Maintaining Sneak Attack Progression While Multiclassing


Advice

1 to 50 of 51 << first < prev | 1 | 2 | next > last >>

I am looking to build a rogue\fighter but I would really like to find a way to somehow maintain the rogues sneak attack progression while taking the levels in fighter since that is probably where most of the damage output is going to come from. Is there some way to do this, even if it is at a reduced rate? The only thing I am aware of is the Accomplished Sneak Attacker feat, but it doesn't look like you can take it more than once (which I would be happy to do if I could). Is there any way to do this?

Sovereign Court

UMD and a wand/scroll of Sense Vitals?
Venomblade Fighter, though its 1d6 per 6. (edit: Starts at 6 and 1/4 after. Saw it traded out something at 6 and 12 and assumed)
Level dip into another class that gives sneak attack at level 1?

What are you looking to get out of fighter?

Liberty's Edge

Have you considered the Slayer class? It is essentially a Rogue/Ranger hybrid.

Alternatively, the Venomblade Fighter archetype gets sneak attack at 6th and every 4 levels thereafter.

Ninja and Unchained Rogue are also things you should consider, as they are generally better in combat than the base Rogue.

You could also mix in one level dips into various archetypes and prestige classes that give sneak attack at 1st level; Eldritch Poisoner Alchemist, Snakebite Striker Brawler, Greensting Slayer Magus, Gray Gardener, Inner Sea Pirate, Master Spy, Pathfinder Field Agent, Red Mantis Assassin, Sleepless Detective, etc.

Finally, certain deities like Shax and Tanagaar give extra sneak attack dice through the Deific Obedience feat.


Easy.

Take 3 levels of Weapon Master Fighter, because that's all you need for Weapon Training.

Take Accomplished Sneak Attacker.

Go back into UnChained Rogue/Ninja.

Enjoy.


I would suggest Slayer. Sneak Attack, Full BAB, Studied Target, and you're not entirely dependent on Sneak Attack damage to be relevant. If you really really want Sneak Attack Dice you could also Variant Multiclass into Rogue by losing half your feats(Which is kinda like using 5 feats for rogue stuff).


There is the Precise Strike Teamwork Feat. That gives you +1d6 Sneak Attack.

There is the Snakebite Striker Brawler +1d6 SA at level 1.

There is the Vivisectionist Alchemist.

There are Magus and Warpriest Archetypes that grant SA Damage.


I've wanted to build a knife thrower for a really long time and I am taking the time to do it now. The build I am looking to try to make work is a Knife Master Scout UC Rogue. The issue (and trick) of the build is that, whenever you charge, and later whenever you move more than 10 feet, you get your sneak attack on one attack. However, when you charge, or move more than 10 feet, you can only make one attack, so you lose the benefit of all your off hand, extra, iterative, etc attacks. So, I've been scouring the books looking for a way to get over this, that is to say, I've been looking for a way to get something close to pounce for my knife thrower. The best I've found is the Rapid Attack ability that the Mobile Fighter has, but you need to take 11 levels in the archetype to get to it. Taking that many levels in fighter is really going to nerf my sneak attack damage, which is kind of what the whole build it built around. So, I am trying to find a way to make this all work!


I think Sneak Attack is probably not the best way to go.

I have a knife-wielding Warpriest (Arsenal Chaplain) who works out alright.

Spoiler:
Warpriest changes knife damage to 1d6
Weapon training gives bonuses to hit (to offset TWF and Rapid Shot) and bonuses to damage (to offset terrible dagger damage). Then Divine Favour does the same again. You end up with slightly higher accuracy than the Fighter and with more damage buffs (as well as all your other spells).

I took throwing and melee feats, and got Improved Snap Shot and Rockochet Shot - you might as well take advantage of the good properties of a dagger if you're going to build around them.

It ends up with pretty decent damage in melee and at range (up to 50 feet), and gives you "reach" to deny space to enemies.

The downsides are that it takes ALL the feats (Human bonus feat, Warpriest bonus feats plus Human FCB feats).

It ends up basically matching the damage output of a reach weapon fighter with Power Attack (which is still perfectly acceptable damage, don't get me wrong). It does have a few extra tricks up its sleeves, but it's not going to win any online DPR competitions.


Chrion wrote:
I've wanted to build a knife thrower for a really long time and I am taking the time to do it now. The build I am looking to try to make work is a Knife Master Scout UC Rogue. The issue (and trick) of the build is that, whenever you charge, and later whenever you move more than 10 feet, you get your sneak attack on one attack. However, when you charge, or move more than 10 feet, you can only make one attack, so you lose the benefit of all your off hand, extra, iterative, etc attacks. So, I've been scouring the books looking for a way to get over this, that is to say, I've been looking for a way to get something close to pounce for my knife thrower. The best I've found is the Rapid Attack ability that the Mobile Fighter has, but you need to take 11 levels in the archetype to get to it. Taking that many levels in fighter is really going to nerf my sneak attack damage, which is kind of what the whole build it built around. So, I am trying to find a way to make this all work!

