Best, Fastest, Cheapest way to lock in sneak attack???


Advice


As the title proposes, i want to know the best way to lock in sneak attack every time....

We are currently lvl 9. Not sure what class setup im gonna use yet..... but will depend on how fast i can get sneak attacks locke din for every round.


Have a reliable flanking buddy. Done.

Acid Splash.

Or try Scout Rogue... gets it on a charge at level 4... you can have Rhino Charge by level 7, which allows you to ready a charge. Level 8 locks in Sneak Attack after 10' of movement.

Three levels of Snakebite Striker Brawler, or one level of Warrior Poet, can set up some good feinting shenanigans.

Ninja's playing Vanish games.

Grand Lodge

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A good list VoodistMonk.
But not everything can be sneak attacked..
Tidal Trickster archtype can sneak attack oozes and creatures with the water subtype like water elementals.
Perhaps somebody else know how to sneak attack incorporals, aeons, other elementals and swarms.

Proteans has a 50% chance to negate sneak attacks.
Anatomical Savant Feat helps a bit, but comes late.

Then there are creatures immune to feinting, flanking, sleep, stunning, invisibility or what metode you use to lock in SA.


I know there are things that will be immune to sneak attacks.
I looking for the most general, easiest, cheapest way to get it done for those that can be..... aside from flanking


The press to the wall feat, its prereq step up, and a means of flight with decent maneuverability (for which the easiest is: be a strix). Yeah it's flanking but the ground is your flanking buddy.

A ninja or eldritch scoundrel rogue using vanishing trick (swift action invisibility as per the vanish spell) is easy, but limited in rounds per day. It gets a lot better at level 10 when the invisible blade master trick can make that greater invisibility.

Dirty trick or feint requires one or two more feats or feat equivalents like rogue talents, but quick dirty trick or two-weapon feint is very doable at this level and may be more useful for your allies than the above.


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Dwarftr wrote:
As the title proposes, i want to know the best way to lock in sneak attack every time....

There is none. Seriously, get the idea out of your head. There ares no means of getting Sneack Attack "every time", each method has a way of fooling it, or is otherwise limited.

• Flanking requires space and a flanking buddy.
• Acting before the opponent requires having superior initiative and only works once per combat.
• Stealth requires a way to hide and only works for one attack.
• Light level tricks requires specific circumstances.
• Feinting requires a check with potentially a hefty penalty, only works for one attack unless you have a lot of investment, and has a high action cost.
Circling Mongoose requires high investment and sufficient space, doesn't work for the first attack, and stops working when you miss.
Shatter Defenses also requires a high investment, needs to be imposed in some way first, and doesn't work agaisnt enemies immune to mind-affecting effects.
Press to the Wall only works in select situations. As avr said it's nice when you can fly and attck ground-based enemies, but completely worthless against enemies that're flying, too.
• Dirty Trick takes plenty of investment, and you to affect the enemy with a combat maneuver check (and it's also stopped by blindsight).
• Greater Invisibility takes either a lot of levels in a spellcasting class, an expensive wand, or allied caster, requires actions to activate, and doesn't work against enemies with e.g. blindsight.
• Vanishing Trick requires Ninja, and only works for one attack per round (and not against enemies with e.g. Blindsight).
• Scout Rogue's abilities are archetype specific and only work for one attack per round.

Standout options:
- Vivisectionist Alchemist using extracts of Greater Invisibility. Takes 10th level to work, but when you're starting at 9th, that should be doable. With extracts providing non-combat capabilities, the ability to fly via extract, and possibly pounce via Beastmorph, all you need to be a well-rounded character is something to shore up the will save. Maybe combine with another method once enemies with extraordinary senses become more common.
- Sylvan Trickster Rogue with the Flight hex, and Press to the Wall. Can also get pounce and natural attacks at 10th level via Animal Skin, and Greater Gift of Consumption to shrug of fortitude saves. Requires investment into the will save.
- Ninja with the Invisible Blade ninja trick. Needs a lot of work to fix the class's weaknesses, though.
- If your GM rules that you can Sneak Attack on all attacks in a pounce when using Scout's Charge, Weretouched Shifter 4/Scout Rogue 4+ for pounce with 5 primary natural attacks (potentially even more via feats) hat, with Accomplished Sneak Attacker, is behind just one SA dice. Warning: This will break the game when fighting enemies that you can charge. Seriously, the damage is ridiculous.


