Making the Most of Conductive Weapon


Advice


So I usually don't make absolutely gear depedant builds. But we have been discussing the possibilities with the Conductive enhancement.
He was thinking about adding it to a weapon for his current PC that has a touch energy damage 6 times a day that he never uses. But 3 times a day for a d6 of damage isn't worth the cost.

However, what if your build has a bunch of those spell like or super natural abilities?!? Especially if they aren't just a minor d6 of energy damage. How many can you get in one character build?
Several sorcerer bloodlines have a touch attack like laughing touch or grave touch. I can't remember if any have more than one.
Alchemists have bombs. (Wow!)
Some oracle revelations are touch attacks.
Both magus and arcanist have exploits for an energy attack.
Warpriest lay on hands.
Don't Suli get an energy attack?

So if you build as one class, VMC another, eldritch heritage a bloodline, with the suli race - you should be able to add a conductive rider effect on almost every round of serious combats in a given day.

Bonus points if it is one of the ways to be immune to disease so you can use a iridium weapon and give leprosy.

What do you think, how many decent abilities can we stack onto one PC?


Hmm... Now that I look at it closer, I'm not sure if the Magus pool strike arcana will work or not.
The Suli ability is only once a day. So won't work.
The only race one that I can find so far is Aasimar with Heavenly Radiance for Searing Light.

Grand Lodge

Well conductive works really well with bomber alchemists and kineticists. Kineticists can add their basic blast all day every day, and arguably starting at level 5, when you don't take burn for using (just) kinetic blade, you can apply conductive to a melee weapon for your blast as well (though I'd double check on the rules for that one - might have to be a kinetic knight for that)

Lunar Oracle can have Touch of Rage which can completely halt spellcasters; conductive on a weapon lets you deal actual damage to them too.

I'm not entirely sure how useful it would be to build a character around getting as many Su/Sp abilities as possible to use with conductive. Like I said, the best characters to use it are likely alchemists or kineticists with their good scaling damage.


I just want to add. You also want to make sure you're not grabbing an ability that can already be applied to weapons. The suli ability for example is greatly enhanced taking the feat Incremental Elemental Assault. However, elemental assault already applies to any weapon held, making conductive actually a hindrance as it would cause you to expend your uses at double the normal rate for no additional benefit.

Elemental Assault wrote:
Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

also, you have to pay attention to the ability. Conductive doesn't let you turn a melee or ranged ability into the other.

Conductive wrote:
A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works [only with magical abilities of the same type as the weapon (melee or ranged).

That being said, it strikes me that conductive might get a lot of mileage when used in archery builds, combining it with Major Spell Expertise or something similar. You probably would want to look for something that gives you a spell like ability or supernatural ability at will, witch hexes perhaps?


I've actually never run a kineticist. All the ones I've seen are just bigger and bigger blasts of one (or eventually two) elemental types. The alchemist can at least learn discoveries to add other effects to his bombs. There are so many ways to get just more damage that I doubt this is efficient at that.
I was more thinking the things that do something other than just damage. Grave touch giving the shaken condition. Wasting ray giving ongoing nonlethal damage from hunger. Protoplasm giving the entangled condition. Plagues caress giving a disease. Fey and laughing touch.

Yes, would have to be sure they were all either ranged or melee.

I can't make up my mind. Do you think the magus pool strike arcana would work? But that's back to just damage again.

I can't find any witch hexes that require an attack roll. Except that you could take Spell Hex to make a ranged or melee touch attack spell into a hex that is only usable 3 times each day. I don't think that is worth it.


For Hexes there is the Hex Strike Feat (probably in combo with Ascetic Style).

You dont need Conductive for Pool Strike since it already works with Spellstrike.

Domain abilities might work for a Cha based Cleric (which also has a feat, Domain Strike).

If there are attack blessings that might also work.

Warlock ability also works well (no cost, but little damage and little effects).

Its definetly between Kineticist which has some cool things and Alchemist with its wide array of bomb effects.


My favorite cnductive style is.
Gunchemist.

They have modified bombs. That are fired out of the weapon as normal.

