Rogue's Sneak Attack

New Theme: and if i make a critic, i double (or triple, ecc) even the SA?

Now that you make me think about it, this was the real theme of that topic i spoke of! :p
 

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CervantesIII said:
New Theme: and if i make a critic, i double (or triple, ecc) even the SA?

Now that you make me think about it, this was the real theme of that topic i spoke of! :p
Nope. Bonus dice are never multiplied on a critical.

SRD said:
Multiplying Damage

Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.

Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.

http://www.d20srd.org/srd/combat/combatStatistics.htm#multiplyingDamage
 


No Multiplying SA damage on a crit or any feat that duplicates it. But you can take the feat from the SRD, true it is in the Psionic section, but it is a general feat.

SRD said:
Deadly Precision [General]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.

Prerequisite
Dex 15, base attack bonus +5.

Benefit
You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.

Rerolling the initial 1 can at times increase that SA damage. It is not perfect, but does offer a boost.
 

A rogue sneak attacking multilple times in a row may seem overpowered, but their 3/4 bab means that they hit less. This is made worse with penalties from two-weapon fighting. Also their d6 hit dice means they don't want to be close to the big bad that's left standing after their full attack. A power attacking barbarian with a great sword will most likely still outdamage the rogue. You also have to consider that many things negate sneak attack (crit immune monsters like undead, fortification, creatures that are extremely large or have bizzare anatomies, uncanny dodge, and concealment) but not power attack.
 


Far from it. Rogues are combat beasts, especially dual wielding finesse builds. But they can suffer against opponents with high ACs, and suffer incredibly against creatures with immunity to crits.
 



The rogue is a very good multi-use character. Aside from being the party's trap detector and lock picker (which can be duplicated via spell/wand use - albeit pricey), he makes a good scout. He's pretty durable -- high dex assists him avoiding touch attacks, as well as good ole evasion skill for spell damage evasion.

The TWF rogue is a great build, especially once you add in Adaptable Flanker and Vexing Flanker from the PH2. The rogue is feat and skill hungry so human is usually your best shot.

With my TWF rogue with the above mentioned feats, he is pretty durable, despire his low HP, he kills a lot of foes. (Although put him against a construct, undead, ooze or such, and he is now just a glorified trapfinder -- but those skills do come in handy when needed.) These opponents will give the rogue a chance to sit back and take it easy for a bit while the tanks and mages do their job -- at least they have someone watching their backs for them (or scooping treasure while they are not looking).

I continue to find rogues fun to play, but you have to be willing to adjust their tactics to their situation.
 

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