If you want reliable bonus damage from a rogue-like character, you are probably better off with swashbuckler's precise damage. Getting +1 damage per level (starting at level 3) is "only" about half as much as sneak attack, but it simply works, as long as the target isn't immune or partially immune. It adds up to a nice amount, and can be doubled when necessary, by spending panache.

Swashbuckler can also pick up Anatomical Savant at level 12 as a bonus feat, opposed to a rogue who requires level 16 (if you spend your precious advanced rogue talent "feat") or 17.

Finally, a steady and medium sized bonus damage like swashbuckler's is less likely to provoke your GM to build encounters that simply shut down your bonus damage. Rogue's occasional damage spikes often makes other people overestimate the class' average damage output.


10 levels of ninja, Greater invis as a swift action....


Canny Tumble/Circling Mongoose combos pretty well once the investment pays off. I found it reliable with a Sanctified Slayer inquisitor.
It is neither fast, cheap, or necessarily the best.


Depending on the GM, and how they rule Vigilante's "hidden strike" works when you take a vigilante talent in place of a rogue talent, "Up Close and Personal" can be a pretty solid choice, especially when combined with a character that has Daredevil Boots.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For consistent ranged sneak attacks, there are not a lot of options before greater invisibility.

Generally, the "best" way is with obscuring mist and some way of seeing through it: sylph with Cloud Gazer, Air/Smoke school wizard with Smokesight, Flame mystery oracle with Gaze of Flames, a goz mask (8,000 gp), etc.

This is a very specific case, but a stalker vigilante with the Cunning Feint and Sniper talents, plus the Ranged Feint feat, allows the character to deal Sneak Attack (sorry, "Hidden Strike") damage on (nearly) all their attacks with a ranged weapon, at any range, almost at will after 8th level.


Probably not the kind of build you're looking for, but a Snakebite Striker Brawler 1/Ashiftah Witch 2 with Evil Eye and the Hex Strike (Evil Eye) feat can strike, hex and vanish over and over. Make the character a Sylph with Cloud Gazer, and you can do the mist assassin trick too...


Flanking is generally the best option as it requires no successful check and grants you an accuracy boost. The problem is getting a dedicated flanking partner, as your party members might not always be there to enable you.

Flying familiars make pretty good flanking buddies as they can get in position, grant you flank, and then Withdraw up to safety before your turn is over. Assuming your GM makes pets act on your initiative

So dipping one level for a familiar and taking Boon Companion allows a flying familiar with the Mauler archetype to grow to medium and threaten. Bloodrager and Eldritch Guardian fighter are two full-BAB options.


A wonderful feat chain. Power attack and cornugon smash to use intimidate to make the target shaken. And then shatter defenses to make the target flat footed. Of course shatter defenses requires dazzling display and weapon focus. But, once you can put this combination together you can very reliably sneak attack all by yourself.


The easiest way is to convince one of the other players to join you in playing as Ratfolk. Then you can make rat stacks with your Swarming racial, and flank all day.

Doing this locks in sneak attack (as well as possible at a basic level) before you even choose your class.

7th level Gunslingers (including Bolt Aces if you'd rather not use expensive ammo) can inflict flat-footed by intentionally missing. Do note that ordinary Gunslingers can do this as an "at least 1 grit" ability, while Bolt Aces must actually spend grit (probably a balance consideration given how expensive it NORMALLY is to shoot a firearm relative to a crossbow.)


Wonderstell wrote:
So dipping one level for a familiar and taking Boon Companion allows a flying familiar with the Mauler archetype to grow to medium and threaten.

