Confused by Vital Strike


Rules Questions


2 people marked this as FAQ candidate.

I've been playing PF for three years, and I'm still unclear as to what the Vital Strike feat does. (My parties have been more about spell and ranged combat, so no one has used Vital Strike.)

The PRD wrote:

Vital Strike (Combat)

You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the 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. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

For years, I thought that you used it to give up your iterative attacks for one big attack. I thought that was a cool concept, but the bonus it gives doesn't seem to give back what it takes away, so I never paid it much attention.

Now, I'm seeing it in just about every NPC stat block, and I just noticed that it doesn't say "full attack" but rather "attack action." It looks like you shouldn't use it for a full attack-- but it allows you to move in and then hit hard, or use it in a surprise round.

Is that a correct reading?

Thanks!

Scarab Sages

You've got it about right. It's a standard action to use, so it's basically meant to give you a little extra damage in situations where you needed to move before you attack and can't make a full attack.


Haladir wrote:


Now, I'm seeing it in just about every NPC stat block, and I just noticed that it doesn't say "full attack" but rather "attack action." It looks like you shouldn't use it for a full attack-- but it allows you to move in and then hit hard, or use it in a surprise round.

Is that a correct reading?

Thanks!

That's correct, and it's still not worth your noticing it.

It's a great chain of feats.. for a T-Rex, and a horrid set of feats for a PC fighter.

For a disposable mook that's going to walk up swing once and die quickly, it gives a little more punch.. but honestly they are normally better served by charging for the needed extra +2 to hit.

It was a great idea for a feat, but it was 'over-balanced' to the point where it's a trap feat now.

-James

Scarab Sages

How would Vital Strike interact with Cleaving Finish?

How would Vital Strike interact with a touch attack, such as shocking grasp?

Scarab Sages

Artanthos wrote:

How would Vital Strike interact with Cleaving Finish?

How would Vital Strike interact with a touch attack, such as shocking grasp?

It doesn't interact with touch attacks at all, since it a)requires the attack standard action, and b)specifically affects weapon damage dice. It could be used to trigger the Cleaving Finish attack, but since that attack would not be made with the attack standard action, it would not get the bonus damage dice.


Artanthos wrote:
How would Vital Strike interact with Cleaving Finish?

It might help you in reducing your target to 0 or fewer hit points.

I don't believe you would get the bonus damage dice on your extra attack. Cleaving Finish specifies the extra attack is at highest BAB, if it included something about the extra attack using the same bonuses/penalties as the attack that caused it, then I would think VS might apply to the extra attack.

It certainly isn't clear either way, so ask your GM.


james maissen wrote:
Haladir wrote:


Now, I'm seeing it in just about every NPC stat block, and I just noticed that it doesn't say "full attack" but rather "attack action." It looks like you shouldn't use it for a full attack-- but it allows you to move in and then hit hard, or use it in a surprise round.

Is that a correct reading?

Thanks!

That's correct, and it's still not worth your noticing it.

It's a great chain of feats.. for a T-Rex, and a horrid set of feats for a PC fighter.

For a disposable mook that's going to walk up swing once and die quickly, it gives a little more punch.. but honestly they are normally better served by charging for the needed extra +2 to hit.

It was a great idea for a feat, but it was 'over-balanced' to the point where it's a trap feat now.

-James

Adding extra damage in half of the rounds you do damage is hardly a bad thing. Granted, much better if you were allowed to use charge with it.

Liberty's Edge

It works great when you can only get one ranged shot off due to movement or surprise


Funky Badger wrote:


Adding extra damage in half of the rounds you do damage is hardly a bad thing. Granted, much better if you were allowed to use charge with it.

It's a bad feat chain that has you throw more in as you level.. it's a trap.. ask the fish headed admiral.

Work to get full attacks more often.

-James


Vital Strike is good on a Rogue(Scout, Sniper) and any other Hit-&-Run build.

Another question: How does Vital Strike work on a Fighter(Mobile Fighter) where you can Full-Attack as a Standard Attack?

Scarab Sages

Azaelas Fayth wrote:

Vital Strike is good on a Rogue(Scout, Sniper) and any other Hit-&-Run build.

