| insaneogeddon |
Monks seem obvious, crossbows are a good base line with gravity bow as rangers are full BAB and get this and early feats, large sunblades are great with theur starting damage of d10 but counting as shortswords so can be upsized 3x to 2H, barbarians using the hurling rage power can be extreem (falling object upped 3 sizes from small for a standard medium creature + improvised weapon mastery makes for base 6d6, guns as expected can be excessive due to 'The size of a firearm never affects how many hands you need to use to shoot it,' allowing for crazy base dice but is there any better way then being a druid?
Crocodiles base for a tail attack is d12, with improved natural attack (+1 size), strong jaw (+2 size) thats 8d6 nevermind animal growth. If weapons are preferred the beast strike club also allows an extra upsize for a druid though it begins at d6.
Are there any better ways to utilise vital strike?
Standard actions are where its at for and against cunning foes..
| Stome |
Well getting the most out of Vital strike means more then just damage. Like using it while moving (which should have been its main use in the first place.) Spring attack does not work but flyby attack does. Also the Barb rage power Bestial Leaper does as well.
Also 3 lvls of two handed fighter can get X2 str to damage on that one hit.
| Inconvenience |
Flyby Attack is a must for any vital strike build. The ability to vital strike twice a round is far too powerful to pass up.
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
For fun lets start with a human synthesist and assume you can access the spell lead blades such as with a wand and UMD. Take Synthesist until level 13. Take the flight evolution for flyby attack. Start with a Glave (1d10) then through evolutions size up to huge (3d8) then cast enlarge person and lead blades (6d8) Then you will want to take barbarian for furious finish and to access the final vital strike feat. What we are looking at once you have 4xDice for vital strike is Gargantuan you flying around smashing things for 24d8 twice a round, one of which is maximized.
Elamdri
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Druid 4/Barbarian 4
Shaping focus for wildshape as lvl 8.
- Stegosaurus has a 4d6 tail attack.
- With Imp Natural Attack, that is 6d6.
- Strong Jaw'ed that becomes 12d6.
- Vital Striked thats 24d6.
- Furious Finish deals 144+various bonusses.
If you dip a level of oracle after that and take the lame curse, you become immune to the fatigue condition and can Furious Finish every round.
| Stome |
Flyby Attack is a must for any vital strike build. The ability to vital strike twice a round is far too powerful to pass up. ** spoiler omitted **
For fun lets start with a human synthesist and assume you can access the spell lead blades such as with a wand and UMD. Take Synthesist until level 13. Take the flight evolution for flyby attack. Start with a Glave (1d10) then through evolutions size up to huge (3d8) then cast enlarge person and lead blades (6d8) Then you will want to take barbarian for furious finish and to access the final vital strike feat. What we are looking at once you have 4xDice for vital strike is Gargantuan you flying around smashing things for 24d8 twice a round, one of which is maximized.
I think flyby attack is meant to be spring attack for flying. As in you can take an attack while moving before and/or after it. Not granting extra attacks.
Though looking at your bold areas in the text it is possible how it could be that way. Interesting.
| Darkwolf117 |
@ Inconvenience: This is sort of a situation where RAW is messed up. Flyby attack doesn't give an extra standard action. What it does is let you move, and take your standard action at any point during that move.
I know the writing does not show that very well, but I'm pretty confident that is how it's meant to work.
| Stome |
@ Inconvenience: This is sort of a situation where RAW is messed up. Flyby attack doesn't give an extra standard action. What it does is let you move, and take your standard action at any point during that move.
I know the writing does not show that very well, but I'm pretty confident that is how it's meant to work.
Yeah after some digging I found that JJ cleared this up. No free standard action from one feat. Otherwise every caster alive would have it.
| Darkwolf117 |
Yeah after some digging I found that JJ cleared this up. No free standard action from one feat. Otherwise every caster alive would have it.
May I ask where exactly? This is actually the second time this situation has come up, and I haven't seen official (relatively, I suppose) word of it.
| Darkwolf117 |
Much appreciated! Now if this crops up again, there's some more or less official word for it :)
For something noted in 2009, I'm surprised it hasn't been FAQ'd at some point though. Huh.
@ Inconvenience: I know, that's why I said the RAW was fairly messed up. The entire feat, both rules and flavor text, are kind of backwards on it. Like Stome said, it's sort of a 'that's terribly messed up if it is meant to work the way it's written' scenario. Imo, at least.
| Pinky's Brain |
Darkwolf, I'm not sure how you can say how RAW is wrong when even the flavor text mentions attacking twice before the body uses language stating that you get another standard action as part of your move action. The flavor text shows pretty clearly that it's RAI as well.
