Is there a list of spells (or mundane items) that enable Sneak Attack?


Advice


Was thinking of a (relatively) low level encounter with a Sorcerer enabling a Slayer or Rogue ally. Would look at the spell list myself (Mudball looks fun), but this the kind of thing I'm sure already has a section in some guide.


blindness/deafness is a good approach.

I'm actually playing a 3rd-party class with what amounts to an aura where if a foe hits her, they need to save against short-term blindness. It's an incredible rush to play a d6 caster type who repeatedly invites attacks, because if the foe goes blind, the rogue gets powered up, but she doesn't have enough hit points to make it truly safe.


Glitter dust to blind is a classic. Grease can work with some set up, since moving across it makes you flat footed. You just need to bait the enemy into doing so.


Obscuring Mist and Vanish are great. Smokesticks are nice cheap items.


Dazzling blade; level 1 and a swift action cast, free action to try to blind. Or the mass version if the sorc can afford a level 3 spell, especially if the rogue/slayer has multiple weapons.


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2nd level spells come on too late for this but good for posterity. Obscuring Mist requires some way of see inside it and most options are decently expensive. Dazzling Blade and Vanish are good options though.


Persistent Dazzling Blade FTW. "So nice, you have to save twice."


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Summons to provide flanking.


Java Man wrote:
Summons to provide flanking.

that and also summon doesn't break invisibility so a caster can provide flanking if armed. i usually had the sneak-attacker delay\ready to work with me so i can tell him when to attack and move away after.


Anything that inflicts the condition: Blinded, Cowering, Flat Footed, Pinned, Stunned causes a foe to lose their Dex bonus and thus be a target for Sneak Attack. Also if the Rogue or Slayer type is in a Flanking situation with an ally or is Invisible. So what follows are level 1 spell options...

1. Spells that increase the Sneak Attacker's Stealth or grant Invisibility: Blend (if the SA NPC can cast on themselves), Obscuring Mist, or Vanish are ways to help guarantee the SA user gets a Surprise round, attacking the PCs Flat-Footed

2. Spells delivering higher Initiative: if the Rogue or Slayer goes before the PCs get off their attacks, it is attacking the PCs Flat Footed. This means perhaps using Anticipate Peril or Heightened Awareness. I think you could also use Guidance for a +1, perhaps from a Familiar

3. Spells that inflict Blinded: Color Spray, Dazzling Blade, Lock Gaze (if the victim looks away), Mudball

4. Spells that inflict Flat Footed: Grease

5. Spells that inflict Pinned: Grasping Corpse (if the Grappled condition lasts a couple rounds), any Summon Monster spell delivering a creature capable/optimized for the maneuver

6. Spells that inflict Stunned: Stunning Barrier

Now of course, any Conjuration spell that puts a potential Flanker on the map, such as Mount, Mud Buddy (which I think is level 2) and Summon Monster I benefits the Sneak Attacker as well.

Using Feat choices to give the Sorcerer a Familiar, then having said Familiar be of Small size so that it threatens, also provides a potential Flanking bonus. Heck, just having the Sorcerer use their spells for melee combat and putting THEM in as a Flanker does the trick.

Finally the Rogue or Slayer type could choose Feats that improve their ability to Feint. Doing so can remove their opponent's Dex bonus against their next attack.

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