I have a highly mobile Sneak Attack build and a couple of Ranged ones, but I never combined them like you are.

My skirmisher/shocktropper Sneak Attacker uses Unarmed Strikes and doesget lots of attacks/round.


Note that the scout has a severe limitation: 'If the scout makes more than one attack this turn, this ability only applies to the first attack.'

Anyway, riding something is the easy answer. Mounted move + missile full attack is fine.

Unfolding wind rush gives full attack with thrown weapons & movement. Downside: BAB +13 takes forever for a rogue.

Swift action movement isn't common in PF but it is possible. The wizard conjuration/teleportation school power (4 level dip for 10' range, or VMC wizard gives it at character level 7), or a 26K batrachian helm do swift action movement.

I think it's worth noting that there are other ways to get sneak attack, even with missile weapons.


Flying Blade Swashbuckler might also be worth considering.

Sovereign Court

Orodhen wrote:
Flying Blade Swashbuckler might also be worth considering.

Speaking of...

If you do go with a dagger thrower (like a flying blade) consider a 2 level dip into Far Strike Monk, it gets you 3 bonus feats(quick draw and choice of 2 others), good saves, evasion, and a pseudo-rapid shot in flurry.

Flying Blade Swashbuckler does make use of taking Combat Reflexes on Far Strike because they actually want to provoke when throwing daggers to get the free swing from Disruptive Counter. Also pick up a Fortuitous enchantment on your main dagger for another swing on that AoO. Take Martial Focus and Ricochet Toss and you just need a single dagger.

Throw in Startoss Style/Comet/Shower/Swashbuckler's Precise Throw, and damage shouldn't be the limiting factor. River Rat trait for an early game +1 damage bonus, Deific Obedience(Pharasma) for another +2 to attack. Though for PFS at least, the Startoss line's damage bonus only works when you throw the dagger, not when you melee attack.


Ranged Sneak Attack is tricky, and I'm not sure how intend to accomplish it, Chrion. I have worked out some methods, although I never thought of using them with knives and daggers, you might find some of my ideas useful.

Firebug wrote:
Throw in Startoss Style/Comet/Shower

So, Startoss Feats are intended to be used with single, standard action attacks, and they specifically call out Vital Strike Feats working with them. I think the OP was thinking more along the lines of throwing multiple knives rather than making single, awesome throws like Xena the Warrior Princess's chakram. But I do think Startoss Style Feats are really cool.

One of the methods I have worked out for making Ranged Sneak Attacks is centered about learning the Ninja Vanishing Trick, and then taking the False Attacker Rogue Talent. You can initially disappear as a Swift Action, then you have the first round to find a place to snipe from. You almost always blow your cover when you shoot somebody from using Stealth, but False Attacker lets you get around that. It lets you make a Bluff Check as an Immediate Action opposed by your target's Sense Motive, and if it's successful, you don't have to make your Stealth Check because you fooled your target into thinking the attack came from somewhere else.

I was just thinking though, that my method of Ranged Sneak Attack would work well with Startoss Style Feats. I was thinking of dipping in Arcanist or taking the Half Elf Alternate Racial Trait Arcane training and using Ranged Touch Attack Magic Wands and/or Cantrips. Maybe a Wand of Scorching Ray (poor Ray). Only 1 Attack/round, but it's a Ranged Touch Attack vs. Flatfooted AC that locks in Sneak Attack Damage! Just try saying that last sentence out loud without your mouth splitting open in an evil grin. Scorching Ray augmented by Vital Strike does a respectable 8d6 Damage on its own.

To make the most of Startoss Style, I think you need the Thrown Weapon that does the most Damage you can find. The Most Damaging Thrown Weapon I can find it the Dwarven Sphinx Hammer: 2 handed, 1d10. You take levels in the Titan Fighter Archetype, and you can use a Large Hammer that does 2d8. Dip a level in Ranger and use a Wand of Lead Blades, so it will do 3d8. Dip a level in Living Monolith so you can Enlarge Person 3/day, so you can use a Huge Hammer, and now it's 4d8, and Vital Strike will make it do 8d8. Startoss Style Feats will give it +6 Damage, and let you get multiple attacks, although only the first will benefit from Vital Strike. But bonus Attacks that all do 4d8 will be pretty cool. But now I've gone really far afield from what the OP was asking for!

You only need 2 levels on Ninja to get Ninja Vanishing Trick, and you get both NVT and False Attacker by level 3.

Another thought I had for Ranged Sneak Attacking is to take 3 levels in Bard with the Flame Dancer Archetype. Flame Dancers can see and empower their allies to see though fire and smoke. So then get an Eversmoking Bottle, everyone else is blind in the smoke, and that means you and all your allies get their Sneak Attack Damage.