A Pixie with a Pike, Sprite with a Spear, Gremlin with a Glaive, Ratling with a Ranseur, ... i.e. equipped with a reach weapon threatens as well, without the need for an archetype.


If you get a familiar flanking buddy I recommend the figment archetype. Paying 200 gp/level and spending 24 hours on a regular basis gets old fast. Figments can get reach via an evolution if they don't start with it.

It's possible to get familiars via feats; eldritch heritage (arcane) or wasp familiar, or some less practical ways.


Theaitetos wrote:
A Pixie with a Pike, Sprite with a Spear, Gremlin with a Glaive, Ratling with a Ranseur, ... i.e. equipped with a reach weapon threatens as well, without the need for an archetype.

It works, but then you'd also have to spend a feat on Improved Familiar in addition to securing a familiar with high enough level to qualify. Some improved options would definitely be worth the extra investment, though.

avr wrote:
If you get a familiar flanking buddy I recommend the figment archetype.

Can't believe I forgot about figment. But personally I didn't have much trouble getting my mauler to stay alive. 60 ft flying speed meant it could both start and end its turn in safety, and in addition it doesn't really do any action that would make enemies prioritize it. It just stands there, menacingly.

It also doubles as a flying mount for small characters.


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Edit: I know you don't want to hear it but....

The best way is to play something that doesn't depend on the mechanics of sneak attack for damage that is otherwise thematically similar and can deal a lot of damage.

To be honest that doesn't narrow it down much because many classes can have about as many skills as the rogue and better bonuses to the skills (because of class features) and have better bonuses to attack and damage.

If you don't mind the religious & magic parts of the class, the Inquisitor is probably better if every possible way than the rogue.

And besides, even if 10d6 at level 20 looks very attractive in terms of bonus damage that's only 35 bonus damage per hit, assuming you hit. And that's a big assumption because the rogue chassis doesn't have any built in bonuses to increase it's ability to hit.

Compare that to many other classes, and while the rogues theoretical damage might be higher in optimal circumstances, you're often going to miss and the character that can manage a +25 to damage per hit is going to shine way brighter because they're also rolling with a higher to hit.


If you go with a Familiar, another option for it would be the Valet archetype. By level 7 the Familiar has an ability to Move, deliver Aid Another, then Move again. So the creature could leave Cover, give you Aid Another on your first attack as well as delivering Flanking, then Move again, hopefully to another instance of Cover.

A Carnivalist gains a Familiar that levels with them through their whole career, so no need to take Boon Companion. A Valet archetype Familiar is considered to have all the same Teamwork feats as their controller. So, if you went Carnivalist Rogue by level 9 you and your Familiar would both be able to deal 2d6 SA damage in combat, if you chose to have the Familiar attack instead of dart in, deliver Aid Another, then dart out.

Of course, there's a way to make sure your Familiar hits and that both of you deal a little more damage, with Teamwork feats. Outflank means you and your flanking buddy gain +4 to hit while flanking and Precise Strike gives you both +1d6 Precision damage that stacks with your SA's.

By level 9 you could take a Small sized Familiar, like a goat, and have a Valet Familiar in a Flank that attacks with at least +11 to hit and deals 1d4 +3d6 Precision damage. Now, of course, you'd also need to invest in all sorts of buffing items (either consumables or barding and Wondrous Items) to make sure your goat friend stayed alive, but that is one other way to go.


somebody upthread asked about sneak attacking incorporeal opponents, all you need for that is a ghost touch weapon.

As for the OPs question, most reliable is to have a high movement flanking buddy or if Mythic have the Trickster ability of Surprise Strike, which is probably the most reliable for things that can be snuck attacked


Mark Hoover 330 wrote:

If you go with a Familiar, another option for it would be the Valet archetype. By level 7 the Familiar has an ability to Move, deliver Aid Another, then Move again. So the creature could leave Cover, give you Aid Another on your first attack as well as delivering Flanking, then Move again, hopefully to another instance of Cover.

