Beat my vital strike damage please


Advice


Half-Orc

STR: 18
DEX: 12
CON: 14
INT: 10
WIS: 12
CHA: 11

Level 1-4: Bloodrager (Abyssal = free enlarge)
Level 5-6: Eldritch Guardian Fighter (valet familiar that gets feats)
Level 7: Hunter (access to lead blades + stat bonuses)

Notable Items: (well within WBL of a lvl 7 player character)
Effortless Lace (going to use oversized weapon)
STR Belt
"+1 Furious" weapon
Wayfinder + Opalescent White Pyramid Ioun Stone (weapon familiarity + weapon focus)

Feats:
Raging Vitality
Sympathetic Rage (Eldritch Guardian Fighter will allow sharing of this)
Amplified Rage (valet familiar will share this)
Vital Strike

Mechanics: (I used this faq a lot: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f)
I will use an oversized Bastard Sword, enlarge myself, and cast lead blades. Thats normally 1d10 -> 2d8 -> 3d8 -> 4d8, 8d8 with vital strike. On top of that my STR is 18+4+4+2=28 (rage, amplified rage, STR Belt), which correlates to a +9 bonus (+13 on damage when 2-handing). This means the average damage on a single hit is approximately 36+16=52!
Obviously a straight fighter could out-damage me with a full attack, but I have greater accuracy, greater HP, bigger reach, and can move! Do you see anywhere I could improve?

Edit: I decided to try and ballpark the accuracy and HP stats too. The accuracy on 2-handing the Bastard sword should be about +19, and the HP is around 56, 98 while raging.


You'll need to spend a feat on EWP for the Bastard Sword. The Effortless Lace only reduces the attack penalty, the increase in necessary hands still applies. So if a regularly-sized Bastard Sword is a two handed weapon for you, a large Bastard Sword is unusable. You need the Bastard Sword to be a one-handed weapon in order to be able to wield a large Bastard Sword in two hands.

EDIT: Nevermind, it appears that isn't necessarily the case.

In addition, you won't actually need the Eldritch Guardian; Hunter's Animal Companion starts with a feat at level 1. Your two levels of fighter will then get you two bonus feats which can be spent on Furious Finish and Boon Companion (although even then the companion will quickly become obsolete).


This one is relatively easy to do.

My favorite build is the Goliath Druid x / Other stuff 4.

Goliath Druid 1 - 3: Use Enlarge Person on yourself. Take the Rage Domain so you have a Rage effect.
Goliath Druid 4: Nets you Wild Shape.
Titan Fighter 1 OR Titan Mauler Barbarian 1: You can now use oversized weapons. Take the feat Shaping Focus for 4 levels of non-Druid counting for Wild Shape progression.
TF/TMB +1: You can now become a Large sized Humanoid creature.
TF/TMB +1: You have +6 BAB and take Vital Strike.

At this time, you're Large, wielding a Huge weapon which can count as Gargantuan w/ Impact on it. That's a 2d6 (Earthbreaker) -> 3d6 Large -> 4d6 Huge -> 6d6 Gargantuan.

Okay, now the fun stuff can begin.

Druid +2: You take the feat Furious Finish at 9th level. Now, when you end your rage, you do maximum damage.
Druid +3: Now you can become Huge... with a Gargantuan weapon that counts as Colossal (9d6).

The downside is that we've delayed the onset of Improved Vital Strike some. Oh, wells.

There's some 3rd party fun to be had with this concept. Half-Giant race can net you the oversized weapons thing. In Path of War, there is a stance called Primal Warrior that nets a stacking bump of size categories for character and weapon.

Another great way to do the Vital Strike trick is with the Warpriest. Since they can get Vital Strike at 6th and 12th easily via their favored class bonus (1/6th of a feat). They also come packaged with quickened Enlarge Person. For the lolz, be human and dump your first 3 feats into the Weapon of the Chosen chain and now you roll twice for a single attack action (IE Vital Strike). Spend a feat on exotic weapon proficiency and get use of the Faucard (1d10, 18-20 crit range, reach). With your standard tricks, that's a 4d8 reach, high crit weapon. So... on half of attacks, that bad boy is doing a 16d8 Vital Strike with ludicrous modifiers, too. And if you happen to be a Half-Giant, that's 6d8 damage, 12d8 Vital Strike, 24d8 on a crit.