There is the Ranged Feint Feat. The OP wants a highly mobile character, and if he dips 3 levels in Snakebite Striker Brawler, he gets to Feint as part of his Move. It's called Snake Feint. Those 3 levels also grant 1d6 Sneak Attack Damage and a bonus Feat and other cool stuff.

Sovereign Court

The reason I mentioned Startoss Style was you get +2 damage per feat for throwing. So +6 damage. The option of rebounding attacks around corners is just gravy.


I think the question to ask here is, what are you hoping to have from the Rogue class chassis?

Because we can probably suggest another class that will be competent in combat and probably be able to do the rogue stuff you want as well.


Well, like I said, the idea was to make a knife thrower. I know that a lot of different classes can do something like that, but I want to play a rogue for a number of reasons. Swashbuckler doesn't really appeal to me for flavor\RP reasons, I don't want to play a divine class because I play a lot of divine classes, and the party right now doesn't really have a stealth-er or a lock picker. I like to do something interesting with my builds also, try something I haven't done before, try to put something janky together and try to make it work, so the Scout\Knife Master build looked pretty interesting and could be made into a cool knife throwing build.


So you want to throw weapons. We can build around that, though we have some better options than throwing knives. Though we can find ways to improve knives too.

Stealth and disable device can be done as competently by anyone else as the rogue can. The rogue doesn't get anything particularly special with those skills.

Honestly, flavor of a class isn't fully baked in. You can RP a class just about any way you want. I know you say you don't want Swashbuckler but Flying Blade archetype would be a strict upgrade to what you plan.

Vigilante could also be good with the right selection of talents.

Think about sharding weapons. A thrown weapon with the sharding property or even adding the throwing quality to a weapon can make you effective at throwing virtually any weapon, though it can be expensive.

And pure fighter can do some good things with Advanced Weapon training. He can basically simulate the Warpriest weapon dice scaling damage as well as other options.


Firebug wrote:
The reason I mentioned Startoss Style was you get +2 damage per feat for throwing. So +6 damage. The option of rebounding attacks around corners is just gravy.

+2 Damage/Feat is pretty sweet. An gravy is pretty savory.


Chrion wrote:
Well, like I said, the idea was to make a knife thrower.

So, you really like your knives ? It's not good enough just to be a good skirmisher and sniper?


It's just a pain in the butt to get ranged sneak attack reliably without relying on items to get it, and starting with an archetype that restricts it to once per round isn't going to help with that problem.

The best I can do is variant multiclass wizard air/smoke so you can see through smoke and pick up obscuring mist as a rogue magic ability. Just be polite and use the ability to grant smoke vision to your allies.

The best way to "throw" daggers is probably as an aether kinticist, but that's probably not thematically appropriate.


It's also worth noting that sneak attack is really hard to pull off on ranged attacks, so making a ranged attack build on a class that relies on sneak attack for damage...isn't going to synergize well.


If the main thought is 'rogue knife thrower', I probably wouldn't use scout. Throwing knives is a short range thing and keeping improved uncanny dodge could be very handy. Here's how I might do it:

Spoiler:
Human knife master unchained rogue
Traits: river rat & strong arm, supple wrist
1: point blank shot
Human: precise shot
Unchained rogue 1: weapon finesse
Rogue 2: weapon training (WF dagger)
3: two-weapon fighting
Rogue 4: combat trick (close quarters thrower)
5: false opening
Rogue 6: minor magic
Human FCB rogue talent: major magic (dazzling blade)
7: quick draw
Rogue 8: superior sniper (expert sniper)
9: improved TWF

It first really comes together at level 5. False opening will hopefully get you sneak attack when you can't otherwise arrange it. After that dazzling blade gives you another means of setting it up, and sniping maybe another.

A flying blade swashbuckler might use the startoss chain instead for reliable damage without sneak attack, and it's possible to make knife throwing work for a vigilante, warpriest, fighter or even a magus.

Grand Lodge

ErichAD wrote:

It's just a pain in the butt to get ranged sneak attack reliably without relying on items to get it, and starting with an archetype that restricts it to once per round isn't going to help with that problem.

The best I can do is variant multiclass wizard air/smoke so you can see through smoke and pick up obscuring mist as a rogue magic ability. Just be polite and use the ability to grant smoke vision to your allies.

The best way to "throw" daggers is probably as an aether kinticist, but that's probably not thematically appropriate.

A variant “Mist Assassin” could be another option.

Basically you dip 1 level waves oracle for the water sight revelation and obscuring mist spell.
Then you stay more than 5 ft. from your enemies and throw your knifes.


Claxon wrote:
It's also worth noting that sneak attack is really hard to pull off on ranged attacks, so making a ranged attack build on a class that relies on sneak attack for damage...isn't going to synergize well.

I feel like I've done it, but with knives.