The short description says you can attack before and after move, the long description says you can make a standard action during ... the only way to unite these two is to say you can make an attack before and after AND a standard action during. So 3 attacks in total if you use the standard for an attack.
Otherwise you have to recognize the two descriptions are in opposition ... and the one which isn't insane will usually win out in that case.
| Stome |
Back on topic. If i was to make this build I would go 6 barb for rage and Bestial Leaper. Then 3 lvls of two handed fighter for overhand chop.
After that 1 lvl dip in Oracle with lame curse will get you immunity to fatigue.
From that point its kind of up in the air. Perhaps vivisectionist for mutagen to get even higher STR and some SA dice as a bonus. Not to mention the useful potions.
| Tels |
The best method of maximizing Vital Strike is a Monk of the Four Winds 15/Fighter 5 with a Monk's Robe and UMDing wands of Enlarge Person, Lead Blades, Animal Aspect (Gorilla Aspect) and Strong Jaw. This nets you a 16d8 punch with a Greater Vital Strike of 64d8. Since you are a Monk of the Four Winds, you can spend 6 Ki to take 3 standard actions in one round, netting your 3 Greater Vital Strikes, each dealing 64d8 on a punch.
| StreamOfTheSky |
Druid and Synthesist Summoner can pump their natural attack damage up super high if the area can fit them in huge form. Like, 8d6 or even 12d6 w/o trying hard. Then yeah, you want to multiclass with some Barb for Furious Finish and the BAB to get Greater VS. Possibly also dipping Fighter if you can't get to BAB +16 by level 19 (and thus need a bonus feat to obtain Greater VS at 20).
Both can also easily make use of Flyby Attack to skirmish with it, and will have reach enough (especially the Synthesist, huge bipedal form + enlarge person + reach evo = 25 ft reach) to avoid provoking AoOs while doing so. And both can then build around AoOs as a 2ndary schtick.
| ashern |
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The best method of maximizing Vital Strike is a Monk of the Four Winds 15/Fighter 5 with a Monk's Robe and UMDing wands of Enlarge Person, Lead Blades, Animal Aspect (Gorilla Aspect) and Strong Jaw. This nets you a 16d8 punch with a Greater Vital Strike of 64d8. Since you are a Monk of the Four Winds, you can spend 6 Ki to take 3 standard actions in one round, netting your 3 Greater Vital Strikes, each dealing 64d8 on a punch.
Aww, come on Tels, you're supposed to make them use the search function to find the thread we hashed this out in. :P
| Stome |
Big whole in that build. Animal aspect does not stack with enlarge person. The spell does avoid some of the limitations of most polymorph spells but that is not one of them. While it does not change your size it does not bypass this part of the polymorph rules.
"You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."
Even if you cast enlarge first the effect stops as soon as you come under the effect of a polymorph spell.
That and lead blades stacking with strong jaw is.... suspect at best. Since they provide the same type of benefit it is likely they fall under the general stacking rules.
It is strange you would write up a google doc about this without checking these things.
| Stome |
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Enlarge person is a transmutation spell but not a polymorph.
I know... and? Animal aspect is and the rules specifically state other spells that effect size (polymorph or not.) stop functioning when polymorphed.
You really should read the whole post before commenting. The rule is right in my post.
Reynard_the_fox
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I always thought one of the best things to do with True Strike is to use stuff that cares about how much you beat an opponent by. For example, True Strike + bull rush (perhaps via Hydraulic Push?) can push your enemy back 20 or 30 feet! Good stuff if you're trying to herd enemies into an environmental hazard or pit spell.
I forget what other maneuvers and attacks vary their effectiveness depending on how much you beat the opponent's stat by, but I'd suggest you look into them.
| HaraldKlak |
The best method of maximizing Vital Strike is a Monk of the Four Winds 15/Fighter 5 with a Monk's Robe and UMDing wands of Enlarge Person, Lead Blades, Animal Aspect (Gorilla Aspect) and Strong Jaw. This nets you a 16d8 punch with a Greater Vital Strike of 64d8. Since you are a Monk of the Four Winds, you can spend 6 Ki to take 3 standard actions in one round, netting your 3 Greater Vital Strikes, each dealing 64d8 on a punch.
