| karossii |
I just ran across the conductive enchantment, and thought it would be awfully nifty neat to use it with a firearm to deliver ranged touch effects along side a bullet.
As it consumes two uses of the supernatural or spell-like ability to deliver a single effect, it would make the most sense to use an ability for which you have a ridiculously high number of uses, or for which you have an unlimited number of uses.
What ranged touch spell-like or supernatural abilities (which would be applicable to delivery via bullet) can one get via race, traits, or feats? How can you pump up the number of uses for those abilities to at least 6/day, preferably up to unlimited or near it?
I would prefer this to be class independent, so it wouldn't require odd multiclassing or such build acrobatics... but why not include all of the options anyway? I am sure some others wouldn't mind such a reference.
And while we're at it, what about melee touch effects? It wouldn't be a horrible thing to have a mini guide to the conductive weapon property, listing the various effects possible and how to obtain/maximize them...
| TGMaxMaxer |
My personal favorite is Soundstriker Bard delivering Weird Words for 2 perform rounds. +1 if you dip Mysterious Stranger to add Cha to damage with the shot too. Even better with vital strike chain and a musket.
When you Absolutely have to Kill whatever you're pointing at, and you get a grit back too.
Mysterious Stranger 1/Soundstriker 6 Musetouched Aasimar, hits for 1d8+Cha, and adds 9x(d8+Cha, fort half) as a rider on a successful attack.
| TGMaxMaxer |
It says you can activate one su ability as part of the attack, paying double what it costs, in this case 2 rounds of bardic performance.
One use of weird words is one use of a supernatural ability. One use gets you your level (up to l0) in words. They can all target the same target. You get to bypass the hit rolls for them, but the target gets each fort save (cumbersome writing of the ability, I would normally say each target saves once regardless of the number of words hitting him, but not for PFS) to half the damage.
Normally, most creatures will save 70% of the time by the time you get this, so it's an average of 65ish damage (if you have a 20 Cha, doable at this point with a +2 belt) that also stops any other performance you have active.
It's a big hit, but nothing like a 2H barb/fighter at this point, who could be doing nearly that anyways.