A Carnivalist gains a Familiar that levels with them through their whole career, so no need to take Boon Companion. A Valet archetype Familiar is considered to have all the same Teamwork feats as their controller. So, if you went Carnivalist Rogue by level 9 you and your Familiar would both be able to deal 2d6 SA damage in combat, if you chose to have the Familiar attack instead of dart in, deliver Aid Another, then dart out.

Of course, there's a way to make sure your Familiar hits and that both of you deal a little more damage, with Teamwork feats. Outflank means you and your flanking buddy gain +4 to hit while flanking and Precise Strike gives you both +1d6 Precision damage that stacks with your SA's.

By level 9 you could take a Small sized Familiar, like a goat, and have a Valet Familiar in a Flank that attacks with at least +11 to hit and deals 1d4 +3d6 Precision damage. Now, of course, you'd also need to invest in all sorts of buffing items (either consumables or barding and Wondrous Items) to make sure your goat friend stayed alive, but that is one other way to go.

Start with a Cha-Cha Slide in Eldritch Guardian Fighter for Share Training, Steel Will, D10 Hit Die, BAB's, and a little love for your Fort saves...

Share Training is what you really want out of this, though. Sharing your combat feats and Sneak Attack with your familiar is the way to go if you insist on relying on your familiar for combat...


Of course, as a GM if you rely heavily on a susceptible critter like a familiar, you should expect to see it targeted and that potentially means killed.

And even if you don't have an emotional attachment, getting back said familiar still takes time and means you wont have it for some combats.

Typically I would ignore familiars, until they start actively participating in combat by doing this sort of thing.


Claxon wrote:

Of course, as a GM if you rely heavily on a susceptible critter like a familiar, you should expect to see it targeted and that potentially means killed.

And even if you don't have an emotional attachment, getting back said familiar still takes time and means you wont have it for some combats.

Typically I would ignore familiars, until they start actively participating in combat by doing this sort of thing.

Yes, largely ignored in most circumstances... but when it is time to address such things, I have a few ranged Sunder builds designed specifically to eliminate Familiars and other Arcane Bond'ed items, Holy Symbols, Ioun Stones... weapons and armor, too, obviously... if I feel really mean.


VoodistMonk wrote:
Mark Hoover 330 wrote:

If you go with a Familiar, another option for it would be the Valet archetype. By level 7 the Familiar has an ability to Move, deliver Aid Another, then Move again. So the creature could leave Cover, give you Aid Another on your first attack as well as delivering Flanking, then Move again, hopefully to another instance of Cover.

A Carnivalist gains a Familiar that levels with them through their whole career, so no need to take Boon Companion. A Valet archetype Familiar is considered to have all the same Teamwork feats as their controller. So, if you went Carnivalist Rogue by level 9 you and your Familiar would both be able to deal 2d6 SA damage in combat, if you chose to have the Familiar attack instead of dart in, deliver Aid Another, then dart out.

Of course, there's a way to make sure your Familiar hits and that both of you deal a little more damage, with Teamwork feats. Outflank means you and your flanking buddy gain +4 to hit while flanking and Precise Strike gives you both +1d6 Precision damage that stacks with your SA's.

By level 9 you could take a Small sized Familiar, like a goat, and have a Valet Familiar in a Flank that attacks with at least +11 to hit and deals 1d4 +3d6 Precision damage. Now, of course, you'd also need to invest in all sorts of buffing items (either consumables or barding and Wondrous Items) to make sure your goat friend stayed alive, but that is one other way to go.

Start with a Cha-Cha Slide in Eldritch Guardian Fighter for Share Training, Steel Will, D10 Hit Die, BAB's, and a little love for your Fort saves...

Share Training is what you...

Thanks for that Voodist my Dudest, I'd completely forgotten the Fighter Archetype! However, just in case I want to build NPCs with this, what feat progression is the best for a fighter/rogue sharing all their feats to their familiar?

Familiars already get a version of Weapon Finesse in that they use the better of their Dex or Str automatically to determine Attack bonus, so part of that feat is wasted. The Familiar isn't wielding any weapons so having a build that focuses on anything but natural attacks I suppose would be out. I guess with Share Training you'd want a PC/NPC that focuses on Claw or Bite attacks, a Familiar that does the same, and defensive or Teamwork feats that keep them both alive?