Scott Wilhelm wrote:
Claxon wrote:
It's also worth noting that sneak attack is really hard to pull off on ranged attacks, so making a ranged attack build on a class that relies on sneak attack for damage...isn't going to synergize well.
I feel like I've done it, but with knives.

There are builds that can do it, but to do it reliably required you to be around level 10 IIRC. It involved some length feat chains to do, but I can't remember the build off the top of my head.

It just always felt too late to come together in my opinion.


Claxon wrote:
Scott Wilhelm wrote:
Claxon wrote:
It's also worth noting that sneak attack is really hard to pull off on ranged attacks, so making a ranged attack build on a class that relies on sneak attack for damage...isn't going to synergize well.
I feel like I've done it, but with knives.

There are builds that can do it, but to do it reliably required you to be around level 10 IIRC. It involved some length feat chains to do, but I can't remember the build off the top of my head.

It just always felt too late to come together in my opinion.

Well this is one of the reasons I wanted to take Scout. It gives you a way to guarantee sneak attack at least on one attack. But losing the rest if your attacks is a pretty big bummer. That's why I was trying to find a way to maintain the multiple attacks while still exploiting the benefits from Scout


*Khan* wrote:
ErichAD wrote:

It's just a pain in the butt to get ranged sneak attack reliably without relying on items to get it, and starting with an archetype that restricts it to once per round isn't going to help with that problem.

The best I can do is variant multiclass wizard air/smoke so you can see through smoke and pick up obscuring mist as a rogue magic ability. Just be polite and use the ability to grant smoke vision to your allies.

The best way to "throw" daggers is probably as an aether kinticist, but that's probably not thematically appropriate.

A variant “Mist Assassin” could be another option.

Basically you dip 1 level waves oracle for the water sight revelation and obscuring mist spell.
Then you stay more than 5 ft. from your enemies and throw your knifes.

I prefer the wizard version for the ability to grant fog/smoke vision to allies as well.


Chrion wrote:
Claxon wrote:
Scott Wilhelm wrote:
Claxon wrote:
It's also worth noting that sneak attack is really hard to pull off on ranged attacks, so making a ranged attack build on a class that relies on sneak attack for damage...isn't going to synergize well.
I feel like I've done it, but with knives.

There are builds that can do it, but to do it reliably required you to be around level 10 IIRC. It involved some length feat chains to do, but I can't remember the build off the top of my head.

It just always felt too late to come together in my opinion.

Well this is one of the reasons I wanted to take Scout. It gives you a way to guarantee sneak attack at least on one attack. But losing the rest if your attacks is a pretty big bummer. That's why I was trying to find a way to maintain the multiple attacks while still exploiting the benefits from Scout

That's explicitly impossible, as the archetype specifies even if you find a way to get multiple attack it doesn't gain the benefit on subsequent attacks.

Honestly, I would just give up on sneak attack and choose another class that has better features for adding damage.

Not to mention that the rogue class doesn't have much in the way of attack bonuses, which are just as important as damage bonuses.


Chrion wrote:
Claxon wrote:

There are builds that can do it, but to do it reliably required you to be around level 10 IIRC. It involved some length feat chains to do, but I can't remember the build off the top of my head.

It just always felt too late to come together in my opinion.

Well this is one of the reasons I wanted to take Scout. It gives you a way to guarantee sneak attack at least on one attack. But losing the rest if your attacks is a pretty big bummer. That's why I was trying to find a way to maintain the multiple attacks while still exploiting the benefits from Scout

My build above works from L5, Khan's from L2. A scout obviously isn't getting anything before L4 or their big trick before L8.


avr wrote:
Chrion wrote:
Claxon wrote:

There are builds that can do it, but to do it reliably required you to be around level 10 IIRC. It involved some length feat chains to do, but I can't remember the build off the top of my head.

It just always felt too late to come together in my opinion.

Well this is one of the reasons I wanted to take Scout. It gives you a way to guarantee sneak attack at least on one attack. But losing the rest if your attacks is a pretty big bummer. That's why I was trying to find a way to maintain the multiple attacks while still exploiting the benefits from Scout
My build above works from L5, Khan's from L2. A scout obviously isn't getting anything before L4 or their big trick before L8.

Half Elf, Arcane Training, Ancestral Arms: Orc Hornbow

1Fighter1: Precise Shot
2F1Ninja: Sneak Attack 1d6, ninja stuff
3F1N2: Ninja Vanishing Trick, Extra Ninja Trick, Rogue Talent, False Attacker

I can use Vanishing Trick to turn Invisible as a Swift Action, then shoot you, denying you your Dex Bonus, and I get my Sneak Attack Damage, and that's level 3. Level 3 comes a good deal earlier than level 10.

Now you turn visible right after attacking, so this character should spend his first round finding a good hiding place to shoot from using a Stealth Check, then shoot next round.

