Red Griffyn
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Some:
- Warblood, energy, and quicksilver mutagens
- Rainbow Vinegear, and the fire version
- A few talismans have 1/min or 1 time boosts or add weapon traits that equate to more damage (e.g., tiger menuki).
- Ikons (pseudo items)
- Largebore modification
- Weapon Siphon
- Banners (e.g., knave, blazing, etc.)
| Deriven Firelion |
Just items? Or overall maximizing damage with a weapon?
Weapons: Obviously max runes including property runes that account for common resistance and weaknesses like fire, holy, astral.
Weapon traits with deadly, fatal, forceful, agile. Traits that improve damage or chance to hit.
Feats that add stacking damage: Status bonus to damage usually comes from spells like Enlarge or bard song.
Circumstance: You can usually get these from some feats depending on what you build for.
Forceful does circumstance on later hits which can be nice for a flurry ranger.
There is a dwarf feat circ bonus to damage if both standing on stone.
There is a fighter feat United Assault for a circ bonus to damage fairly easy. A few others too like Advantageous Assault.
Exemplar weapon Ikons are pretty nice for extra damage from a unnamed source that stacks with everything else if your DM allows it.
There are a lot of little ways to obtain a small damage bonus to something. Just have to coordinate the stacking. These are mostly available to martials.
One of the few feats that helps casters is Oracle archetype then pick up Foretell Harm.
If you're using the right weapons, pick up weapons with backstabber, grab Rogue archetype with sneak attack.
| gesalt |
If you're a melee character you're contractually obligated to buy a collar of the shifting spider and a large stack of energy mutagens to use with it.
If you're also dual wielding or make only one attack each turn, you then buy 1 or 2 weapon siphons and a large stack of bombs to use with them.
Makes it easy to cover elements between three runes and 1-3 extra alchemical damage ticks of others.
| HammerJack |
If you're a melee character you're contractually obligated to buy a collar of the shifting spider and a large stack of energy mutagens to use with it.
If you're also dual wielding or make only one attack each turn, you then buy 1 or 2 weapon siphons and a large stack of bombs to use with them.
Makes it easy to cover elements between three runes and 1-3 extra alchemical damage ticks of others.
If you do this, remember that you need to keep a hand free to activate it during initiative. A lot of people try to keep both of their hands full all the time, even before an encounter starts, and this is one of the many things incompatible with that plan.
| shroudb |
gesalt wrote:If you do this, remember that you need to keep a hand free to activate it during initiative. A lot of people try to keep both of their hands full all the time, even before an encounter starts, and this is one of the many things incompatible with that plan.If you're a melee character you're contractually obligated to buy a collar of the shifting spider and a large stack of energy mutagens to use with it.
If you're also dual wielding or make only one attack each turn, you then buy 1 or 2 weapon siphons and a large stack of bombs to use with them.
Makes it easy to cover elements between three runes and 1-3 extra alchemical damage ticks of others.
I'm pretty sure that particular rule has eluded a lot of the writers of the items as well, so I do tend to be much more forgiving as a GM as well.
Prime example is stuff like Propulsive boots:
"You stomp three times and gain the quickened condition for 1 minute."
where by the RAW you need a free hand to "stomp 3 times"...
| gesalt |
HammerJack wrote:gesalt wrote:If you do this, remember that you need to keep a hand free to activate it during initiative. A lot of people try to keep both of their hands full all the time, even before an encounter starts, and this is one of the many things incompatible with that plan.If you're a melee character you're contractually obligated to buy a collar of the shifting spider and a large stack of energy mutagens to use with it.
If you're also dual wielding or make only one attack each turn, you then buy 1 or 2 weapon siphons and a large stack of bombs to use with them.
Makes it easy to cover elements between three runes and 1-3 extra alchemical damage ticks of others.
I'm pretty sure that particular rule has eluded a lot of the writers of the items as well, so I do tend to be much more forgiving as a GM as well.
Prime example is stuff like Propulsive boots:
"You stomp three times and gain the quickened condition for 1 minute."where by the RAW you need a free hand to "stomp 3 times"...
Do you need a free hand? As far as I know you just need a valid appendage, not that it needs to be free/unused.
Edit: oh I see now. It's in the activate an item rules that having the manipulate trait means it's an interact and that interact specifies needing a free hand. How bothersome. Still works as a prebuff at least.
| HammerJack |
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Yes, it's a manipulate just like spellcasting, without specifics requiring more you just need to wiggle/gesture with the appropriate appendage. Here stomping a foot is what's appropriate.
But the rules of Item Activations explicitly say these are not the same.
Manipulate Activations
If an activation has the manipulate trait, you can activate it only if you’re wielding the item (if it’s a held item) or touching it with a free hand (if it’s another type of item).