Mythic rules: Vital Strike (Mythic)


Rules Questions


playtest Rules wrote:

Whenever you use Vital Strike, you deal

double the normal amount of damage, including your
Strength bonus, magic bonuses, and other bonuses
that would normally be multiplied on a critical hit.
Extra damage from sources that would not normally be
multiplied on a critical hit are not doubled by this effect.
In addition, you can use Vital Strike when making a
charge, although this multiplication does not stack with
other sources of multiplication of damage on a charge,
such as using a lance.

that first sentence is a bit grammatically ambiguous to me so if anyone can clarify:

1) does this mean that if I normally do 1d6+5 damage, with a vital strike i do 2d6+5 and with mythic vital strike i do 4d6+10, which is double the normal vital strike damage, or 2d6+10

2)if it is the 4d6+10 then does this apply to improved vital strike etc., so improved goes from 3d6 to 6d6?

thanks for any help


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.

Bolding my own. Vital strike is not multiplied on critical hits, so Vital Strike (Mythic) would double your 1d6+5 to 2d6+10. Then you would apply Vital Strike to that.


You don't double your str damage you add it to the die damage which is rolled twice.

Silver Crusade

Mythic Vital strike works the same as the Standard Vital strike chain. What Mythic Vital Strike does is allow you to use it with the Spring Attack Chain of Feats and charge action. You do not redoubble your base damage you add 1 die if you have Vital Strke two Dice if you have Improved Vital strike and three dice if you have greater Vital Strike.
you doubbble your strength damage but do not doubble damege from weapon enchanments like frost of flaming burst but you would doubble Smite damage and power attack damage. with Mythic vital strike as it is written.


@Lou Diamond...how does it allow you to use it Spring Attack? I see nothing in the Mythic Vital Strike feat that mentions that...Charge and Spring Attack are 2 different things...right? Also, it says explicitly that you double normal damage from Vital Strike (which is rolling the weapon's damage dice twice):

Mythic Rules wrote:


Whenever you use Vital Strike, you deal double the normal amount of damage, including your Strength bonus, magic bonuses, and other bonuses that would normally be multiplied on a critical hit.

Bolding my own.

@Jeff Clem

Mythic Rules wrote:


Whenever you use Vital Strike, you deal double the normal amount of damage, including your Strength bonus, magic bonuses, and other bonuses that would normally be multiplied on a critical hit.

Bolding my own. It says explicitly you double Str bonus.


I know I am really late to this conversation, but my group recently started using Mythic Adventures.

They way I understand this is Vital Strike would run like this:

Fighter with a Falchion and a +4 STR mod (not adding other bonuses for simplicity), also using straight book rules for damage multipliers wherein you roll the damage again for x2

2D4+4 + an additional 2D4 for the Vital Strike damage.

Whereas Mythic Vital Strike for the same stats would work like this:

2D4+4 then another 2D4+4 for the Vital Strike damage.

Now Improved and Greater with the Mythic would work like above but rolling a 3rd and 4th set of damage dice respectively.

I know my group doesn't typically roll the damage over and over, but that's the book way, and I want to have the book method down before house rules get thrown in.

Thanks


Numbskull wrote:

I know I am really late to this conversation, but my group recently started using Mythic Adventures.

They way I understand this is Vital Strike would run like this:

Fighter with a Falchion and a +4 STR mod (not adding other bonuses for simplicity), also using straight book rules for damage multipliers wherein you roll the damage again for x2

2D4+4 + an additional 2D4 for the Vital Strike damage.

Whereas Mythic Vital Strike for the same stats would work like this:

2D4+4 then another 2D4+4 for the Vital Strike damage.

Now Improved and Greater with the Mythic would work like above but rolling a 3rd and 4th set of damage dice respectively.

I know my group doesn't typically roll the damage over and over, but that's the book way, and I want to have the book method down before house rules get thrown in.

Thanks

it would be 2d4+6 for using a 2H weapon. But otherwise:

Yes. The effects listed in mythic vital strike replaces the effects from vital strike.


It's just too bad that we need mythic levels for vital strike to be a viable attack.


Jamie Charlan wrote:
It's just too bad that we need mythic levels for vital strike to be a viable attack.

Ha ha what.


Without Mythic, Vital Strike multiplies the base weapon dice. If you're dealing 2d6 + 8 strength + 4 enhancement + 4 from feats +2d6 extra dice, average damage is 30 before crit calculations. If you hit with two swings, that's 60 damage. Maybe more, maybe less. If you instead vital strike, you did 37 on average. Even with Greater Vital Strike - three feats here - we're looking at 51 damage.

This is no more or less accurate than the individual swings, it just falls behind with every extra attack you can dish out. Which still doesn't add up to two hits of a full attack, and a critical hit is no better than the individual swings either, as VS is extra dice.

There IS a way to make Vital Strike worth it outside of PFS: using the Sniper style Marksman class with a double musket. Perhaps with Powerful Build somewhere for bigger weapons. Augmented Shot affects base weapon dice and actually gets to work with Vital Strike, so 6*6d6 or the like suddenly really means something.

Mythic Vital Strike allows you to multiply static bonuses, which are the real source of your damage total in Pathfinder past like level 3.


You've missed the point of Vital Strike entirely.

You can use it as a standard action. Full attack is a full-round action. With the Vital Strike chain, you can remain mobile and still do a significant portion of your full attack damage potential in one swing. That's no small thing. If your GM is foolish enough to set up every bad guy right within 5' stepping range, then yeah, Vital Strike may not be for you. Try the Cleave chain instead.

Being able to punch through DR by stacking the damage doesn't hurt either.


You don't without Mythic. Not a *significant* portion anyways. I tend to be more ranged than melee though.

With Mythic I've certainly no complaints, that's a real powerhouse right then.


I actually find it useful for that first round against an enemy... we typical have at least 2 other players that think they should melee, and not the same guy the big stupid fighter is on <this guy>... so I have to go to them and pull them out of the fire.

Only exception so far was that black dragon we fought last session... they were gracious enough to let me do my job... and almost die...

lol

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