Red Griffyn
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The new Ancestry Guide introduces a cool new weapon trait called 'Resonant'. It opens up a new free action ability called 'Conduct Energy' that has the following trigger requirement:
Requirements: Your last action or spell this turn had the acid, cold, electricity, fire, or sonic trait.
This weapon trait is limited to the Wish Blade/Wish Knife weapons, but can also be added to any weapon using the new 'Conducting Rune'. For a non resonant weapon that adds 1D8 extra damage of that energy type to hits until the start of your next turn.
So the question is: "How can a PC reliably trigger the Conduct Energy action"? Ideally, what one action focus spells, actions, etc. are available that carry one of those energy traits or what ways are there to imbue your normal actions with those traits? In particular, how can a martial class reliably get out 2 strikes a turn and trigger this condition without dropping MAP or relying on a very limited resource that provide a return on investment over just putting a flaming/shock/frost/thundering rune in as a Level 8 rune vs. level 7.
Some of the high level thoughts I have are:
1.) Alchemist Multiclass (some low level bombs to toss out of various energy types)
2.) Heaven's Thunder (Something you're likely to do every other round so fairly reliable, better if you have lots of AoOs or action economy savers like Flurry of Blows to maximize the round it active on)
3.) Monk Rain of Embers Stance/Fire Talon Strike - this means every turn you can trigger the extra fire damage, but are limited to a 1d4 weapon size. You could combine it with #2 for lots of fun for a fire/electric/sonic energy attack.
4.) Elemental Fist from monk class (ki strikes gain the trait of the element you pick).
5.) Suli Elemental Assault Feat Line - Starts out at once per day, but goes to 4 rounds once per hour by level 13 with two more feats.
6.) Smoking Sword / Storm Hammer - these L3 weapons have the fire/electricity traits but I'm not certain if that conveys the traits to the strikes or not?
7.) Weapon Property Runes - There appears to have been some text removed from the core rulebook on a reprint that implied those weapon runes give your weapons those traits so strikes with them would immediately enable the trigger. If that text was simply removed to save space and not intended to change that rule, I'd say it is better for thundering as sonic energy isn't typically resisted by a high number of creatures (also the critical hit effect doesn't already add persistent damage).
I'm sure I missed a few things, so feel free to drop your input here. I want to make the rune be worth it over the L8 flaming/shock/frost/etc. runes! I've not included some of the specific oracle/witch focus spells that martials can't get, but there are 1-2 one action focus spells out there.