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The answer to the linked question explains Volley which Jeremy Crawford, lead game designer, has tweeted matches the intended reading: For example the Hunter Ranger's Whirlwind Strike and Volley features. I realized that one way around this restriction is to use attacks that target multiple enemies. If you make your character a ninja rather than a rogue, you can spend a ki point to make an extra attack per round.Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn It gets even better if your flanking buddy has Greater Trip to provoke another AoO. The Opportunist advanced rogue talent is excellent for this, allowing you to take an extra attack when your flanking buddy hits. With some skillful positioning, you can set up attacks of opportunity that will count as sneak attacks, though you have to be careful not to get yourself killed in the process (I've heard of people using reach weapons to reduce these dangers, though I've never seen it in practice myself). Two-Weapon Fighting is one obvious way to do this.
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The other way to get more mileage out of sneak attacks is simply to make more attacks.
#KNIFE MASTER SPELL ATTACK FREE#
Assault Leader doesn't actually enhance your sneak attacks, but it does allow you to give your flanking buddy a free attack if you miss once per day. Bleeding Attack causes your sneak attacks to deal bleed damage. Underhanded allows you to deal max damage with sneak attacks that you make in the surprise round, though it has a cap on daily uses equal to your Cha bonus. Powerful Sneak and Deadly Sneak allow you to reroll low values on your sneak attack dice, though you have to take a -2 to attack so it's a bit risky. Some rogue talents provide ways to improve your sneak attack.
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So, how do we use that to it's fullest advantage? Enhancing Sneak AttacksĪs has already mentioned, the Knife Master archetype allows you to boost your sneak attack dice to d8s when using certain weapons. I haven't been able to find feats or other abilities that allow you to make your sneak attack damage progress faster than a standard rogue, so that's our baseline: 1d6 + 1d6 for every two levels after 1st. The Consigliere rogue archetype from Ultimate Intrigue can do this, but much later (10th level).
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Pack Flanking might also make sneak attacks easier to deliver.Īs an alternative, you can look up for an ability similar to Solo Tactics so you won't have to depend on other characters to have the same teamwork feat.
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If you happen to have a friend who also has sneak attack (or simply wants to cause sneak attack damage), both of you can take the Precise Strikes teamwork feat to increase your damage by +1d6. PS: You can take Dirty Fighting instead of improved unarmed strike as the requeriment to qualify for Strangler. This means that if your sneak attack is 3d6, your will cause weapon damage + 6d6 damage using your standard and swift actions at 5th level. This damage can be either lethal or nonlethal. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple):ĭamage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. If you are grappling a foe, which also happens to be flanked, you can use your Sneak Attack on your grapple check's free attack. Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling. With Strangler from ultimate combat, you can cause your sneak attack damage twice per round, once on your regular grapple check (as part of the grapple check), and again using a Swift Action that does not apply any other modifier.
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