. Only a stalker vigilante of at least 6th level can select this talent.
No restriction. As early as lv 6.
As for how to reliably trigger Sneak Attack at range, have you looked into the Master Sniper feat?
Your sniping is quick enough that you can fire a small volley unnoticed.
Prerequisites: Expert Sniper, Rapid Shot, Stealth 6 ranks.
Benefit: While hiding, you can make two ranged attacks at your highest attack bonus as a full-round action and then immediately use Stealth again. You take the normal penalties on your Stealth check to remain hidden. Effects that modify sniping apply to this full-round action. These attack rolls take a –2 penalty.
Normal: You can fire only once when sniping.
Edit: Oh, and I don't think having buddies flanking an enemy will give you Sneak Attack against the enemy.

Scott Wilhelm |
1 person marked this as a favorite. |
Frightening Ambush + Shatter Defenses seems to make rogue to be able to chain them off each other to keep sneak attack going against things that are susceptible to fear. Are there better ways to have Sniper Rogue sneak attacking with ranged weapons from decent range?
Due to certain limitations Slayer and Signature Strike do not work for me, and Rake archetype clashes with Sniper archetype so does not work too.
Frightening Ambush and Shatter Defenses seem like an awesome combination. I'd hesitate to dismiss 1 method of securing your Sneak Attack Damage for another: I think it's good to have a variety of methods. You wouldn't take all of them, but you should probably take a few.
Improved Feint
Ninja Vanishing Trick, then use Stealth to find a more permanent hiding place, take the False Attacker Rogue Talent, which lets you keep in Stealth Mode after Attacking by making a Bluff Check as a Swift Action.
Dirty Tricks can make your opponents Blind and Deaf, so creatures with Blindsight or the Blind Fighting Feat get their tickets punched, too.
The Arcanist Dimensional Slide Exploit is a 10' Teleport that doesn't leave you disoriented, so you might use this to achieve Flanking.
Take 3 levels in Flame Dance Bard, and get an Eversmoking Bottle. The Smoke would Blind everyone, friend and Foe, but the Flame Dancer's Bardic Performance will allow you the party to see through the Smoke, so the world is nothing but you and Targets.
The cool thing about Shatter Defenses is that it does more than make your opponents lose their Dex Mods: it makes them actually Flatfooted. That means you can take Sap Adept and Sap Master feats and like double your Sneak Attack Damage. You need to use Blunt Arrows, and you only do nonlethal damage, but still pretty awesome.

DarkPhoenixx |

Well, the problem with all sniper (as in, far-range marksman) builds dependent on Sneak Attack is that you can normally only deal that damage within 30ft. So you'll need to solve that problem too.
So, these three options are for some reason all called Deadly Range, and are all pretty lackluster. The only worthwhile option is the Slayer Archetype, but alas, it's for one single attack.
Now, the easy way to get Sneak Attack dmg at...
Awesoeme! I was planning to use Goggles, but i literally thought "if only they looked like sniper rifle scope", and you present me with assassin's scope.
Hmm, now that i think about it, i dont need Sniper, so maybe using Rake to get sneak attack into intimidate will do.
Dirty Tricks can make your opponents Blind and Deaf, so creatures with Blindsight or the Blind Fighting Feat get their tickets punched, too.
Yea, blinding someone would be nice but i cant find an easy way to do it from 80ft+ with a crossbow (maybe called shots).

Dracoknight |

So the concept is basically based on the WW2 finish sniper "White death"? Would be a nice concept to spread chaos and fear in a camp, i recommend looking into the skill-unlock that unchained rogue gets (use a rake version of unchained if possible) and unlock "Stealth" to reduce the sniper penalty to stealth.

DarkPhoenixx |

So the concept is basically based on the WW2 finish sniper "White death"? Would be a nice concept to spread chaos and fear in a camp, i recommend looking into the skill-unlock that unchained rogue gets (use a rake version of unchained if possible) and unlock "Stealth" to reduce the sniper penalty to stealth.
I had more of 47 from Hitman in mind, but White Death seems to suit better. Was an interesting read.

Scott Wilhelm |
Scott Wilhelm wrote:Dirty Tricks can make your opponents Blind and Deaf, so creatures with Blindsight or the Blind Fighting Feat get their tickets punched, too.Yea, blinding someone would be nice but i cant find an easy way to do it from 80ft+ with a crossbow (maybe called shots).
crossbow
There are also the Acid Bolt and the Groaning Bolt, although the description I read of the latter leaves me unclear as to what it does.

