RotG: Sneak Attack IV

Trainz said:
I can't WAIT for WotC to publish a mechanic that would allow rogues to sneak attack things immune to crits. It would make playing a rogue much more interesting.

Miniatures Handbook, Skullclan Hunter. Gains "Divine Strike" at 2nd level, allowing him to sneak undead by infusing his strikes with positive energy. Which probably lead to my confusion above...

For a non-PrC mechanic, a Divine Sneak feat would be possible. Lose one turn attempt, sneak undead.

Now a good explanation for sneaking constructs and oozes would be interesting. Maybe some kind of chaotic power against golems and their ilk, overcoming the lawfulness inherent in their construction. Oozes? Antibiotic Strike? ;)
 

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Chroma said:
Reading the sneak attack description, as well as the review of the basic conditions required for it in the articles, the use of alchemist's fire or a tanglefoot bag meets the listed requirements if used against a flat-footed foe (say that ten times fast!). It's an attack with a weapon being used optimally, there is no indication that the weapon has to do "damage"; it's implied, but not spelled out anywhere. And these items are weapons, "splash weapons" specifically. If damage is required for a sneak attack to take effect, that still allows for alchemist's fire to cause sneak attack damage on a direct hit.

No thoughts on using splash weapons with sneak attacks?
 

Chroma said:
No thoughts on using splash weapons with sneak attacks?

I thought I addressed that one earlier.

I've got no problem with a grenade-like weapon that deals damage qualifying for sneak attack on a direct hit. But you won't deal sneak attack damage to creatures only affected by the splash, since that's an area attack.

-Hyp.
 

In reply to hypersmurf's quote about concealment and ranged attacks:

I think you have to read something into what the square is providing concealment to in order to make it work. If you interpret it to mean that it has to cross through a square that provides concealment to the target, whether or not the target is in it (i.e. a bush or something), then it removes the problem of shooting from darkness at an opponent in light. It's clear from the quote in the vision and light section that areas of shadowy illumination only provide concealment to creatures within the shadowy square. I think it is either poorly worded, or poorly though out, but at least it leaves enough wiggle room in the RAW for me to make it work without a house rule.
 

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