GeneMemeScene wrote:
You'll need to spend a feat on EWP for the Bastard Sword. The Effortless Lace only reduces the attack penalty, the increase in necessary hands still applies. So if a regularly-sized Bastard Sword is a two handed weapon for you, a large Bastard Sword is unusable. You need the Bastard Sword to be a one-handed weapon in order to be able to wield a large Bastard Sword in two hands.

This is inaccurate. A medium Bastard Sword is a one-handed weapon for all medium creatures; however, if they are not proficient a secondary rule makes them have to use it 2-handed. Even without proficiency, it is still a 1-handed weapon. When you make it a large weapon, it becomes a 2-handed weapon with a rule that states that without proficiency you must wield it with two hands (which is superfluous at this point).


Greg.Everham wrote:
GeneMemeScene wrote:
You'll need to spend a feat on EWP for the Bastard Sword. The Effortless Lace only reduces the attack penalty, the increase in necessary hands still applies. So if a regularly-sized Bastard Sword is a two handed weapon for you, a large Bastard Sword is unusable. You need the Bastard Sword to be a one-handed weapon in order to be able to wield a large Bastard Sword in two hands.
This is inaccurate. A medium Bastard Sword is a one-handed weapon for all medium creatures; however, if they are not proficient a secondary rule makes them have to use it 2-handed. Even without proficiency, it is still a 1-handed weapon. When you make it a large weapon, it becomes a 2-handed weapon with a rule that states that without proficiency you must wield it with two hands (which is superfluous at this point).

Huh, that's super interesting.


GeneMemeScene wrote:
Greg.Everham wrote:
GeneMemeScene wrote:
You'll need to spend a feat on EWP for the Bastard Sword. The Effortless Lace only reduces the attack penalty, the increase in necessary hands still applies. So if a regularly-sized Bastard Sword is a two handed weapon for you, a large Bastard Sword is unusable. You need the Bastard Sword to be a one-handed weapon in order to be able to wield a large Bastard Sword in two hands.
This is inaccurate. A medium Bastard Sword is a one-handed weapon for all medium creatures; however, if they are not proficient a secondary rule makes them have to use it 2-handed. Even without proficiency, it is still a 1-handed weapon. When you make it a large weapon, it becomes a 2-handed weapon with a rule that states that without proficiency you must wield it with two hands (which is superfluous at this point).
Huh, that's super interesting.

Even the iconic Amiri doesn't quite understand it. She took proficiency with the item, even though she doesn't need it to go wield it two-handed.


If he is using a bastard sword one handed he still needs the exotic weapon profecency. As Greg.Everham stated a bastard sword is a one handed weapon that has special rules allowing it to be used two handed as a martial weapon.

Description of a Bastard sword
A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

FAQ
If a weapon is wielded two-handed as a martial weapon and one-handed with an exotic weapon proficiency, can I wield it one-handed without the exotic proficiency at a –4 penalty?

No.

Note that normally you can't wield a two-handed weapon in one hand. A bastard sword is an exception to that rule that you can't wield a two-handed weapon in one hand, but you must have special training to use the bastard sword this way. Without that special training, wielding a bastard sword one-handed is as impossible as wielding a greatsword one-handed. (The same goes for other weapons with this one-handed exotic exception, such as the dwarven waraxe.)

It is pretty clear that to use a bastard sword in one hand requires the exotic weapon proficiency. RAW a medium character using a small bastard sword without the exotic weapon proficiency still has to use two hands.


So you're a martial at level 7 that can pump out 52 damage/round?

The HP isn't impressive, I've played Wizards with more than your out-of-rage HP pool. Also, have fun coming down from that rage, you'll most likely die.


I know about the weapon proficiency problems with the bastard sword, which is why I used the Wayfinder combo.


I did some shenanigans with vital strike here.


Covent wrote:
I did some shenanigans with vital strike here.

This is where I got the idea from! Sadly my GM will not let me cherry pick those random Tiefling options (oversized limbs).


You could ask if you could pay for it via the fiendish heritage feat. Anyway glad you were inspired hope you have fun!


