Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.
- Sneak attacks can be made with ranged weapons if within 30 feet of the target.
- Since all attacks in a flurry are essentially resolved simultaneously, either all attacks in a flurry are sneak attacks or none are. (This can, for example, make getting four attacks per round — hence two in the first flurry — a priority for some players.)
- The damage bonus from this feat stacks with that from the blackguard's sneak attack and assassin's death attack.
- To set up sneak attacks without being hidden, a rogue will sometimes entangle, stun, paralyze, or knock down an opponent first. Operating in darkness is another tactic, often achieved by utilizing the use magic device skill to cast darkness (and ultravision) from a scroll.
- Sneak attacks are a way to get over the damage reduction or damage resistance of strong targets (by applying bonus damage in excess of what gets reduced or resisted).
- Undead and constructs are not intrinsically immune to sneak attacks. Instead, they are typically given that immunity via their skin item, possibly in the form of immunity to critical hits. (For example, the wraith spider is an undead creature that is susceptible to sneak attacks.)
- As of Enhanced Edition patch 1.74, Uncanny Dodge II provides immunity to flanking sneak attacks under certain class level checks between the attacker and defender. See the Uncanny Dodge article for more information.
Item feat: Only the +1d6, +2d6, +3d6 and +5d6 versions, but the rest can be added with custom content.
Custom content notesEdit
- This feat can be added to iprp_feats.2da to make it available as an item feat.