StreamOfTheSky
Adventurer
So, I have long had the position that Vital Strike doesn't work for its intended audiences and is only truly good for the kinds of things I don't think it was intended to be. File this little exploration of RAW into that cabinet.
The text of Vital Strike:
[sblock]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.[/sblock]
Now...a weapon-like spell is treated as a weapon for the purpose of feats and other effects. So as long as you could deliver it as an attack action...such as holding onto the charge of a melee touch spell and using it on the next round or later*, you could from what I'm reading add its damage dice to it as bonus damage. Seems potentially very nasty, it's like Empower but better.
*Or with a ranged touch spell if the spell has a duration and lets you hurl attacks on subsequent rounds like Call Lightning perhaps...I don't know.
Another thing I noticed is that nowhere does it specify hit point damage. If your "weapon" is a Shivering Touch spell (I know, it's broken on its own, but it's the first example of a melee touch spell that does purely ability damage I could think of), the damage it is dealing (in this example) is 3d6 dexterity damage. RAW, it seems you could Vital Strike that for 6d6, more with the later feats.
Thoughts? Comments? Concerns? For what it's worth, I don't think this is a good idea to allow, it just seems to be the RAW. If it were up to me...well, check the linked thread.
The text of Vital Strike:
[sblock]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.[/sblock]
Now...a weapon-like spell is treated as a weapon for the purpose of feats and other effects. So as long as you could deliver it as an attack action...such as holding onto the charge of a melee touch spell and using it on the next round or later*, you could from what I'm reading add its damage dice to it as bonus damage. Seems potentially very nasty, it's like Empower but better.
*Or with a ranged touch spell if the spell has a duration and lets you hurl attacks on subsequent rounds like Call Lightning perhaps...I don't know.
Another thing I noticed is that nowhere does it specify hit point damage. If your "weapon" is a Shivering Touch spell (I know, it's broken on its own, but it's the first example of a melee touch spell that does purely ability damage I could think of), the damage it is dealing (in this example) is 3d6 dexterity damage. RAW, it seems you could Vital Strike that for 6d6, more with the later feats.
Thoughts? Comments? Concerns? For what it's worth, I don't think this is a good idea to allow, it just seems to be the RAW. If it were up to me...well, check the linked thread.