Locate Weakness and Vital Strike


Rules Questions


the spell Locate Weakness says you get to re-roll your damage dice on a critical hit, "but not extra or precision damage dice".

What about Vital Strike? Would you re-roll the damage from that? By "extra", I thought the spell mean like from Flaming or Icy burst and precision is typically Sneak Attack damage.

But Vital Strike is considered the weapon damage dice, isn't it?


You're correct it is weapon damage dice.

It is "extra" however.

"These extra weapon damage dice"

Seems clear they would not reroll.


Vital Strike is considered weapon damage, but it is not multiplied on a critical hit. It's considered "extra weapon damage".

Vital Strike 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.

Locate Weakness wrote:

Locate Weakness

School divination; Level bloodrager 3, inquisitor 3, magus 3, occultist 3, psychic 3, ranger 2, sorcerer/wizard 3, witch 3

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a pickled predator’s eye)

EFFECT

Range personal
Target you
Duration 1 minute/level

DESCRIPTION

You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.

So if you did critically hit while Locate Weakness is active and you were performing a Vital Strike with a Greatsword and you have +20 to damage, this is how it should go:

2d6+20 weapon damage(roll these 2d6 twice and take the higher result)
+ 2d6+20 Critical(roll these 2d6 twice and take the higher result)
+ 2d6 Vital Strike

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