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*edit* Ah, if it's for flavor, then you're unfortunately SOL, and I don't see them changing it. In the format of this game, there's no significant reason to change it.
http://aonprd.com/FeatDisplay.aspx?ItemName=Vital%20Strike
It's actually decent with crossbow builds. However, the required items, feats, abilities, and archetypes needed to make it worth it are not present in this game. 1 shot per round that hits like a huge ballista.
Fix your game owlcat! ;p
No sane person would use vital strike on a round they haven't moved... and ranged chatacters rarely have to move. And crossbows have no reload in PF:K meaning that you can make full attacks and use rapid shot (but not manyshot). Which makes ranged vital strike basically useless.
If you want it for RP that's a different reason.
Guess what, they are in tabletop. 200-300 dmg with a standard action towards the end of leveling, and 1 hit kills against appropriate challenges once the main build comes together. Also iterative attacks often miss, so theoretical damage is frequently lost against high AC targets. The 1 big hit build still isn't"optimal” but it definitely is viable. Just not in P:km due to missing features.
Even if PF:K had the missing features you'd still, on average, be better off spending the feats in other areas.
Also you should link this magic 200-300 damage in a single hit build. For now I'm going to assume that's with crit (and with a high crit multiplier). Which would mean the damage is still essentially "crit damage" Even best case scenario Vital Strike for a crossbow build is a baseline 1d10, which means greater vital strike adds an average 16.5 damage that doesn;t get multiplied by a crit.
Add (let's say) 3 sizes to it. 1d10->2d6->2d8->3d6 and that makes it +31.5 damage. That's pretty signicficant on the lower end (about 15% of your damage) but that means 85% of your damage is still coming from just base damage. Or you could replace those feats with more hit chance or more damage and just make a full attack. Outside of a ridiculously narrow range Vital Strike just doesn't compete witth iteratives. If you assume rapid reload and haste.... Yah. Vital Strike is a trap.
2) The only thing you add with vital strike is (up to) 3 damage dice. You only add flat bonuses once.
3) Those dice aren't multiplied on a crit. Meaning Vital Strike is trivial on most high multiplier crits.
Could PF:K have royally screwed it up? Maybe. But even if they did you still get better average damage from iteratives either way (so other than RP there's no reason to give them up). And overwatch style is.... a wash. Seriously -2 to have 4 readied actions that need to be triggered is.... DM discretion advised right there. I'm not even going to get into rapid+many shot + haste + composite longbows.
Edit: Pretty sure I found that build. Looks like 5 size steps (started from a large crossbow). With a vital strike for 53-165 baseline. The entire build is built around cheesing readied actions for full BAB -2 (and you'd get 4 attacks at full BAB-2 from manyshot + rapid shot + haste anyway, so you're giving up three attempts at single target damage to do so). The vital strike is basically "for fun", since you only have a 19-20 crit range the likelihood that your vital strike is actually better than using the readied cheese (or just attacking normally) is basically nonexistent. "Big numbers" but not really effective.