Maintaining Stealth after shooting someone requires another successful Stealth Check with +20 on the DC, but with False Attacker, you get to make a simple Bluff Check as an Immediate Action opposed by Sense Motive, and if that succeeds, you maintain Stealth without even having to make a Stealth Check. So you can keep spamming ranged touch touch Attacks vs. Flatfooted AC getting Sneak Attack Damage every round (Arcane Training lets the character use Magic Wands) or the character's Ork Hornbow does a respectable 3d6.

So, that same Half Elf might instead take 1 level in fighter as above, but then take 3 levels in Bard with the Flame Damcer Archetype, and acquire an Eversmoking Bottle, which blinds everyone in the cloud of smoke, but Flame Dancers' Performance gives themselves and their allies the ability to see through fire and smoke. So then your next few levels will be in classes that give you Sneak Attack Damage: Snakebite Striker Brawler, Ninja. Take Accomplished Sneak Attacker, etc. Reliable Sneak Attacks for this one come at level 5, but this character has a serious de-buff the whole party can enjoy.

I have a funny thought. Improved Catch Off Guard makes your opponents--armedor unarmed--flatfooted against your attacks with Improvised Weapons. It does not specify melee or ranged weapons, that seems to me to mean both. A Rogue or Ninja who takes Catch Off Guard, Throw Anything, and Improved Catch off Guard is targeting Flatfooted Opponents all the time with their Improvised weapons, and that means all Sneak Attack all day. A Halfling can get one of those Feats as an Alternate Racial Trait, then take Improved Catch off Gard at level 1. Then work in Throw Anything soon after.


Imp COG is 3rd party though. And I've always suspected the writer of having a shaky grasp of PF rules and balance.


Scott Wilhelm wrote:
Improved Catch Off Guard makes your opponents--armedor unarmed--flatfooted against your attacks with Improvised Weapons.

If your GM allows 3rd party material, sure.


1 person marked this as a favorite.

Sorry, I should have clarified.

The level 10 statement was for a rogue only build with a means of getting sneak attack on multiple attacks in a round.

It involved circling mongoose, but I forget what else.

I hadn't seen Flase Attcker before, which is nifty. Though it does require you to have cover/concealment to keep using it.

And none of that really changes the fact that you could build another class that will do damage more consistently without Sneak Attack and with attack bonuses that will just generally be better.


avr wrote:

If the main thought is 'rogue knife thrower', I probably wouldn't use scout. Throwing knives is a short range thing and keeping improved uncanny dodge could be very handy. Here's how I might do it:

** spoiler omitted **
It first really comes together at level 5. False opening will hopefully get you sneak attack when you can't otherwise arrange it. After that dazzling blade gives you another means of setting it up, and sniping maybe another.

A flying blade swashbuckler might use the startoss chain instead for reliable damage without sneak attack, and it's possible to make knife throwing work for a vigilante, warpriest, fighter or even a magus.

Well, the idea wasn't Rogue knife thrower, it was just knife thrower, and I figured Rogue would probably be the best class to do it with. Also, like I said, I narrowed down my options because I knew that I didn't want to play a divine class and the Swashbuckler doesn't really appeal to me, so that kind of left me with Rogue and Rogue adjacent stuff.

But a knife throwing Rogue does sound super fun to me. I'm not looking for something super optimized. I was just hoping there was a way to use Scout to set up SA damage somewhat reliably. Giving up your extra \ iterative attacks is kind of brutal for your damage output though, so I went looking for a way to get those back somehow.


Chrion wrote:
avr wrote:

If the main thought is 'rogue knife thrower', I probably wouldn't use scout. Throwing knives is a short range thing and keeping improved uncanny dodge could be very handy. Here's how I might do it:

** spoiler omitted **
It first really comes together at level 5. False opening will hopefully get you sneak attack when you can't otherwise arrange it. After that dazzling blade gives you another means of setting it up, and sniping maybe another.

A flying blade swashbuckler might use the startoss chain instead for reliable damage without sneak attack, and it's possible to make knife throwing work for a vigilante, warpriest, fighter or even a magus.

Well, the idea wasn't Rogue knife thrower, it was just knife thrower, and I figured Rogue would probably be the best class to do it with. Also, like I said, I narrowed down my options because I knew that I didn't want to play a divine class and the Swashbuckler doesn't really appeal to me, so that kind of left me with Rogue and Rogue adjacent stuff.

But a knife throwing Rogue does sound super fun to me. I'm not looking for something super optimized. I was just hoping there was a way to use Scout to set up SA damage somewhat reliably. Giving up your extra \ iterative attacks is kind of brutal for your damage output though, so I went looking for a way to get those back somehow.

You could just be a Fighter. There is an Advanced Weapon Training called Focused Weapon where you inflict damage with your Weapon-Focus Weapon as if you had those levels in Warpriest. You get Advanced Weapon Training at level 9, but you can take it as a Feat as early as level 5. At level 5, your Daggers would have a base Damage of 1d8, and you get your Full Attack, with Rapid Shot and 2 weapon fighting.