Spoiler:

Unnamed Hero
Human druid (cave druid) 10 (Pathfinder RPG Advanced Player's Guide 99)
NG Medium humanoid (human)
Init +6; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 93 (10d8+40)
Fort +12, Ref +7, Will +11; +0 bonus vs. exceptional, supernatural, and spell-like abilities of oozes and aberrations
--------------------
Offense
--------------------
Speed 10 ft., climb 10 ft.
Melee slam +15 (32d6+11/18-20)
Special Attacks wild shape 3/day
Druid (Cave Druid) Spells Prepared (CL 10th; concentration +12)
5th—wall of stone[D]
4th—dispel magic, echolocation[D,UM], strong jaw[APG] (DC 16)
3rd—deeper darkness[D], greater longstrider[ACG], greater magic fang
2nd—stone call[D,APG]
1st—detect aberration[D,APG]
D Domain spell; Domain Cave domain
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 10, Wis 15, Cha 7
Base Atk +7; CMB +13; CMD 25 (can't be tripped)
Feats Improved Initiative, Improved Natural Attack (slam), Natural Spell, Power Attack, Vital Strike, Wild Speech[UM]
Skills Acrobatics +0 (-8 to jump), Climb +12, Survival +4
Languages Common, Druidic
SQ cavesight, lightfoot, nature bond (Cave domain[UM]), resist subterranean corruption, tremorsense, tunnelrunner, wild empathy +8, wild shape (ooze)
Other Gear +2 ironwood hide armor, amulet of quaking strikes, belt of physical perfection +2, cloak of resistance +2, 9,835 gp
--------------------
Special Abilities
--------------------
Cavesight (5/day) (Sp) Touch grants 60 ft darkvision to willing target for 1 min, 1 hr on self.
Climbing (10 feet) You have a Climb speed.
Druid (Cave Druid) Domain (Cave) Granted Powers: The wonders and dark secrets of the deepest caves give you strength.
Lightfoot (Ex) Cannot be detected with Tremorsense
Natural Spell You can cast spells while in Wild Shape.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resist Subterranean Corruption (Ex) +2 save vs. abilities of oozes or aberrations.
Tremorsense (Ex) At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.
Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Small - Medium ooze) (Carnivorous Crystal) (Su) You can wild shape into the form of an Ooze
Wild Speech Speak while in wild shape

This actually cannot be beat, lol
32d6 +11, not bad at level 10 imo
average damage of 123 per hit

Dark Archive

This is very long but i Vital Striked for 214 damgae at level 6
214 damgae at level 6!!!!214 damgae at level 6!!!!
214 damgae at level 6!!!!214 damgae at level 6!!!!

Here is how i did it

5 levels of fighter 1 level of bloodrager.
quick draw
equipment trick potion
potion glutton
powerattack
vital strike
furious finish

Accelerated drinker trait. and fate's favored.

always hold a potion of enlarge person in hand. and have a potion of invigorate and lead blades and divine favor in you bag.
potion of bull strength
and potion of moments of greatness

First round of combat
Accelerated drinker > move action drinks enlarge person,
Thanks to equipment trick potion and quick draw, we are quicking drawing potions> so we quick draw a potion of invigorate and drink it with potion glutton as a swift action
Now we draw a potion of lead blade and drink it as a standard action.
and then quick drawn our +1 furious Scythe. now rage and thanks to our buffing we now threaten 35 feets around us. trip any retards that tries to walk in. don't forget to draw one last potion of moment of greatness out. ( to trigger our accelerated drinker next turn)

second round of combat,
Acclerated drinker triggers and we drink that moment of greatness,
do the thing from above and drink two more buff spells (bull strength and divine favor.

With our wealth by level we had enough money to purchase a Cyclops helm

Out Vital strike looks like this :
enlarge person + lead blade our scythe is now 3d6
20 base strength +2 from enlarge +4 from bull strength +4 from raging +4 from moement of greatness giving us 34: which is a +12 bonus 18 two handed
3d6+ 18(two hand) +2(divine favor) +3(furious) +1 figther bonus
+6 (power attack) : 3d6 + 31

we make our god forsaken vital strike! and we use our cyclopy helm to "roll a 20" = times 4 damage, hope we confirm and use furious finish to auto max damage.
comes down to maxed 12d6+124 +3d6(vital)
which is 15x6+124
!!!!!! a whooooping 214 damage.
and we can rage cycle.

!!! 214 vital strike damage

and after that we rage cycle and furious finish every turn while chugging potion of cure light wounds for the 1d8+1 fast healing.

and our damage would be 18(3d6)+31 = 49 from now on.