Dex-based Human Slayer6/RogueX with minimum 13str to qualify for Power Attack and maxed out Stealth, with Hellcat Pounce + Cornugon Smash + Shatter Defenses is probably the best way to do it. You can have all of this online as early as level 7.

I'd go:

Human Slayer (FCB: 1/6 Slayer Talent)

Dex > Cha > Str 13 > Int > Con = Wis

Trait:
Child of the Moon (+1 to +4 Stealth depending on the Moon Cycle)

Human Alt Racial Trait:
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Lvl1: Slayer1
Free - Skill Focus (Stealth)
Feat: Power Attack

Lvl2: Slayer2
Ranger Combat Style (Menacing - Dazzling Display)

Lvl3: Slayer3
Feat: Accomplished SnA (2d6 SnA)

Lvl4: Slayer4
Slayer Talent: Fast Stealth

Lvl5: Slayer5
Feat: Sap Adept

Lvl6: Slayer6 (3d6 SnA)
Ranger Combat Style (Menacing - Shatter Defenses)
(6/6 FCB: Bonus Slayer Talent: Combat Trick (Cornugon Smash)

Lvl7: URogue1 (4d6 SnA)
Feat: Hellcat Stealth

You get UMD for free with Rogue, so now you can use Wands for GInvis.

Lvl8: URogue2
Free - Skill Focus (Intimidate)
Rogue Talent: Underhanded

Lvl9: URogue3: Dex to dmg! (5d6 SnA)
Feat: Hellcat Pounce

Using a Bludgeoning weapon, and striking from Stealth with Underhanded/Sap Adept, you would deal maxed dice 5d6+5, so flat 35 dmg, and Intimidate for Free, and if the Intimidate is successful, your 2nd attack from Hellcat Pounce wouldn't deal SnA but would Shatter their Defenses, making all subsequent attacks for round1 and thereafter vs. Flat-footed.

After combat is underway, you can use Hellcat Stealth pretty much anytime to re-stealth even while actively viewed for -10 penalty as a Move Action and then stealth to the next victim and do it again. You won't have the 2nd attack from Hellcat Pounce or maxed out dice from Underhanded because it's not a surprise round, but you'll still be able to deal SnA with your first attack, no SnA with 2nd but you'll Shatter Defenses, and SnA with 3rd+ attacks.

Lvl10: URogue4
Rogue Talent: Surprise Attack

Now your 2nd Hellcat Pounce attack also deals SnA. Also, each of your Skill Focus bonuses increase from +3 to +6 as long as you have 10 ranks.

Lvl11: URogue5
Feat: Sap Master

Now when using a Bludgeoning weapon, and striking from Stealth with Underhanded, your first attack would deal maxed double dice 12d6+12, so flat 84 dmg, and your 2nd attack from Hellcat Pounce is 12d6+12 (rolled, avg. 54dmg). And in round 1, they should be Shattered Defenses and FF'ed to all your subsequent attacks.

================================

Max out your Stealth and Intimidate, and you will melt faces.
Get a Ring of Chameleon Power for +10 Competence bonus to Stealth and +20 from GInvis, you should be consistently making 50-60ish Stealth Checks as long as they don't have See Invis.


Ryze Kuja wrote:

You can have all of this online as early as level 7 Level 9.

^---- fixed.


FamiliarMask wrote:
Probably not the kind of build you're looking for, but a Snakebite Striker Brawler 1/Ashiftah Witch 2 with Evil Eye and the Hex Strike (Evil Eye) feat can strike, hex and vanish over and over. Make the character a Sylph with Cloud Gazer, and you can do the mist assassin trick too...

I like this!! now... how would you progress from here? take more brawler lvls? monk lvls? to up the unarmed strikes and get DR bypasses? Or maybe something else? Magus has two archetypes that do unarmed...? Just cause you need to do an unarmed strike to do hex strike.... so it would make sense to do something that advanced your unarmed strike to me.... but how would you build up from there to lvl 9/10?