Another question: How does Vital Strike work on a Fighter(Mobile Fighter) where you can Full-Attack as a Standard Attack?

"Rapid Attack (Ex): At 11th level, a mobile fighter can combine a full attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3."

and
"Whirlwind Blitz (Ex): At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action. This ability replaces weapon mastery."

He's still not taking the attack action, he's taking a full attack action as a standard action so I would say it probably still doesn't work.

And really, given his other abilities, why would this guy bother with Vital Strike anyways?

A better question is, how does Vital Strike work with Spirited Charge and a lance when used by a cavalier on his mount? Remember, a mounted cavalier can still attack as a standard action while gaining the benefits of his mounts charge. Being able to hit for x6 damage at your full BAB and then use your move action to switch to a non-reach weapon is a worthwhile tactic.


Vital Strike used to work like this: It came into play when you use the Attack Action to deliver a single attack. Note that the Attack Action is a completely separate and distinct entity from the Full-Attack Action. When it worked in this way, it could couple with any other ability that affects the Attack Action (ie. Overhand Chop). It never legally worked with Full-Attack, though some people mis-read and mis-used it to say that the first iterative of Full-Attack got the extra damage and subsequent attacks were done normally.

However, they changed it from Attack Action to Standard Action. This makes it an entity unto itself so you're not performing Attack and having it modified by Vital Strike anymore; you're actually performing the action Vital Strike. This means that it combines with no other ability that affects the Attack Action. Also, it can't combine with any other ability that is also a Standard action unto itself (ie. Grapple, Cleave, etc).

Normal iterative attacks will almost always outperform Vital Strike. Even with only 2 iterative attacks, you're stacking up your static bonuses; once you get 3 iteratives, you're very clearly ahead of what Vital Strike will provide and with no feats required. What Vital Strike was supposed to do was provide an option to boost your damage when you can't make a Full-Attack (ie. you need to move up more than a 5' step will allow) but there are far better options (Cleave, Grapple, Trip, etc). So the general consensus is, barring a "one-hit wonder" like a crossbow user, Vital Strike is about as useful as a screen door on a submarine.


james maissen wrote:
Funky Badger wrote:


Adding extra damage in half of the rounds you do damage is hardly a bad thing. Granted, much better if you were allowed to use charge with it.

It's a bad feat chain that has you throw more in as you level.. it's a trap.. ask the fish headed admiral.

Work to get full attacks more often.

-James

"Work to get full attacks more often" - useless advice.

You're either within a 5 foot step (plus reach) of an opponent, or you aren't.

You can either move into range using a move or a double move.

No other choices.

Say you've used a move. What now? Not bother attacking?

Scarab Sages

Funky Badger wrote:
james maissen wrote:
Funky Badger wrote:


Adding extra damage in half of the rounds you do damage is hardly a bad thing. Granted, much better if you were allowed to use charge with it.

It's a bad feat chain that has you throw more in as you level.. it's a trap.. ask the fish headed admiral.

Work to get full attacks more often.

-James

"Work to get full attacks more often" - useless advice.

You're either within a 5 foot step (plus reach) of an opponent, or you aren't.

You can either move into range using a move or a double move.

No other choices.

Say you've used a move. What now? Not bother attacking?

There's the mobile fighter archetype, mounted combat, Barbarian's can get pounce, cleave and great cleave can be used to generate additional attacks on par with full attacking... There's a few ways to build up additional attacks outside of standing still.


Mounted combat doesn't give you more full attacks and the other two options are high-level and class specific.

Cleave and great cleave do absolute nothing about granting you more full attacks.

Scarab Sages

Funky Badger wrote:

Mounted combat doesn't give you more full attacks and the other two options are high-level and class specific.

Cleave and great cleave do absolute nothing about granting you more full attacks.

Mounted combat (the combat type, not the feat) absolutely gives you more full attacks. You're using your mounts action to move and can full attack with ranged weapons without any special feats or abilities, and can full attack with melee weapons as soon as you qualify for Mounted Skirmisher. It's one of the reasons the Sohei archetype is so good (can take Mounted Skirmisher at 1st level) and one of the reasons that rangers and cavaliers who focus on ranged combat can be so effective.

