Furious Finish Question


Rules Questions


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Furious Finish
You channel all of your rage into one massive blow to crush your enemy.

Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.

Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

1) Does this max out the damage roll for all dice (Vital strike dice and normal damage dice) or just the vital strike dice and you roll the normal damage dice?

2) Does this apply to Improved Vital Strike as well, or just Vital Strike?

Thanks in advance.


1 person marked this as FAQ candidate.
Cfoot wrote:

Furious Finish

You channel all of your rage into one massive blow to crush your enemy.

Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.

Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

1) Does this max out the damage roll for all dice (Vital strike dice and normal damage dice) or just the vital strike dice and you roll the normal damage dice?

2) Does this apply to Improved Vital Strike as well, or just Vital Strike?

Thanks in advance.

Reads to me as all damage dice. Would include energy, bane, precision, critical, or any other damage dice you'd roll as part of the strike.


While it does read as all damage dice, I believe the intention was just for damage dice affected by Vital Strike. So "Use Maximused weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses.


If it does max ALL damage die then a 1 level dip into barb would be fun for vital striking Scout rogues

also it doesnt say it has to be melee so a rogue could move to a cannon, rage and fire it while wearing Sniper goggle and apply damage to the ranged attack.

so 36 + 8 x number of sneak attack die + any other die damage added

be fun on a pirate ship since you being fatigued doesnt really matter if you are fighting ship to ship and have UMD high enough to use wands to remove fatigue.

Shadow Lodge

StealthElite wrote:

be fun on a pirate ship since you being fatigued doesnt really matter if you are fighting ship to ship and have UMD high enough to use wands to remove fatigue.

you would only be fatigued for 2 rounds so you wouldn't even need the wand


Cfoot wrote:

Furious Finish

You channel all of your rage into one massive blow to crush your enemy.

Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.

Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

1) Does this max out the damage roll for all dice (Vital strike dice and normal damage dice) or just the vital strike dice and you roll the normal damage dice?

2) Does this apply to Improved Vital Strike as well, or just Vital Strike?

Thanks in advance.

I'm bumping this to get more imput to make sure I have the correct understanding. I'm about to take it for a PFS character and I don't want to be disappointed at the table next week.

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Cfoot wrote:
Cfoot wrote:

Furious Finish

You channel all of your rage into one massive blow to crush your enemy.

Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.

Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

1) Does this max out the damage roll for all dice (Vital strike dice and normal damage dice) or just the vital strike dice and you roll the normal damage dice?

2) Does this apply to Improved Vital Strike as well, or just Vital Strike?

Thanks in advance.

I'm bumping this to get more imput to make sure I have the correct understanding. I'm about to take it for a PFS character and I don't want to be disappointed at the table next week.

Well, first off, if your whole character hinges on this one capability, I'd say that's a pretty serious case of min/maxing.

But be prepared for either eventuality. A GM might interpret it either way, and what are you going to do? Tell them they're wrong? Good luck :)

Personally, I take note of the fact it says damage dice rather than weapon damage dice or something similar. So I'd interpret it the way that you and FarmerBob are interpreting it. And yes, that does make a "1-level dip" into barbarian attractive for min/maxers. Such is life.

Either way, I'm gonna hit the FAQ button on this one. While RAW is all dice, I agree with David Thomasson that it was probably intended to be the Vital Strike dice only. Hard to imagine they really wanted sneak attack dice maximized.


2 people marked this as FAQ candidate.

I wanted to add an extra question to Furious Finish

3) If you had an ability that made you "immune" to fatigue, are you still fatigued because of the last line in Furious Finish?

i.e: Heart of the Fields(Human Alternative Racial Trait) or Extreme Endurance(Martial Artist LV5 ability)


Chooky wrote:

I wanted to add an extra question to Furious Finish

3) If you had an ability that made you "immune" to fatigue, are you still fatigued because of the last line in Furious Finish?

i.e: Heart of the Fields(Human Alternative Racial Trait) or Extreme Endurance(Martial Artist LV5 ability)

I'd rule no. Immunity is powerful, period. It's meant to be good. Most of the ways to get it take a decent investment (except dipping Lame Oracle, but Lame is pretty bad by itself)

My preferred method is Horizon Walker 3:Terrain Mastery(Desert). (immune to exhausted too)

However, I've discussed this with others and the conclusion has been that it's poorly worded anyway.
Furious Finish doesn't say "is fatigued as if ending his rage" it says fatigued; so RAW this means it doesn't go away automatically after a few rounds.

One potential concession(houserule) we came up with was to apply the fatigued condition in name only (an immune char doesn't take the penalties) for the standard 2x the duration of the rage, so that it's harder to rage cycle and do this every round. (a FF VS every 3rd round essentially)

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