Claxon wrote:

Edit: I know you don't want to hear it but....

The best way is to play something that doesn't depend on the mechanics of sneak attack for damage that is otherwise thematically similar and can deal a lot of damage.

To be honest that doesn't narrow it down much because many classes can have about as many skills as the rogue and better bonuses to the skills (because of class features) and have better bonuses to attack and damage.

If you don't mind the religious & magic parts of the class, the Inquisitor is probably better if every possible way than the rogue.

To parrot this, The Investigator is the definitive master of skills and is a similar role as a Rogue with more consistent damage. Not to mention the extracts. Trapbreaker Vivisectionist is essentially identical to a Rogue minus crappy Rogue Talents.

Ryze Kuja wrote:


Dex-based Human Slayer6/RogueX with minimum 13str to qualify for Power Attack and maxed out Stealth, with Hellcat Pounce + Cornugon Smash + Shatter Defenses is probably the best way to do it. You can have all of this online as early as level 7.

I'd go:

Human Slayer (FCB: 1/6 Slayer Talent)

Dex > Cha > Str 13 > Int > Con = Wis

Critique mode activated. Will Saves will be an Achilles Heel. This is a death sentence past 8th level. Underhanded doesn't actually work unless you have a very nice GM. You cant take the action to draw a concealed weapon in a surprise round if you also want to attack. The stats also look bleak. This is a turbo glass cannon and leaves zero room for making mistakes.

A 20 PB looks something like

Str 13, Dex 16, Con 10, Int 12, Wis 10, Cha 14?

Immediate changes I would make are:
Dropping Child of the Moon for Indomitable Faith and Reactionary(Especially since this build badly wants to go first).
Heart of the Fey for the Low-Light Vision and +1 Will
Too much invested in the surprise round, consider dropping Hellcat Pounce for Dampen Presence(Will save your bacon vs special senses)
Ring of Chameleon Power is too expensive(a 4th! of your GP at 9th) and not enough bang for buck. Shadow Armor is cheaper and by the time you need a +10 Stealth item, you can just pay for Improved or Greater Shadow Armor.
Drop a feat for Iron Will. You need it.

There are a lot of creatures that no-sell Non-lethal(All the sap stuff) and Intimidate(Immunity to fear/Mind-affecting). Undead, one of the most plentiful enemy types in the game, are immune to both.

Honestly? The fastest way to lock in Sneak Attacks would be just to take 1 level of Snakebite Brawler and Gangup. You are your own ally so as long as one other person is adjacent to the enemy, you get sneak attack. If you just go full slayer, you could pick up Hurtful as a feat which combos extremely deadly with Cornugon Smash.


Be the good old Shaman's Apprentice Half-Orc with Sacred Tattoos... you have Darkvision, the Endurance feat for "free", and a +2 Luck bonus to all your saves for the cheap low price of taking the Fate's Favored trait. That's like starting with a +2 Cloak of Resistance... for basically free.

The is no UnChained Ninja, so let's go Strength... screw it, right?

At level one we are going to take Noble Scion of War, because initiative is important but we need Charisma more than Dex for this.

Traits include Fate's Favored (faith) and Armor Expert (combat) or Armor Master (regional)... probably use Armor Master so you can grab a Drawback and a 3rd trait... Accelerated Drinker (combat) gets my vote.

Armor Expert/Armor Master is so you can wear Mithral Breastplate without proficiency or penalty. And you can sleep in it because you have already have Endurance.

Ninja vanish... POOF!

You can worship Shizuru, take the Ancestor's Blade religion trait instead of Accelerated Drinker to start with a masterwork Katana... since Ninjas are proficient with them.

Shizuru offers pretty decent Exalted boons if you want to further the theme with Deific Obedience.


