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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] Rogue's Sneak Attack
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<blockquote data-quote="Fedifensor" data-source="post: 1016404" data-attributes="member: 7289"><p><strong>Re: sneak attacks pretty weak</strong></p><p></p><p>Weapon Finesse + Dex boosting items/spells.Easiest solution - team up with a second rogue. You could also make friends with a spellcaster with <em>Invisibility, Greater</em>.If the attackers are pure rogues, an equal-level defender must be a single-classed barbarian or rogue, or with minimal multiclassing at best (less than 4 levels worth).A valid point. The rogue has some options, though...multiclass to sorcerer or wizard for <em>True Strike</em>, or have your party spellcaster cast <em>Dispel Magic</em>.</p><p><strong>Partially</strong> nullifies it. Anything more than a 25% chance of nullification is going to give the opponent a significant AC reduction.</p><p>Another valid point. Then again, clerics are most effective against undead, and rangers are most effective against their favored enemy. Rogues have a much wider range of effectiveness.</p><p></p><p>When it does come into play...and it comes into play quite a lot, it can be devastating. The 9th level rogue in my party can attack twice in one round for 6d6+3 damage per hit when flanking with a melee weapon, outdamaging the fighters by a significant margin. His tumble is so high that getting the flank is trivial, and Weapon Finesse plus a 20 Dex plus 2 for flank means he hits almost as much as the pure fighters. If he wins initiative (Imp. Init and 20 Dex means a +9 init bonus)and has his bow out, he gets three shots for 1d8+5d6+1 (he has Rapid Shot). That's enough to take out the main villain in the first round if he gets lucky (3d8+15d6+3), and I'm not counting the potential surprise round.</p><p></p><p>To top it all off, the party's sorceress is about to get another 4th level spell pick, and I'm betting she takes <em>Invisibility, Greater</em> (formerly <em>Improved Invisibility</em>). This will leave me in the position of either letting the rogue walk all over main bad guys in many combats, or having to specifically design my bad guys to negate his main class ability.</p><p></p><p>If they had limited Sneak Attack to once a round, it would have unfairly diminished the rogue. But I think it would be a reasonable trade off if the rogue gained Hide In Plain Sight as a class ability...</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 1016404, member: 7289"] [b]Re: sneak attacks pretty weak[/b] Weapon Finesse + Dex boosting items/spells.Easiest solution - team up with a second rogue. You could also make friends with a spellcaster with [I]Invisibility, Greater[/I].If the attackers are pure rogues, an equal-level defender must be a single-classed barbarian or rogue, or with minimal multiclassing at best (less than 4 levels worth).A valid point. The rogue has some options, though...multiclass to sorcerer or wizard for [I]True Strike[/I], or have your party spellcaster cast [I]Dispel Magic[/I]. [b]Partially[/b] nullifies it. Anything more than a 25% chance of nullification is going to give the opponent a significant AC reduction. Another valid point. Then again, clerics are most effective against undead, and rangers are most effective against their favored enemy. Rogues have a much wider range of effectiveness. When it does come into play...and it comes into play quite a lot, it can be devastating. The 9th level rogue in my party can attack twice in one round for 6d6+3 damage per hit when flanking with a melee weapon, outdamaging the fighters by a significant margin. His tumble is so high that getting the flank is trivial, and Weapon Finesse plus a 20 Dex plus 2 for flank means he hits almost as much as the pure fighters. If he wins initiative (Imp. Init and 20 Dex means a +9 init bonus)and has his bow out, he gets three shots for 1d8+5d6+1 (he has Rapid Shot). That's enough to take out the main villain in the first round if he gets lucky (3d8+15d6+3), and I'm not counting the potential surprise round. To top it all off, the party's sorceress is about to get another 4th level spell pick, and I'm betting she takes [i]Invisibility, Greater[/i] (formerly [i]Improved Invisibility[/i]). This will leave me in the position of either letting the rogue walk all over main bad guys in many combats, or having to specifically design my bad guys to negate his main class ability. If they had limited Sneak Attack to once a round, it would have unfairly diminished the rogue. But I think it would be a reasonable trade off if the rogue gained Hide In Plain Sight as a class ability... [/QUOTE]
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[3.5] Rogue's Sneak Attack
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