Weapon Master Handbook- changing how Vital Strike functions


Pathfinder First Edition General Discussion


So now, we can finally use Vital Strike on a charge. Though you need a feat or rage power (barn can replace a rage power with it) to take this feat.
Also feat lets you use it on AoO.

So this solves why can't you use it on a charge issue people had.

Anyone else notice any new paradigms in the book?

Scarab Sages

You also must be CN and worship Gorum. It's a nice bonus, but it's still a lot of hoops to jump though.

The weapon tricks section allow you to use vital strike on a cleave, and anyone can take that, not just CN Gorumites.


Imbicatus wrote:
It's a nice bonus, but it's still a lot of hoops to jump though.

Is it possible to Vital Strike while jumping through a hoop?


Matthew Downie wrote:
Imbicatus wrote:
It's a nice bonus, but it's still a lot of hoops to jump though.
Is it possible to Vital Strike while jumping through a hoop?

As long as you charge through said hoop... :P


Starbuck_II wrote:


Anyone else notice any new paradigms in the book?

I just started playing Pathfinder about 3 months ago after a long hiatus from 2E (or whichever AD&D had Combat & Tactics).

I selected a TWF Ranger.

Later I find out that I can't move and TWF in the same combat round, and that our campaign isn't using Unchained's revised action economy.

I am just thrilled about Dual Strike, so I can finally TWF on a standard action.

Since I am only 5th level, I don't have Vital Strike, let alone Improved Vital Strike.

I am unsure why Vital Strike and IVS with its BAB of +11 is the requirement, rather than simply ITWF with BAB +6 or one of the other TWF feats for BAB +11.


JoeElf wrote:
I am unsure why Vital Strike and IVS with its BAB of +11 is the requirement, rather than simply ITWF with BAB +6 or one of the other TWF feats for BAB +11.

That's a really good question. My assumption is that there's a policy that Paizo enforces onto every writer that martials can't have nice things. Dual Strike is but one of a dozen feats/weapon tricks in that book with prerequisites that appear to be only there to make them suck.

Does Gorum's Swordmanship work with Pounce?

Sovereign Court

Derklord wrote:
JoeElf wrote:
I am unsure why Vital Strike and IVS with its BAB of +11 is the requirement, rather than simply ITWF with BAB +6 or one of the other TWF feats for BAB +11.

That's a really good question. My assumption is that there's a policy that Paizo enforces onto every writer that martials can't have nice things. Dual Strike is but one of a dozen feats/weapon tricks in that book with prerequisites that appear to be only there to make them suck.

Does Gorum's Swordmanship work with Pounce?

Considering this book was all about giving weapon wielders nice things, and that the prerequisites are even more difficult for non-martials I suspect that this isn't the case (if your remark was tongue-in-cheek, I apologise in advance)...

And yes, Gorum's Swordsmanship and Pounce appear to work together quite nicely, which is neat.


Actually, I was serious. I want to love this book, I really do - but there are nearly a dozen feats where I was wandering why someone who obviously disliked martials would write for this kind of book. Every time I read the words "Combat Expertise" in the prereq part of a feat, I die a little inside. That feat is like adding a completly useless feat and 13 strength as prereq for every metamagic feat.
The existance of Combat Expertise and it's f*&@ing Int 13 as a prereq for hundreds of completly unrelated feats makes no sense from a game design point of view, makes no sense from a balancing point of view, and makes no sense from a flavor point of view.

List of WMH feats/weapon tricks with prereqs you wouldn't want to have anyway:
Feats:
- Arm Bind Two-Weapon Defense
- Dual Strike Vital Strike, Improved Vital Strike, Double Slice
- Warded Movement Dodge
- Elven Battle Style Elven Battle Training
- Illusive Gnome Style Int 13, Combat Expertise
- Orc Fury Style Intimidating Prowess
- Outslug Style Int 13; Combat Expertise
- Outslug Sprint Lunge
- Ricochet Toss Quick Draw

Weapon Tricks:
- Hindering Shot Snap Shot (mainly because it prevents Zen Archers from using it)
- Warding Weapon Combat Expertise


Dual Strike is actually the worse because not only has it three tax prereqs, but the sole porpose of Dual Strike is to make two of those tax feats unnecessary. And on top of that, you spend four feats on an ability TWF should have for free! TWF is able to do that in the Revised Action Economy, so why does it take four feats to do it in a normal game?


Your overall point is correct but I'd like to point out that you would absolutely want to take Lunge if you're investing in Outslug Style. The middle feat interacts with Lunge directly and it's just got good overall synergy with a feat chain designed for mobility and playing keepaway.


I think I might have mistaken the feat order for the Onslug chain.

That said, if you want it anyway, it doesn't need to be in the prereqs. Just because Lunge is mentioned, doesn't mean you have to take it - maybe I just want the +2 to damage and AC? Elven Battle Torrent mentions Combat Expertises, but you can take that feat without CE.

Not all of the prereqs are horrible, but I don't really see the benefit in lowering options for martial characters. I mean, seriously, why can't I take Lunge after Outslug Sprint? Is Onslug Sprint suddenly overpowered when I take it as my 5th instead of my 6th feat?

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