Cleave and Great Cleave don't grant you more Full Attacks, but I never claimed they did. I said "cleave and great cleave can be used to generate additional attacks on par with full attacking" which they can under the right circumstances.


Ssalarn wrote:
Funky Badger wrote:

Mounted combat doesn't give you more full attacks and the other two options are high-level and class specific.

Cleave and great cleave do absolute nothing about granting you more full attacks.

Mounted combat (the combat type, not the feat) absolutely gives you more full attacks. You're using your mounts action to move and can full attack with ranged weapons without any special feats or abilities, and can full attack with melee weapons as soon as you qualify for Mounted Skirmisher. It's one of the reasons the Sohei archetype is so good (can take Mounted Skirmisher at 1st level) and one of the reasons that rangers and cavaliers who focus on ranged combat can be so effective.

Cleave and Great Cleave don't grant you more Full Attacks, but I never claimed they did. I said "cleave and great cleave can be used to generate additional attacks on par with full attacking" which they can under the right circumstances.

But a very important thing about Mounted Combat is this: it requires a mount. Yes mounted combat is often better than Vital Strike, but not indoors/caves/tunnels, in flight, or simply when you because you never bought a horse because it'd die at the sight of what you fight past level eight.

If you find yourself moving a lot and don't have a build that allows for pounce, mounts, or "skirmisher shenanigans" then Vital Strike, while not great, isn't a terrible choice.

Scarab Sages

Tristram wrote:

*** But a very important thing about Mounted Combat is this: it requires a mount. Yes mounted combat is often better than Vital Strike, but not indoors/caves/tunnels, in flight, or simply when you because you never bought a horse because it'd die at the sight of what you fight past level eight.

***

Wands of Phantom Steed and a few ranks in UMD, playing small-sized characters with mounts who can enter more places, or even having your mount use the squeezing mechanic are all ways around that particular issue. The -4 to AC for squeezing is usually counter-acted by the Mounted Combat feat, and mechanically, there's really not that many places you can't squeeze a combat trained horse into.

RPG Superstar 2012 Top 16

Vital Strike is only worthwhile if you have a fairly large weapon or natural attack where doubling it goes a long way towards replacing the damage bonuses you get from things like Str and Power Attack. That generally means a d10 or d12 weapon or better, at the least (which works out to +5.5 and +7 dmg).

A T-Rex chomping on you for 4-24 with Greater Vital Strike is picking up +28 dmg by going to 12-72. Ditto dragons and the like. For such creatures, it's actually better then a Full attack in many instances, because their secondary attacks don't do as much damage.

For PC's, if you want to Vital Strike, you're basically going to have to increase your size. You're going to need a Heavy weapon (EWP), A size increase (Enlarge?), and probably Lead Blades at will.

Once you have those, a bastard sword is now a 4-32 base weapon, and Vital Striking is at +18 dmg per level. A Greatsword is 6-36 dmg, so +21 per Vital Strike level.

It still won't REPLACE a full attack, because static bonuses can get pretty huge...but it will actually be worthwhile.

Since it's hard to arrange all that, AND it's a three feat chain, most people just ignore it, or use FUrious Focus to basically the same or better effect, and FF is useful on a full attack, too.

==Aelryinth


Ssalarn wrote:
Wands of Phantom Steed and a few ranks in UMD, playing small-sized characters with mounts who can enter more places, or even having your mount use the squeezing mechanic are all ways around that particular issue. The -4 to AC for squeezing is usually counter-acted by the Mounted Combat feat, and mechanically, there's really not that many places you can't squeeze a combat trained horse into.

Personal opinion here: Not a fan of wand summoned phantom steeds in combat, 18 AC and only 12 HP are not worth the effort to me.

Small sized characters are fun when mounted, that is true. But for all the medium characters they have to deal with squeezing (-4 Atk, -4 AC and doubled movement cost(that phantom steed would have 14 AC, and could move 25 feet a round)), space issues, and the inability to use those nifty charge bonuses because they have to pass through ally's spaces.