Dark Archive

later turn we could quick draw a better weapon, increasing our damge for a bit fomr 3d6 to 4d8, but losing out on the +3 furious bonus.
Still more "average damage"


Joe Lai wrote:


Now we draw a potion of lead blade and drink it as a standard action.

One small problem I noticed—that'll have to be a wand and a UMD check, since lead blades can't be a potion (because it has a range of personal).

Dark Archive

hm. mistake on my part.

could simply ignore that and we are doing 4d6 less damage, which is 24 when maxed. 190 damage? I still take that.

Dark Archive

I guess is we are mathcing the original thread, i could level to level 7 and invest in UMD or just take a level in ranger to have the abilty to use that want (starting with the wand in our hand so its stardad action use, free action drop it)

Dark Archive

hm also can't have divine favor i guess, so that's 8 less damage, we swape fate's favored for killer? i think that's what its called. when you crit you do extra damage equal to the crit modifier, in this case 4 .
Bring our total down for another 4 to 186

Silver Crusade

1 person marked this as a favorite.

LOL, silly mundanes...

Pyromaniac Gnome (+1 to CL of [fire] spells), 1 Sorcerer / 6 Arcanist

Sorcerer: Crossblooded Orc/Draconic[Fire]: +2 damage per dice of [fire] spells

Arcanist: Spend Arcane Resevoir Points to add +1 CL to spells.

Str 8
Dex 14
Con 10
Int 18
Wis 10
Cha 10

Traits:
- Magical Lineage[Scorching Ray](-1 to spell level when applying metamagic feats),
- Outlander[Scorching Ray, x, y](+1 to CL of 3 spells),
- Signature Spell[Scorching Ray](+1 to CL of one spell)
- Drawaback: any

Feats:
1- Spell Focus[Evocation]
3- Varisian Tattoo[Evocation]: +1 CL of Evocation spells
5- Spell Specialization[Scorching Ray]: +2 CL of one spell
7- Deadly Aim (lol): +2 to ranged attack damage, -1 to hit

Exploits:
1- Familiar: Monkey, Valet archetype
3- Metamagic Knowledge: Empower Spell
5- Item Crafting: Craft Wondrous Item

Equipment:
- Goblin Fire Drum: +1 damage per dice of [fire] spells
- Maximize Spell, lesser metamagic rod

You can cast up to 3rd level Arcanist spells at CL 6.

You can cast Scorching Ray at CL 11 (6 + 1[Arcane Resevoir] + 1[Pyromaniac] + 1[Varisian Tattoo] + 2[Spell Specialization]), i.e. 3 rays.

While your monkey familiar take 10 activating the Goblin Fire Drum, each ray deals 4d6 + 14 (Deadly Aim applies, lol).

You can cast Empowered Scorching Ray as a 3rd level spell, dealing:

3 x (4d6 + 14) x 1.5 = 123 (average)

You can cast Maximize Empowered Scorching Ray as a 3rd level spell 3 times per day, dealing:

3 x max(4d6 + 14) + 3 x (4d6 + 14) x 0.5 = 156 (average)

Same with 1 Sorc / 6 Wizard. Just wait one level for the CL 11 or drop the rod and craft an Orange Prism Ioun Stone.

EDIT: Deadly Aim doesn't work on touch attacks. Use Point-Blank Shot instead, waiting for Precise Shot (LOL!)

Scarab Sages

Deadly Aim doesn't work with Rays, does it? It doesn't work with any touch attacks except for guns.

Joe Lai - What book is Equipment Trick: Potion in?

Silver Crusade

You are right!
Substitute Deadly Aim with Point-Blank Shot. It's a +1 to damage and +1 to hit instead of +2 to damage and -1 to hit. It's a +2 to hit for -1 to damage. Probably it's even better!

Dark Archive

1 person marked this as a favorite.

LOL, silly "mr. i don't read instructions" its about vital strike.

everyone knows spell is more powerful than mundane.
its not about doing most damage, its about doing most vital strike damage,

Although I have to say, besides not following instructions, well done sir, well done that's some handsome damage.

Gray Warden wrote:

LOL, silly mundanes...

Pyromaniac Gnome (+1 to CL of [fire] spells), 1 Sorcerer / 6 Arcanist

Sorcerer: Crossblooded Orc/Draconic[Fire]: +2 damage per dice of [fire] spells

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