Glancing over it, I see two mistakes:
- Lead Blades is illegal. Not due to stacking similar stuff (while people might reasonably disagree with it). But due to the fact that lead blades only affect "melee weapons you are carrying".
- More importantly, the character never gets Greater Vital Strike. You don't get BAB +16 before lvl 20, which don't give you a feat. Neither Monk 15 or Fighter 5 gives you a bonus feat to use on GVS at that level.
| Karuth |
I thought of using Shillelagh (and Lead Blade although I doubt it stacks)
Using a large Great Club you start at 2d8 and it becomes 4d8 (and 6d8 if you enlarge yourself)
(I know the spell says club or quaterstaff, but since for a giant druid a great club is like a club it should be a valid target because both a giant druid and a human druid are equally strong spell casters)
The practical part is that with wildshape you can utilize the Vital Strike feats with your animal forms as well.
You wouldn't even need to be a druid. An oil of Shillelagh works too.
| insaneogeddon |
Flyby Attack is a must for any vital strike build. The ability to vital strike twice a round is far too powerful to pass up. ** spoiler omitted **
For fun lets start with a human synthesist and assume you can access the spell lead blades such as with a wand and UMD. Take Synthesist until level 13. Take the flight evolution for flyby attack. Start with a Glave (1d10) then through evolutions size up to huge (3d8) then cast enlarge person and lead blades (6d8) Then you will want to take barbarian for furious finish and to access the final vital strike feat. What we are looking at once you have 4xDice for vital strike is Gargantuan you flying around smashing things for 24d8 twice a round, one of which is maximized.
Being reliant on wands is 1 costly, 2 time consuming (NPCs have a far easier time of knowing when PCs are coming, as their on home ground where a measly alarm spell gives them warning).. who has a chance to buff over 1 spell before hell breaks loose?, 3 action use - drawing wands a move action, dropping them free (where they get blasted by the first area spell), or sheathing them an action.. at low durations for minimal caster level its all unlikely, 3 easy to dispel.
All these can be mitigated by cheating but then why play with others and not just fantasize in god mode by oneself.Need a fly speed to get flyby attack. Synthesists only get one conditionally. 3.5 may have allowed it (never really core) but I don't believe paizo has even inferred such an erroneous ruling.
| insaneogeddon |
Has anyone ever built a hurling barbarian with all those nice rage powers for more hurling damage plus twohanded throw and raging hurler feats+vital strike?
Been wanting too, normally I am dead against healing leech players trading a foolish impulse control issues charge for enemies full attack. However trading 2 attacks for a full attack is almost worth it, I imagine its definitely worth it with d12, DR and the rage power 'come and get me' (attacks of opp when they hit .. works well with decent dex as well).
The hurling stuff is touch attacks as well which can be handy.
| Atarlost |
How about a "failed" druid? Only 1 BAB behind a martial, getting greater vital strike at level 17 just like any other non-fighter martial, and you can get crazy damage dice. And then add improved natural attack on top of that. Triceratops have a single 2d10 attack, matching the level 20 monk -- at level 8. Add improved natural attack and I think it would be 4d8 (it's not on the table but 1d10 upgrades to 2d8). A Behemoth Hippopotamus or Megafauna, Arsinoitherium has a 4d8 bite or gore respectively before adding improved natural attack and would do 6d8. The latter is only large and can fit in most dungeons.
If you want flying a Pteranodon or Giant Vulture does 2d6 before INA or 3d6 with.
If you have your improved natural attack in bite and want a large form a regular hippopotamus does 2d8 upgrading to 3d8.
If you have no space for a large form a Giant Porcupie boasts an impressive, for its size, 2d6 tail slap that improves to 3d6. The best medium bite seems to be the Giant Gecko at 2d4, improving to 2d6 (not indicated, but 1d4 goes to 1d6).
Druid 4 martial x with shaping focus seems to be the way to go for big dice.
| HaraldKlak |
Druid 4 martial x with shaping focus seems to be the way to go for big dice.
Druid is great.
However for big dice the best choice by far is the Stegosaurus.
Starting at a stunning 4d6. Improved natural attack makes it 6d6. As soon as we Strong Jaw it, the damage dice becomes 12d6.
Not as much as a Huge Monk with Strong Jaw, but the Bardruid is effective earlier on (such as making a consistent 130+ damage attack at lvl 8).
| Ravingdork |
Druid 4/Barbarian 4
Shaping focus for wildshape as lvl 8.