Dwarftr wrote:
FamiliarMask wrote:
Probably not the kind of build you're looking for, but a Snakebite Striker Brawler 1/Ashiftah Witch 2 with Evil Eye and the Hex Strike (Evil Eye) feat can strike, hex and vanish over and over. Make the character a Sylph with Cloud Gazer, and you can do the mist assassin trick too...
I like this!! now... how would you progress from here? take more brawler lvls? monk lvls? to up the unarmed strikes and get DR bypasses? Or maybe something else? Magus has two archetypes that do unarmed...? Just cause you need to do an unarmed strike to do hex strike.... so it would make sense to do something that advanced your unarmed strike to me.... but how would you build up from there to lvl 9/10?

Obviously I'm not FM, but a few thoughts:

With 3 levels dedicated already you aren't going to be greatly successful if you start up another spellcaster class. Either advance witch (which has advantages re: hex DC, better buff spells, and touch attack spells delivered via unarmed strike) or switch to a non-spellcaster; unrogue could work if you're after dex to damage and lots of sneak attack, or (un) monk of the mantis gives a little sneak attack and advances unarmed damage directly.

Grand Lodge

If you are going for a str/cha intimidate build, then drop dex and dip a level in lore/lunar/nature oracle to gain cha bonus to AC and refl saves. Or scaled fist monk.
It will also boost your will save and possible save you a feat (iron will).

Edit:
Hmm further thought...
3 levels antipaladin to gain aura of cowardice will make shatter defences work every time...

There you are... - sure sneak attack when you activate shatter defences.
Fastest way is:
3 levels antipaladin
4 levels Unchained rogue
Feats needed:
Weapon focus (1st level feat)
Power attack (human)
Dazzling display (3rd level feat)
Intimidating provess (5th level feat)
Cornugon Smash (6 ranks intimidate, Rogue talent - feat)
Shatter defences (7th level feat)

But antipaladin will be difficult in most campaign and groups.


Rogue Fact Checker wrote:
Honestly? The fastest way to lock in Sneak Attacks would be just to take 1 level of Snakebite Brawler and Gangup. You are your own ally so as long as one other person is adjacent to the enemy, you get sneak attack.

You count as your own ally. Unless otherwise stated or if doing so would make no sense or be impossible.

Gang Up is quite obviously meant to be used with two other allies, and as such this would be a case when the Own Ally FAQ doesn't apply. The feat doesn't say "if at least two allies", but "if at least two of your allies".


Rogue Fact Checker wrote:
Honestly? The fastest way to lock in Sneak Attacks would be just to take 1 level of Snakebite Brawler and Gangup. You are your own ally so as long as one other person is adjacent to the enemy, you get sneak attack. If you just go full slayer, you could pick up Hurtful as a feat which combos extremely deadly with Cornugon Smash.

Paizo said "you count as your own ally" because there's 12,001 spells that say "You cast this spell and your allies gain XXXX effect and YYYY buff for ZZ minutes", not for exploiting the # of ally requirements for feats like Gang Up. And Full Slayers (all Slayers lvl 7 and higher) have their Swifts already spoken for with applying multiple Studied Targets. You don't need Hurtful also competing for your swifts, especially when Cornugon already Intimidates for a Free action.


Dwarftr wrote:
FamiliarMask wrote:
Probably not the kind of build you're looking for, but a Snakebite Striker Brawler 1/Ashiftah Witch 2 with Evil Eye and the Hex Strike (Evil Eye) feat can strike, hex and vanish over and over. Make the character a Sylph with Cloud Gazer, and you can do the mist assassin trick too...
I like this!! now... how would you progress from here? take more brawler lvls? monk lvls? to up the unarmed strikes and get DR bypasses? Or maybe something else? Magus has two archetypes that do unarmed...? Just cause you need to do an unarmed strike to do hex strike.... so it would make sense to do something that advanced your unarmed strike to me.... but how would you build up from there to lvl 9/10?

One outside-the-box option would be to make the character be from Sargava, take the Two-World Magic trait to add Mage Hand to your Witch spell list, take the Accomplished Sneak Attacker feat, and go 2 more levels of Witch and then into Arcane Trickster. ;-)

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