Dual Barrel Pistol or Paddle Foot are my go to firearms (depends if they're using scatter or not).
Vital STrike (if dual barrel)
Explosive ORdience (the bomb)
condcutive on that as well.

Well vital strike isn't that useful. But the point of concept stands.

Extra points if you do it with a looooong range firearm. And gloves of silence. Long range shot doing Firearm+vital+bomb+conductive bomb. on a single target.


Antipaladins LOVE conductive weapons

At level 9th, an Antipaladin imposes a -2 penalty to saving throws and another -4 penalty to saves against fear. Enemies normally immune to fear are not immune, meaning an Antipaladin can slap someone with Frightened at a saving throw made at -6 for only 2 uses of Touch of Corruption. Combine this with another fear effect (like Cornugon Smash) and you've got them Panicked. If the Fearmonger archetype worked you could theoretically cause people to Cower on the spot.

Of course, if specializing into fear isn't your goal, the Antipaladin can start casting BESTOW CURSE on successful melee attacks with a conductive weapon. Admittedly the Antipaladin has it harder than most since they get a Fortitude save but hooooo boy is this silly when it works. You can also Naueseate creatures at level 9 and thats just removes a threat from the fight completely.

Antipaladins are SILLY with Conductive weapons, and can do some crazy burst damage if you combine it with Channel Smite (weapon damage + 2x Touch of Corruption) if you can afford the crazy cost of 4/touch of corruption. Have a bonded weapon (+2 at level 9), make it Unholy, Anarchic, or Vicious and Keen and just obliterate the target of your ire.


One of my favorite uses of the Conductive Weapon is with wizard/witch build. Specifically, Spellslinger1/Havocker19 (VMC Magus if your GM allows). Get Reach Spell and deliver some of the tasty touch-only witch spells through your Arcane Pool enhanced firearm. When you aren't spellcasting, you are firing your energy blast through the weapon instead.


ShroudedInLight wrote:

Antipaladins LOVE conductive weapons

At level 9th, an Antipaladin imposes a -2 penalty to saving throws and another -4 penalty to saves against fear. Enemies normally immune to fear are not immune, meaning an Antipaladin can slap someone with Frightened at a saving throw made at -6 for only 2 uses of Touch of Corruption. Combine this with another fear effect (like Cornugon Smash) and you've got them Panicked. If the Fearmonger archetype worked you could theoretically cause people to Cower on the spot.

Of course, if specializing into fear isn't your goal, the Antipaladin can start casting BESTOW CURSE on successful melee attacks with a conductive weapon. Admittedly the Antipaladin has it harder than most since they get a Fortitude save but hooooo boy is this silly when it works. You can also Naueseate creatures at level 9 and thats just removes a threat from the fight completely.

Antipaladins are SILLY with Conductive weapons, and can do some crazy burst damage if you combine it with Channel Smite (weapon damage + 2x Touch of Corruption) if you can afford the crazy cost of 4/touch of corruption. Have a bonded weapon (+2 at level 9), make it Unholy, Anarchic, or Vicious and Keen and just obliterate the target of your ire.

Thank you, now I'm going to make a Hellknight Villain that uses Wrack to cause a will save versus staggered every round. I'm excited for this.


Not sure that works Livgin, you need to use up two uses of the ability to activate a Conductive weapon and even a 9th level Hell Knight can only use Wrack 3/day.


ShroudedInLight wrote:
Not sure that works Livgin, you need to use up two uses of the ability to activate a Conductive weapon and even a 9th level Hell Knight can only use Wrack 3/day.

The classic hazard of GMing: not actually reading the full ability... Oops.


1 person marked this as a favorite.

Become a lich and zap things with your paralysis touch while also zapping them with a gaping wound, then coup de grace them on the next round when they fail their save.

Lich always wins.


DM Livgin wrote:
The classic hazard of GMing: not actually reading the full ability... Oops.

I hear you, not only was I very disappointed with the Hellknight's limitations on their abilities but I also fell victim to this recently. Got a new player into my game with an Oracle and completely forgot they get all Cure or Inflict spells for free X_X

Community / Forums / Pathfinder / Pathfinder RPG / Advice / Making the Most of Conductive Weapon All Messageboards

Want to post a reply? Sign in.