VoodistMonk wrote:

Easy.

Take 3 levels of Weapon Master Fighter, because that's all you need for Weapon Training.

Take Accomplished Sneak Attacker.

Go back into UnChained Rogue/Ninja.

Enjoy.

both advanced weapon training and the weapon training feat require fighter levels otherwise its just a +1 to hit and damage.

You can take the feat for an advanced weapon training option at weapon master 4.

Just take accomplished sneak attacker and move back and forth as you feel you need to for either feats, skills, or class abilities. I'd personally get my 4 to 5 levels of urogue in for debilitation, and dex to damage and put the rest in fighter, using that accomplished sneak attacker feat to keep the progression going.


Ryan Freire wrote:
VoodistMonk wrote:

Easy.

Take 3 levels of Weapon Master Fighter, because that's all you need for Weapon Training.

Take Accomplished Sneak Attacker.

Go back into UnChained Rogue/Ninja.

Enjoy.

Just take accomplished sneak attacker and move back and forth as you feel you need to for either feats, skills, or class abilities. I'd personally get my 4 to 5 levels of urogue in for debilitation, and dex to damage and put the rest in fighter, using that accomplished sneak attacker feat to keep the progression going.

The problem is, as I understand it, is that you can't take Accomplished Sneak Attacker more than once.


Chrion wrote:
Well, the idea wasn't Rogue knife thrower, it was just knife thrower, and I figured Rogue would probably be the best class to do it with.

General concept in Pathfinder: Whatever it is you're trying to do, Rogue is not the best class for it. Even if you want to build a dex-based character without spells who's good at stealth and skills in general, can disable magic traps, and targets an enemy's vital points with their attacks and get extra d6 on damage rolls, Rogue is not the best class for that.

Doesn't mean you mustn't play a Rogue, or that one can't have fun with a Rogue, but no one should ever think they have to play a Rogue because it's either necessary, or the best, for their character concept. And while I'm sure there are exceptions to this, they're extremely rare, and propably tied to very specific concepts.

-

To cover the bases, what kind of weapon are we talking about? Does it have to be shaped like a small knife (e.g. dagger)? Would a starknife be okay? Would a chakram be okay? Would any thrown weapon?
Be wary that weapons with a mere 10ft range probably won't work well in practise unless you can grab an ability that increases the range.

Only after knowing which weapons are fine with you can we offer any actual helpful advise. And while I'm at it, you only talked about divine casting, can we take that to mean alchemy or arcane casting is allright?


1 person marked this as a favorite.
Chrion wrote:
The problem is, as I understand it, is that you can't take Accomplished Sneak Attacker more than once.

Yes, you can't. However, missing a dice or two not necessarily kills your build. And actually, you would have a hard time to insert the feat a second time (or more), given how many feats dagger throwing eats up.

My impression is: You already made up your mind and you want daggers and the rogue class by all means, with full sneak attack progression. So you are down to 2 class levels that can be spent otherwise. If you pick up brawler (snakebite striker, 1d6 sneak at level 1), you can afford another non-rogue level, so you are at 4 non-rogue levels.

Well, people here made several good proposals how to spend these levels. So I propose: Make your choice, accept that rogue and throwing both mean some struggle in actual play and enjoy the moments when it works.


1 person marked this as a favorite.

You could also do rogue/Flying blade swashbuckler if throwing daggers is the goal.

With the advent of startoss style, damage shouldn't be your primary concern with thrown. Deadly aim + startoss style feats + a die or 2 of sneak or a few levels of swashbuckler precise strike will keep you competitive.

Your big concern with thrown daggers is needing: Quick draw, TWF, The style feat, precise shot, point blank shot, the startoss feats, a damage booster feat or even two (power attack, butterfly sting, and/or deadly aim) double slice, etc etc. PLUS either a blinkbat belt, and either fighter levels, or ANOTHER prereq feat plus ricochet toss

Its so feat hungry you NEED levels in something like fighter, warpriest, swashbuckler, or brawler to simply have enough feats to be up and running before like level 9.

Thrown is probably the clunkiest, most difficult to make work well fighting style.

edit: you can make a crossbow user functional and running before thrown manages to get its s+@~ together

Sovereign Court

Ryan Freire wrote:

Your big concern with thrown daggers is needing: Quick draw, TWF, The style feat, precise shot, point blank shot, the startoss feats, a damage booster feat or even two (power attack, butterfly sting, and/or deadly aim) double slice, etc etc. PLUS either a blinkbat belt, and either fighter levels, or ANOTHER prereq feat plus ricochet toss

Its so feat hungry you NEED levels in something like fighter, warpriest, swashbuckler, or brawler to simply have enough feats to be up and running before like level 9.

Startoss is disabled when you use a weapon in your offhand, so you can cut the TWF feats.

