What can modify Vital Strike?


Rules Questions


The wording states that it can be used on an attack action, but so can a few other things. Vital Strike doesn't actually state it changes the attack action to a special attack, but I'd assume it does. Can Power Attack modify it? Obviously Cleave cannot be used as that changes the attack to a special attack. But can anything stack with it that somehow modifies the attack?

I'd already assume things which modify criticals can stack with it, as that doesn't change the type of attack merely the critical. Similarly things which alter damage, but not the attack itself ahould work with Vital Strike...


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Anything that applies when you are using the attack action (the specific standard action called attack) applies. If the action is not the attack action (such as cleave, as you note), then you can't use vital strike.

Basically, does it work when you're doing the attack standard action? If yes, then yes, if no, then no.


That... is a vast world of possibilities, and sounds like what I thought the answer would be.


Basically almost nothing.

If you make are making an attack as a standard action and things happen to modify it (such as power attack), then you're fine.

If it says something to the effect of as a standard action (like cleave, or charge, or basically most things) then no you cannot add vital strike.

One notable exception I can think of, Startoss Style. But only because I've been looking at thrown weapon builds a lot lately.


Another option is the Gunslinger's Deadeye. And if you are using Called Shot rules, you can make a called shot with Vital Strike once you've got Greater Called Shot.

Also, I thought you could use Vital Strike with Stunning Fist and similar abilities that don't require an action, but are tagged onto 'attacks'.

One particular idea I've been toying with is of a permanently enlarged skirmisher ranger with a dip into gunslinger or the Amateur Gunslinger feat. Given a large musket (1d12 ->3d6) and following the vital strike build, at 11th level you could deal 9d6 damage each round as a touch attack without using an iterative full-attack against targets within a range increment of you. Furthermore, you could Trick out said shot to entangle your opponent for a round without a save, so that they'd not only be more likely to be hit by your allies and take a massive penalty to spell-casting, but would probably not be able to reach you for a melee attack and be impaired for a range attack. Add in that most Ranger's have Evasion, and at 11th level use Quarry to auto-confirm any critical threat (18d6 damage), and things get nasty.


Here's the breakdown. Attack, Use Feat, and Use Special Ability are all separate, distinct actions just as Run is separate and distinct from Charge or Withdraw. Attack, Use Feat, and Use Special Ability are standard actions by default unless a specific feat or special ability states otherwise (either explicitly or implicitly). Vital Strike is a feat that states, "When you use the attack action..." so it is implicitly excepted from the default rule that it's a standard action to use a feat. Instead, it is a passive modification you can use whenever you use the standard action called Attack. So any other rules elements that modify Attack will also work. For instance, the Two Handed Fighter archetype gets Overhand Chop which allows you to add double your str bonus when making a single attack with a 2-h weapon using the Attack or Charge action. This ability, when used to modify the Attack action, can be used in conjunction with Vital Strike which also modifies the Attack action. Likewise, rules elements like Power Attack or Stunning Fist which modify an attack work on any attack, whether as Attack, part of a Full-Attack, Charge, Cleave, AoO, etc. so they can also mesh with Vital Strike. However, for Cleave, you must use the standard Use Feat action. So, while Power Attack or Stunning Fist will affect it, since they work on any attack, Vital Strike or Overhand Chop wouldn't because it isn't the Attack action.


Strange, another topic had some contention over Vital Strike and Overhand Chop, which caused me to be confused and even posit this topic.


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Actually there are several feats which can be used with Vital Strike, but only because their description says so:

Painful Blow: Make foe's casting more difficult
Staggering Blow: -2 AB penalty to stagger
All-Consuming Swing: Add it to Cleave but damage yourself
Death or Glory: Hit hard but risk a lot

Devastating Strike: More damage
Improved Devastating Strike: Better crit confirmation

Deep Toxin: Poison more effectively
Faerie's Strike: Apply fairy fire
Grasping Strike: Entangle on hit
Winter's Strike: Fatigue on hit

Furious Finish: End rage for maximum weapon damage (that's actually the only feat which absolutely needs a class ability)

So if you want to go for Vital Strikes, some material exists. Big weapons (manufactured or natural) help, but that's common advice here. Rerolls are more powerful for Vital Strike (more potential damage per roll), so have a look for them.


not hte same but.
you can use vital strike with Startoss

Grand Lodge

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Greater Weapon of the Chosen is my favorite (on a warpriest, of course).

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