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Vital Strike Beta test....

ShadowChemosh

Well-known member
So I created a new Vital Strike feat that can actually be activated and replaces the official feat. Their is NO source to check mark to get this to work. You simply install it and it will have a new option to "activate" the Vital Strike feat.

This is especially useful for those with iPads. This version also figures out if you have Improved, Greater, or Mythic (playtest or official) feats and will increase accordingly.

I thought I would put this out for others to test and let me know if you have any issues. If it all works out good I think I will put it into the Player Pack and CB then. Plus I really want it for my home games as I have a barbarian now with Mythic Vital Strike and I want it to be easy to roll the 6d6+44 damage on the iPad! :D

Click HERE to download the .hl file and if on a mac/Windows just double click the file to start the install process.

If you have an iPad make sure you are using Safari browser and click the above link. Once downloaded the iPad will ask you to open it in the Hero Lab play app. Then start the HL app and go to the "View Updates" in the top right corner. Click on the "Install New Updates" blue button.

Please note this is a beta version..
 
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VERSION HISTORY
Deprecated as it was merged into ShadowChemosh's Gaming Addon package.

v1.2 April 14, 2014 - Tim Shadow
-"Vital Strike" now increases the Plus Damage by more than double when using Mythic Vital Strike.

v1.1 April 14, 2014 - Tim Shadow
-Fixes to "Vital Strike" to work again fully due to changes in HL.
-"Vital Strike" now correctly works with the Devastating Strike feat to increase damage.

v1.0 August 25, 2013 - Tim Shadow
-Created new.
-Vital Strike was scripted to now actually calculate the damage dice and damage bonus correctly. The damage is increased when taking Improved, Greater, and Mythic versions of the feats.
 
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I just found this from a previous thread you responded to. I have a question: are you going to add the Devastating Strike to this as well?
 
I just noticed that it doesn't seem to be working with ranged weapons.
Yea that's cause of change that was done a few releases back in where Ranged vs Melee damage was broken out into two fields instead of one. I will get a new version out soon...
 
April 14, 2014 - Tim Shadow
-Fixes to "Vital Strike" to work again fully due to changes in HL.
-"Vital Strike" now correctly works with the Devastating Strike feat to increase damage.
 
I love the idea of this, but I do see a bug. I have a mythic paladin using Improved and Mythic Vital Strike with a Greataxe. Normal attack damage is 1d12 + 34, but when I check Vital Strike, it shows 3d12 + 68, instead of 3d12 + 102.

I tested by adding Greater Vital Strike, and while the dice change to 4d12, the static modifier doesn't. Tested again on another character, and the static damage is not multiplying past the first time when using Mythic Vital Strike.
 
I love the idea of this, but I do see a bug. I have a mythic paladin using Improved and Mythic Vital Strike with a Greataxe. Normal attack damage is 1d12 + 34, but when I check Vital Strike, it shows 3d12 + 68, instead of 3d12 + 102.

I tested by adding Greater Vital Strike, and while the dice change to 4d12, the static modifier doesn't. Tested again on another character, and the static damage is not multiplying past the first time when using Mythic Vital Strike.
Opps! :D I somehow got it in my head that Mythic Vital strike only doubles the damage not keeps increasing as you get the Improved/Greater.

Anyways I fixed it and you can download the v1.2 from above and it should work now. :)
 
When "Vital Strike" is enabled, all the additional attacks are removed from the weapon's attack stat block.

The "Divine Power" spell adjustment adds one additional attack (at maximum BAB) to the list of attacks (only applies during a Full Attack action). This additional attack is not removed from the weapon stat block when "Vital Strike" is enabled (and it should be).
 
Not sure where the disconnect is, but when using the following:
Tiefling (Oni-Spawn) w/Powerful Build
Gestalt: 10 Soulknife, 5 Fighter (2-handed fighter), 5 Barbarian (Urban Barbarian)
2h Mind Blade, which I had to use SC Adjustments to make +1-Sized (Large:4d6) but I already provided that as a bug in Ultimate Psionics
Have both Vital Strike and Devastating Strike
Vital Strike accurately adds +4d6 damage, but Devastating Strike on it is only adding +2, should be the maxed-out +6 (+2/add'l die * +4 dice = +8, +6 cap)
 
I love the idea of this, but I do see a bug. I have a mythic paladin using Improved and Mythic Vital Strike with a Greataxe. Normal attack damage is 1d12 + 34, but when I check Vital Strike, it shows 3d12 + 68, instead of 3d12 + 102.

I tested by adding Greater Vital Strike, and while the dice change to 4d12, the static modifier doesn't. Tested again on another character, and the static damage is not multiplying past the first time when using Mythic Vital Strike.
Thanks for the bug report. I am looking at this week. I think I misread the Devastating Strike and was adding the plus bonus depending on which feat you had not the number of "dice". Opps...

When "Vital Strike" is enabled, all the additional attacks are removed from the weapon's attack stat block.

The "Divine Power" spell adjustment adds one additional attack (at maximum BAB) to the list of attacks (only applies during a Full Attack action). This additional attack is not removed from the weapon stat block when "Vital Strike" is enabled (and it should be).
Thanks this will be fixed in the next release.
 
First off, love this add-on, its making my Slayer math so much easier...

Well Shadow I think you have it right with regards to Devastating Strike. With it maxing out at +6 with Greater it would make sense that you had it right. The only time that changes is when its a critical.
 
Well Shadow I think you have it right with regards to Devastating Strike. With it maxing out at +6 with Greater it would make sense that you had it right. The only time that changes is when its a critical.

Hoe are you seeing +6?
Just asking, I'm seeing it cap out at +2 (should be +6)
 
Hoe are you seeing +6?
Just asking, I'm seeing it cap out at +2 (should be +6)
I think he is saying that he read the feat the same way I did initially. That you get a "+2" bonus for Each Vital Strike feat you have. So if you VS you get +2, Improved VS get +4, and with Greater VS get +6.

Where after reading it again. Actually reading a half-dozen times I am really not sure actually. Man its easy to read that feat and think they mean +2 bonus per feat or it could be taken per dice set.

HERE is a rules post on the Piazo forums going with its per feat not dice. And a Second one where its discussed and its going with per feat as it the "number of each extra dice roll" not the flat out number of extra dice.

So looking like its not a bug at all. :)
 
Those links make it a lot more clear, thanks :)
And yes, I agree, it's worded incredibly poorly (and makes the feat much less worthwhile unless you're a stock fighter with more feats than you know what to do with)

Should still be the other way around, IMO, since to use VS you need to drop all of your additional attacks (which at higher levels can be a lot of damage lost), but, intention of rules (especially when clarified by the writers) usually wins out (that's what errata's for)

I'll concede now... /bow
 
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