As I mentioned earlier, a 2 level dip in Far Strike Monk can get you: Combat Reflexes, Precise Shot(can ignore prereq of PBS), Quick Draw, and effectively a 'rapid shot' when you flurry your thrown weapons. So 3-4 of your feats in 2 levels, and ignoring the TWF/Double Slice you shouldn't be as far behind as you think. Flying Blade Swashbuckler or Unchained Rogue gets you Weapon Finesse for when you want to melee for free. The Swashbuckler version also gets another free feat at 4/8/etc and 'far shot' (technically +5' at level 3, 5, 9, 13, 17) and Improved Crit at 5 .


How do we maximize the number of attacks he gets with his thrown daggers? Quickdraw is a must, otherwise, it takes a Move Action to draw each Dagger. If the OP wants lots of Sneak Attack Damage, then we need lots of Attacks/round.

Rapid Shot gives him another.

2 Weapon Fighting gives him another doesn't it? But if TWF stacks with RS, then those penalties must stack as well, so that's 2 shots (plus iteratives) all at -2 or 3 shots all at -4. Yes?

Manyshot is just for arrows.

So, if the OP uses Deer Horn Knives instead of daggers: they also do 1d4 and have a Ranged Increment. They do Piercing only, but they are also in the Monk Fighter Weapon Group. The OP could take Snake Style Feats and also Ascetic Style for the Deer Horn Knife, then he gets an Attack of Opportunity with his knives whenever he is attacked and missed. Being able to use 2 Style Feats only requires a 1 level dip in MOMS Monk, and that's probably worth it just for the +2 Will Save. If he takes Improved Snapshot, he Threatens with his knives within 10 feet. So that's a way he can have lots of attacks, but that won't work until level 9 (Snake Fang Prereq) Panther Style is similar with a number of Free Action Attacks based on your Wis Mod, but only activates when you Provoke an Attack of Opportunity by Moving out of a Threatened Square, but there is little-to-no level requirement.


Ryan Freire wrote:
Your big concern with thrown daggers is needing: precise shot

A minor point, but, the OP might be able to get away without precise shot and point blank shot. Daggers are melee weapons, too. It's a minor point because even if he doesn't need Precise Shot, he probably wants it: don't we all?

Firebug wrote:
Sense Vitals
Sense Vitals wrote:
allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow. This allows you to use any manufactured weapon to make sneak attacks

So, lets say I have like Scent and Greater Blindfighting, and an Eversmoking Bottle, and Sense Vitals. You normally don't get your Sneak Attack Damage if your target has any Concealment, even if you are good at dealing with it. Does Sense Vitals allow you to inflict Sneak Attack Damage in a situation like in an Obscuring Mist or something?


Firebug wrote:
Ryan Freire wrote:

Your big concern with thrown daggers is needing: Quick draw, TWF, The style feat, precise shot, point blank shot, the startoss feats, a damage booster feat or even two (power attack, butterfly sting, and/or deadly aim) double slice, etc etc. PLUS either a blinkbat belt, and either fighter levels, or ANOTHER prereq feat plus ricochet toss

Its so feat hungry you NEED levels in something like fighter, warpriest, swashbuckler, or brawler to simply have enough feats to be up and running before like level 9.

Startoss is disabled when you use a weapon in your offhand, so you can cut the TWF feats.

Yes. That's why I'd recommend that if you are using Startoss Style Feats you use a big, heavy weapon like the Sphinx Hammer and take Vital Strike Feats. Awesome, but really not the flavor the OP wants.


So, let's say Chrion starts out as a Snakebite Striker Brawler and takes 2 weapon fighting. Let's say he's a human or half elf and take Deer Horn Knife and Arcane Training. Now he can use wands like Sense Vitals, Invisibility, and Greater Invisibility when he can eventually find/afford them. Level 1

The next level he dips in Arcanist and gets Dimensional Slide: a 10' Teleport that you can do as part of a Move, and it doesn't end your turn like DimDoor does. Now the character has an easy time Flanking.

His next 3 levels are in Unchained Rogue, so he gets Weapon Finesse and Dex-to-Damage. He takes Dodge and Mobility. Level 5

2 levels in Fighter: Canny Tumble, Circling Mongoose, Accomplished Sneak Attacker. Now he gets his Sneak Attack Damage whenever he successfully makes a Tumble Check to move through an Opponent's square, and he can Full Attack as long as he's moving around the same opponent. Level 7.

Next level is Rogue, Ninja Trick, Style Master, Snake Style Level 8.
Next level: Snake Sidewind
Next level, Combat Trick, Snake Fang
Next level, Combat Reflexes
Level 12: The next level is a level in MOMS Monk and he gets Ascetic Style and use his knife with Snake Style. Alternatively, he could be a Freestyle Fighter and get 2 Style Feats that way.


