Is there a way to sneak-attack creatures immune to crits?

There's also a feat in one of the Dragon mags (I think) to let you trade each SA dice for a +2 to hit whenever you'd be in position for a SA (regardless of the target's vulnerability to them). So, that feat + two handed weapon + Power Attack = not quite SA against all, but good enough. ^_^

And on the topic of SA feats, my favorite of all time will always be Staggering Strike. Fort saves are tough when the DC is damage dealt, and that damage included +xd6!
 

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You'll also want to consider having either a ring or wand made of those spells; you can UMD the wand or have the ring working when you need it (or less, depending on how much you want to pay for it).
 

Unfortunately, the wands of these spells make absolutely no sense. Wands take a minimum of a standard action, and since the duration of these spells is one round, it makes it impossible to use the wands. You could create a custom magic item, but since it has a hard duration (1 round) it doesn't the cost equations in the DMG.
 

StreamOfTheSky said:
There's also a feat in one of the Dragon mags (I think) to let you trade each SA dice for a +2 to hit whenever you'd be in position for a SA (regardless of the target's vulnerability to them). So, that feat + two handed weapon + Power Attack = not quite SA against all, but good enough. ^_^

Precise Strike, if my two-year-old Excel file is right. It did make it into the Dragon Compendium.

While YMMV, it's an okay feat. It might've helped if my character had made it to higher level.

Brad
 

Precise Strike[General]
(DR310 p69)
Prerequisites: Sneak Attack class ability, Dexterity 13.
When making a Sneak Attack, you may reduce the number of Sneak Attack dice that will apply to damage in exchange for a +2 Competence bonus to hit per die sacrificed.
Note: The bonus to attack & reduction to damage applies to every Sneak Attack for one round.
 

Gloombunny said:
Complete Adventurer has a feat called Razing Strike, which requires spellcasting and sneak attacking and lets you expend a spell-per-day to get your SA damage against a construct (if it was an arcane spell) or undead (if it was divine). It also gives bonuses based on the level of the spell expended, though I can't remember what the bonuses are exactly.

The thing is, it gives you equivalent bonus damage, not actual sneak attack dice. This is an important distinction if you want to trade in SA dice to cause status effects (you can't.)

Your wording suggests you already know that. I'm just making that clear for the readers. :D
 

Folly said:
Unfortunately, the wands of these spells make absolutely no sense. Wands take a minimum of a standard action, and since the duration of these spells is one round, it makes it impossible to use the wands. You could create a custom magic item, but since it has a hard duration (1 round) it doesn't the cost equations in the DMG.

Rules Compendium clarifies this argument and rules that the trigger time is the same as the casting time. P.85 "Activating a spell trigger item takes the same amount of time as the casting time of the spell that the item stores, but activating the item doesn’t provoke attacks of opportunity."
 

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