Scarab Sages

Tristram wrote:
Ssalarn wrote:
Wands of Phantom Steed and a few ranks in UMD, playing small-sized characters with mounts who can enter more places, or even having your mount use the squeezing mechanic are all ways around that particular issue. The -4 to AC for squeezing is usually counter-acted by the Mounted Combat feat, and mechanically, there's really not that many places you can't squeeze a combat trained horse into.

Personal opinion here: Not a fan of wand summoned phantom steeds in combat, 18 AC and only 12 HP are not worth the effort to me.

Small sized characters are fun when mounted, that is true. But for all the medium characters they have to deal with squeezing (-4 Atk, -4 AC and doubled movement cost(that phantom steed would have 14 AC, and could move 25 feet a round)), space issues, and the inability to use those nifty charge bonuses because they have to pass through ally's spaces.

I'm not saying it's perfect (there's a downside to just about every style) just that it's an applicable way to get more full attacks. 25 feet per round is still more than a lot of heavily armored guys get on foot (plus you can have your mount double move) and even if you're not getting the +2 to attack while charging, you get the +1 to hit for being mounted.

Scarab Sages

Ssalarn wrote:
Artanthos wrote:

How would Vital Strike interact with Cleaving Finish?

How would Vital Strike interact with a touch attack, such as shocking grasp?

It doesn't interact with touch attacks at all, since it a)requires the attack standard action, and b)specifically affects weapon damage dice.

1. Touch attacks can be delivered as a standard action if holding the charge.

2. As per RaW the character is armed with the touch attack, which follows all the other rules for weapons. For example, touch attack damage doubles on a critical and the attack rolls can be modified by weapon focus and critical focus.


I seem to recall a build revolving around a immune to fatigue, barbarian using rage cycling with furious finish, cleave, and the vital strike path... (basically, every round their dice rolls (even vital strike die) are maxed out...)

Also good in druid builds.. (improved vital strike all the way, with a giant hippo, results in something like 18d6 if I recall.. Not to mention T-rexes, stegos, and pretty much any animal that only gets one attack)

Scarab Sages

Artanthos wrote:
Ssalarn wrote:
Artanthos wrote:

How would Vital Strike interact with Cleaving Finish?

How would Vital Strike interact with a touch attack, such as shocking grasp?

It doesn't interact with touch attacks at all, since it a)requires the attack standard action, and b)specifically affects weapon damage dice.

1. Touch attacks can be delivered as a standard action if holding the charge.

2. As per RaW the character is armed with the touch attack, which follows all the other rules for weapons. For example, touch attack damage doubles on a critical and the attack rolls can be modified by weapon focus and critical focus.

Spells are not weapons. Delivering a spell as a standard action is not the same as taking the attack standard action.


Funky Badger wrote:


"Work to get full attacks more often" - useless advice.

Depends who's listening.

You've already got others describe multiple ways to do so, and there are many more.

So my next advice to you is 'work harder', but that again might prove useless to some.

-James


Kazaan wrote:

Vital Strike...

However, they changed it from Attack Action to Standard Action.

Citation? The FAQ from a week and a half ago still says it uses the attack action. It just clarifies (again, in an even more official capacity) that the attack action itself is a specific standard action.


Ssalarn wrote:
Funky Badger wrote:

Mounted combat doesn't give you more full attacks and the other two options are high-level and class specific.

Cleave and great cleave do absolute nothing about granting you more full attacks.

Mounted combat (the combat type, not the feat) absolutely gives you more full attacks. You're using your mounts action to move and can full attack with ranged weapons without any special feats or abilities, and can full attack with melee weapons as soon as you qualify for Mounted Skirmisher. It's one of the reasons the Sohei archetype is so good (can take Mounted Skirmisher at 1st level) and one of the reasons that rangers and cavaliers who focus on ranged combat can be so effective.

Cleave and Great Cleave don't grant you more Full Attacks, but I never claimed they did. I said "cleave and great cleave can be used to generate additional attacks on par with full attacking" which they can under the right circumstances.

This is getting silly now.

Mounted skirmisher - you need to be either a) 14th level or b) a sohei to benefit from this, lets put it to one side.