Half Elf, Deer Horn Dagger, Arcane Training

1Brawler: Snakebite Striker, Unarmed 1d6, Martial Training, Sneak Attack 1d6, 2 Weapon, BAB+1
2B1Arcanist1: Dimensional Slide
3B1A1Unchained Rogue1: Sneak Attack +1d6, Weapon Finesse, Deer Horn Dagger, Dodge
4B1A1U2: Combat Trick, Mobility, Evasion, BAB+2
5B1A1U3: Canny Tumble, Sneak Attack +1d6, Danger Sense +1, BAB+3
6B2A1U3: Circling Mongoose, BAB+4
7B2A1U4: Ninja Trick, Style Master, Snake Style, Snake Sidewind, Debilitating Injury, Uncanny Dodge, BAB+5
8B2A1U5: Sneak Attack +1d6, Rogue’s Edge
9B2A1U5Fighter1: Snake Fang, Combat Reflexes, BAB+6
10B2A1U6: Weapon Focus Deer Horn Knife
11B2A1U6Monk1: Ascetic Style, Deer Horn Knife

Sovereign Court

Scott Wilhelm wrote:
Firebug wrote:
Startoss is disabled when you use a weapon in your offhand, so you can cut the TWF feats.
Yes. That's why I'd recommend that if you are using Startoss Style Feats you use a big, heavy weapon like the Sphinx Hammer and take Vital Strike Feats. Awesome, but really not the flavor the OP wants.

So your suggestion is to carry a weapon(Dwarven Sphinx Hammer) in your offhand (because its a 2 handed weapon and takes 2 hands) when the feat we are talking about doesn't work when you are carrying a weapon with your offhand...

I have made the character I've talked about in PFS, and its currently level 7 and my flurry round is: +16/+16/+11 for 1d4+15 17-20/x2 crit. I am intentionally provoking and getting an AoO on each of those, but assuming they only take the gambit once I am making 2 attacks(fortuitous) at +15/+10 for 1d4+10(due to PFS ruling that Startoss doesn't apply to melee, and PBS not applying). This is without Haste, the third feat in the Startoss line, or Deadly Aim/Piranha Strike. Unarmored, but my AC is 23 and effectively 27 in melee due to disrupting counter. To sum up, the 1d4 isn't the important part, its the +15.

Scott Wilhelm wrote:
Sense Vitals wrote:
allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow. This allows you to use any manufactured weapon to make sneak attacks
So, lets say I have like Scent and Greater Blindfighting, and an Eversmoking Bottle, and Sense Vitals. You normally don't get your Sneak Attack Damage if your target has any Concealment, even if you are good at dealing with it. Does Sense Vitals allow you to inflict Sneak Attack Damage in a situation like in an Obscuring Mist or something?

Nope. Does Sense Vitals say it allows you to ignore concealment? Same Answer. A warm glow off in the fog is still concealed. Essentially, the warm glow is fluff text not rules text. If it was rules text it would state the effect as mechanically ignoring concealment, or at least in regards to lighting rules. Do you lose concealment in the dark because you have eyes that 'shine blood red' from the spell? Same answer.


Firebug wrote:
o your suggestion is to carry a weapon(Dwarven Sphinx Hammer) in your offhand (because its a 2 handed weapon and takes 2 hands) when the feat we are talking about doesn't work when you are carrying a weapon with your offhand...

No.

My suggestion was to use a Dwarven Sphinx Hammer because Startoss Style doesn't work for Full Attacks.

It was my intention that the Sphinx Hammer be wielded with both hands. I did not specify that because I did not think I needed to .

But reading your post, it seems like I do.


Scott Wilhelm wrote:
Firebug wrote:
o your suggestion is to carry a weapon(Dwarven Sphinx Hammer) in your offhand (because its a 2 handed weapon and takes 2 hands) when the feat we are talking about doesn't work when you are carrying a weapon with your offhand...

No.

My suggestion was to use a Dwarven Sphinx Hammer because Startoss Style doesn't work for Full Attacks.

It was my intention that the Sphinx Hammer be wielded with both hands. I did not specify that because I did not think I needed to .

But reading your post, it seems like I do.

But that does bring up a point. Startoss Style doesn't say you can't choose a 2 handed throwing weapon, but a 2 handed weapon is used with both hands, presumably 1 of those is your off-hand weapon. Do you think it is actually implicit that you cannot use a 2 handed Throwing Weapon with Startoss Style at all?

If that's the case, forget about Startoss Style. Just take Shikigami Style Feats, use a Sledge Hammer and also take Throw Anything. That will do a lot more Damage anyway.


When knife thrower is explicitly the concept, sledgehammers/dwarven sphinx hammers probably aren't close enough to fit. Even a chakram would likely be a hard sell. Just saying.

1 to 50 of 51 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Maintaining Sneak Attack Progression While Multiclassing All Messageboards

Want to post a reply? Sign in.