- Stegosaurus has a 4d6 tail attack.
- With Imp Natural Attack, that is 6d6.
- Strong Jaw'ed that becomes 12d6.
- Vital Striked thats 24d6.
- Furious Finish deals 144+various bonusses.
| Atarlost |
Atarlost wrote:
Druid 4 martial x with shaping focus seems to be the way to go for big dice.Druid is great.
However for big dice the best choice by far is the Stegosaurus.
Starting at a stunning 4d6. Improved natural attack makes it 6d6. As soon as we Strong Jaw it, the damage dice becomes 12d6.
Not as much as a Huge Monk with Strong Jaw, but the Bardruid is effective earlier on (such as making a consistent 130+ damage attack at lvl 8).
The Stegosaurus is obsolete as of the publication of Bestiary 2.
This is the new face of Vital Strike.The monk isn't getting greater vital strike because he has to go all the way to level 20 as a pure monk to get that 2d10 base damage, but the druid can take all but 4 levels as a martial class and get greater vital strike with his 17th level feat, just like a pure barbarian. That means an extra multiple of the base damage that the monk can't get. He also gets to both vital strike and improved vital strike two levels before the monk.
| Atarlost |
Hmm.
half-orc adopted by dwarves.
Ranger 1
Druid 4
Sun Seeker 10
Barbarian? 5
Feats are, in order,
power attack
razortusk
shaping focus
vital strike
improved natural attack
devastating strike
improved vital strike
natural spell
greater vital strike
whatever
48d8.
This gets you full BAB except level 1 while having enough spellcasting progression to cast Strong Jaw by level 9. Razortusk is so he can have a bite to target with Strong Jaw while not wildshaped, because the vital strike stuff pushes natural spell way down to level 15.
The PrC is a terrible fit, but it's the only full BAB PrC that progresses divine spellcasting without requiring a druid prohibited alignment or channel energy.
The cheese stands alone.
| CrownlesssKing18 |
What about a Monk with:
-Amulet of mighty fists (Impact)
-Animal Aspect (gorilla)
-Enlarge Person
-Lead blades
-Strong Jaw
-Monk's Robe
-Greater Vital Strike
at lvl 20 with 15 monk/5 Fighter (or 10/10 with Monastic Legacy Feat)
Damage progression would be:
2D10(M) > 4D8(L) > 6D8(H) > 8D8(G) > 12D8(C) > 24D8(double dmg with strong jaw) > 96D8 (GVS)
Assuming the monk can get the above buffs, does everything work in tandem?
| Atarlost |
I don't think most of them do. Monks Robe works, but I think it just increases your effective monk level so you won't go above 2d10. I think one magical effective size booster can be used at a time. It's absolutely certain Animal Aspect doesn't stack with Enlarge Person because both are polymorph effects.
| CrownlesssKing18 |
Why don't size altering effects stack? If there are rules that i'm missing out on, could you link them plz? Also as for the enlarge person and animal aspect not stacking, normally the reason is that you can't stack polymorph effects
"You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."
Animal aspect may be a polymorph type spell, however Enlarge person is not, and within the above quote, "In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell" it says that spells that alter your size do not stack, but animal aspect says that
"You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered"
so shouldn't they stack?
| Atarlost |
Enlarge is different, but according to the Pathfinder creative director none of the "as if x size(s) larger" effects stack.
| HaraldKlak |
The Stegosaurus is obsolete as of the publication of Bestiary 2.
This is the new face of Vital Strike.The monk isn't getting greater vital strike because he has to go all the way to level 20 as a pure monk to get that 2d10 base damage, but the druid can take all but 4 levels as a martial class and get greater vital strike with his 17th level feat, just like a pure barbarian. That means an extra multiple of the base damage that the monk can't get. He also gets to both vital strike and improved vital strike two levels before the monk.
That Hippo is quite insane.
Regarding the Monk, he only need to have 10 levels of monk, with Monks Robe and Monastic Legacy.
| Malignor |
Necromancy spell: Animate Thread
Just thought I'd append this little list with some trivia involving the Unchained Monk.
Adding the new Ki powers, Wind Jump provides every Monk access to a Fly speed, making the (Flyby attack + VS chain) dreams come true all the easier.
Hooray for flyby VS-enhanced punches with Stunning Fist, followed up by next round Flying Kick-initiated flurries with Medusa's Wrath on the stunned foe! All by level 10... how nice.