Ranged missile fire. If I'm using missile weapons I can always get a full attack sequence anyway - THAT'S THE WHOLE POINT OF MISSILE FIRE. Also, why archers are so dull, just take tactical movement completely out of the equation.


james maissen wrote:
Funky Badger wrote:


"Work to get full attacks more often" - useless advice.

Depends who's listening.

You've already got others describe multiple ways to do so, and there are many more.

So my next advice to you is 'work harder', but that again might prove useless to some.

-James

The sum total of which is:

-be fourteenth level
-be a sohei
-be a high-level mobile fighter archetype

In case you hadn't noticed - these are character build options, not tactical combat choices.

Do have any further nuggets of wisdom to add?

Scarab Sages

Funky Badger wrote:
Ssalarn wrote:
Funky Badger wrote:

Mounted combat doesn't give you more full attacks and the other two options are high-level and class specific.

Cleave and great cleave do absolute nothing about granting you more full attacks.

Mounted combat (the combat type, not the feat) absolutely gives you more full attacks. You're using your mounts action to move and can full attack with ranged weapons without any special feats or abilities, and can full attack with melee weapons as soon as you qualify for Mounted Skirmisher. It's one of the reasons the Sohei archetype is so good (can take Mounted Skirmisher at 1st level) and one of the reasons that rangers and cavaliers who focus on ranged combat can be so effective.

Cleave and Great Cleave don't grant you more Full Attacks, but I never claimed they did. I said "cleave and great cleave can be used to generate additional attacks on par with full attacking" which they can under the right circumstances.

This is getting silly now.

Mounted skirmisher - you need to be either a) 14th level or b) a sohei to benefit from this, lets put it to one side.

Ranged missile fire. If I'm using missile weapons I can always get a full attack sequence anyway - THAT'S THE WHOLE POINT OF MISSILE FIRE. Also, why archers are so dull, just take tactical movement completely out of the equation.

If you're archers never have to spend move actions, your GM is doing something wrong. Mounted Combat also has other ways to enhance your damage similar to what you'd get from a full attack, as discussed here. There are many viable options for dealing damage outside of a full attack, you just have to utilize them. If you always play dwarven paladins with a fear of being mounted, you're stuck with the Vital Strike feat chain, which at least does something for you. You could also look at taking Quickdraw and carrying a variety of weapons, including ranged and reach weapons.


Grick wrote:
Kazaan wrote:

Vital Strike...

However, they changed it from Attack Action to Standard Action.

Citation? The FAQ from a week and a half ago still says it uses the attack action. It just clarifies (again, in an even more official capacity) that the attack action itself is a specific standard action.

I must have misread or misinterpreted the FAQ cause I could have sworn I saw something that said it was changed from attack action to standard action but I can't find that now that I look for it again. So disregard the second part of my explanation regarding VS as a special standard action.


Kazaan wrote:
I must have misread or misinterpreted the FAQ cause I could have sworn I saw something that said it was changed from attack action to standard action

You're probably thinking of the change to Sunder, which used to be an attack action, but is now in place of any attack, just like trip and disarm.


I guess I conflated the two and synthesized the two changes into something that never happened. Scumbag brain.

Grand Lodge

Seems OK if you are using a musket.


Funky Badger wrote:


The sum total of which is:
-be fourteenth level
-be a sohei
-be a high-level mobile fighter archetype

In case you hadn't noticed - these are character build options, not tactical combat choices.

Do have any further nuggets of wisdom to add?

Yeah there are plenty.

One of my favorite is Tenser's Floating Disc... or as I used to describe it 'fighter delivery system'.

Another oldie and goodie from 3e/3.5e was the most damaging spell I ever saw a wizard cast- Dimension Door. It took 3 bruisers with it, and they slaughtered the poor unsuspecting creature that suddenly had those monstrous PCs adjacent and full attacking it. I swear I felt sorry for the monster.. and the third PC as it was long dead before he could act.

Either of these could even be achieved by familiars assigned to the task. Rather than cry and bemoan.. work and think ways to achieve it. They are there and Pathfinder has added more and more of them.

But build options should not be verboten as after all your option was the horrid vital strike feat chain so that when you have given up and are only making a single swing you can do another 7-10pts by sacrificing a feat (assuming the biggest weapon die + possibly enlarged).

-James

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