Wonderstell |

The cool thing about Shatter Defenses is that it does more than make your opponents lose their Dex Mods: it makes them actually Flatfooted. That means you can take Sap Adept and Sap Master feats and like double your Sneak Attack Damage. You need to use Blunt Arrows, and you only do nonlethal damage, but still pretty awesome.
You have to deal nonlethal sneak attack for Sap Master to trigger. That sentence made it sound like you'll automatically deal nonlethal damage from the feat.
Also, to deal nonlethal Sneak Attack damage you'll either need a weapon with the 'Nonlethal' property, a magic weapon with the Merciful enchantment, or the Bludgeoner feat. Taking (or ignoring) the -4 penalty for dealing nonlethal dmg does not allow you to deal nonlethal sneak attack damage.
For a ranged build, I'd recommend giving the Nonlethal property to Blunt Arrows (preferably Blunt, Durable arrows if your GM allows that) so that you have arrows with bludgeoning dmg and the 'Nonlethal' property. Saving you from taking the Bludgeoner feat.
This would be done with the Tactically Adapted Weapon Modification. Since ammunition doesn't require proficiency, you're only paying the gp cost.
DarkPhoenixx wrote:Scott Wilhelm wrote:Dirty Tricks can make your opponents Blind and Deaf, so creatures with Blindsight or the Blind Fighting Feat get their tickets punched, too.Yea, blinding someone would be nice but i cant find an easy way to do it from 80ft+ with a crossbow (maybe called shots).
Bear in mind that you can't attempt a Dirty Trick Maneuver at range. So you'd have to run into melee, blind the enemy, disengage, and then 'snipe' them.
Not to mention that it's gonna cost you a lot of extra feats just to be average at Dirty Trick Maneuvers.*****************************
Also, the Rogue can in fact get SA at any range at lv 10, with the Stalker Talent. This advanced Rogue Talent allows you to take one Vigilante stalker talent, with which you'll take the previously mentioned Sniper (ex) stalker talent.
It's all about which level you're gonna play as. If you're gonna be playing in a low-lv game, like intervall 1-6, I'd play as the Bounty Hunter.
1-12: then it's the Vigilante.
+/- 10: Rogue or Vigilante.
12+: whatever class you want, just buy the Sniper Goggles.

Scott Wilhelm |
You have to deal nonlethal sneak attack for Sap Master to trigger. That sentence made it sound like you'll automatically deal nonlethal damage from the feat.
Sure. Okay.
Also, to deal nonlethal Sneak Attack damage you'll either need a weapon with the 'Nonlethal' property, a magic weapon with the Merciful enchantment, or the Bludgeoner feat.
Yes.
For a ranged build, I'd recommend giving the Nonlethal property to Blunt Arrows (preferably Blunt, Durable arrows if your GM allows that) so that you have arrows with bludgeoning dmg and the 'Nonlethal' property. Saving you from taking the Bludgeoner feat.
This would be done with the Tactically Adapted Weapon Modification. Since ammunition doesn't require proficiency, you're only paying the gp cost.
That sounds cool. Where did you find that? Could you link to that please?
Bear in mind that you can't attempt a Dirty Trick Maneuver at range. So you'd have to run into melee, blind the enemy, disengage, and then 'snipe' them.
Yeah, I was thinking of those trick arrows as a way of roleplaying the way in which you would use arrows to Blind and Deafen your opponent, but you are right that the rules relagate Dirty Tricks to melee. Even so, it is not unreasonable for a Rogue to try to get as good as possible at playing Dirty Tricks.
In my quest so far to play Dirty Tricks at Range, I found
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint,
Not Dirty Tricks, but it is worth a look: Feinting at Range seems like a cool thing to be able to do.
You could Blind opponents at Range with a Mudball Spell
When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy’s face as a ranged touch attack. If the mudball hits, the target is blinded.
And I already mentioned the combination of Flame Dancer Bard + Eversmoking Bottle.

VoodistMonk |

The song of fiery gaze requires you to be singing, how does that work with sneak attack? Are they still flat footed even with you singing a jolly tune of doom? I mean, it's terrifying to think about, the room fills with smoke and a loud song, drowning out the sound of crossbow bolts and the screams of tbge dying.

Wonderstell |

Wonderstell wrote:That sounds cool. Where did you find that? Could you link to that please?For a ranged build, I'd recommend giving the Nonlethal property to Blunt Arrows (preferably Blunt, Durable arrows if your GM allows that) so that you have arrows with bludgeoning dmg and the 'Nonlethal' property. Saving you from taking the Bludgeoner feat.
This would be done with the Tactically Adapted Weapon Modification. Since ammunition doesn't require proficiency, you're only paying the gp cost.
It's from the Adventurer's Armory 2 splatbook. Weapon Modifications.
Versatile Design is not legal for PFS, but the other six modifications are.There are several benefits of placing the modification on the ammunition instead of the weapon.
1. Ammunition require no proficiency, preventing the proficiency of the weapon from rising one step.
2. Greater flexibility of choosing when to deal nonlethal damage. If you encounter undead (immune to nonlethal dmg) with a Nonlethal Longbow equipped, you're gonna need another weapon. With ammunition, you can simply draw normal ones instead.
3. If you have ways of saving ammunition*, it's far cheaper than modifying the weapon.
The main drawback is that you're dependent on the modified ammunition. The same may be true for a modified weapon, but you carry the risk of running out of special ammunition mid-combat.
*Durable, Blunt arrows
*Picking up arrows after the fight and repairing them
*Casting Abundant Ammunition
In my quest so far to play Dirty Tricks at Range, I found
Fighter, Archetypes, Archer wrote:At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint,Not Dirty Tricks, but it is worth a look: Feinting at Range seems like a cool thing to be able to do.
You can also take the Ranged Feint feat, instead of dipping 3 levels into fighter.

Dracoknight |

Also if you dont want to struggle with the hassle of multiply arrows and maybe ranged weapons aswell i suggest getting the "Efficient quiver", Its a handy alternative for those games where the GM might be a little too happy about inventory management, also cool fluff for a "Green Arrow" kind of playstyle.