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chaoskin | Aug 22, 2011, 04:38 pm |
ultimate combat wrote:
Mage Bullets (Su): A spellslinger is adept at transferring
spell energy into his arcane gun attacks. As a swift action, he
can sacrifice a spell and transform that energy into a weapon
bonus equal to the level of the spell sacrificed on a single barrel
of his firearm. With that weapon bonus the spellslinger can
apply any of the following to his arcane bond: enhancement
bonuses (up to +5) and dancing, defending, distance, flaming,
flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock,
shocking burst, spell storing, thundering, vicious, and wounding.
An arcane gun gains no benefit from having two of the same
weapon special abilities on the same barrel. The effect of
the mage bullets ability lasts for a number of minutes equal
to the level of the spell sacrificed, or until this
ability is used again to assign the barrel different
enhancements. This ability replaces cantrips,
but the spellslinger gains the detect magic and
read magic cantrips and places them in his
spellbook. He can cast either of these as 1st-level spells.
tell me is i get this right
if i sacrifice a first level spell
1)i would get enhancement bonuses (+1) and flaming for 1 minute.
2)i would get enhancement bonuses (+1) for 1 minute.
so i get fire my gun 10 rounds before i have to do it one more time
if i sacrifice a 2ed level spell
1)i would get enhancement bonuses (+1) and flaming for 2 minute
2)i would get enhancement bonuses (+2) for 2 minute
so i get fire my gun 20 rounds before i have to do it one more time
LazarX | Aug 23, 2011, 01:13 pm |
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
KrispyXIV wrote:
Related question: this ability (mage bullets) lacks the language present in most similar abilities which states you must grant a +1 bonus before granting special abilities.
Is this an omission, or intentional?
It's more than likely an accidental omission considering how they've done every other version of this ability, and given that spell levels go up to 9, you'd be talking about putting about 9 pluses total at cap level.
dunklezhan | Jul 14, 2012, 06:24 am |
n-n-n-n-n-NECRO
but relevant for anyone else seeking a straight answer to these questions about stacking:
How many of the mage bullet effects can I stack? Say my player sacrifices a L8 spell, and puts +5 on there, does that mean
1. they can then put another 8-5=3 additional abilities (say, wounding, flaming burst and distance), or is it instead that
2. they can they only ever have one effect running in addition to the enhancement bonus, so they could have the +5 and any ONE of the list of special abilities listed under mage bullets?
Also, when it says you sacrifice your spell to put the ability on your "arcane gun", does that mean the spellslinger
1. still has to load and fire actual bullets to get the effects to carry to a target, or could the spellslinger
2. cast a ray of exhaustion through it as normal, with the special effect(s) applying to the spell itself?
E.g. Would it be possible for the the spellslinger to sacrifice a L8 spell, apply a +5 enhancement bonus, flaming burst, wounding and distance to their arcane gun, then rather than use bullets, instead cast a straightforward ray of exhaustion through the gun, but with +5 to hit on the ranged touch attack from the enhancement bonus, with flaming burst and wounding, +5 damage, on top of the str damage, at double range?
The text doesn't give very clear limits, meaning I *think* they could be read to allow the above scenario, which seems a tad over the top to me.
LazarX | Jul 14, 2012, 07:19 am |
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
The limits are very clear. the ability operates just the same as other similar abilities whether paladin bond, Magus arcane pool enhancement, as well as enchantment in general. You don't surpass the +10 limit... period. If you keep piling on, earlier effects get dispelled until you are within the limit.
dunklezhan | Jul 14, 2012, 12:27 pm |
LazarX wrote:
The limits are very clear. the ability operates just the same as other similar abilities whether paladin bond, Magus arcane pool enhancement, as well as enchantment in general. You don't surpass the +10 limit... period. If you keep piling on, earlier effects get dispelled until you are within the limit.
Ah ok, I'd not seen that. Now found the magic items section where it mentions the +10 limit (we're pretty new to pathfinder, we've not even got close to crafting yet). Table 15-9 in the rulebook, for reference, says how much the effects each cost (minor correction from my last post - when I said Con damage for "wounding" I did mean bleed damage, we're not *that* new to pathfinder).
But essentially then, yes, provided you have enough 'points' from the spell levels you sacrifice, you can stack the effects. kewl.
Now what about the question of those effects stacking with spells cast through the arcane gun? Yay or nay? Is that spellslinger really going to need actual bullets? Or, having sacrificed say a L5 spell for 5 mins of flaming, can they just shoot 1d6 of flames at targets each action or have they got to load bullets into the thing?
LazarX | Jul 14, 2012, 12:33 pm |
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
dunklezhan wrote:
Now what about the question of those effects stacking with spells cast through the arcane gun? Yay or nay? Is that spellslinger really going to need actual bullets? Or, having sacrificed say a L5 spell for 5 mins of flaming, can they just shoot 1d6 of flames at targets each action or have they got to load bullets into the thing?
No you don't need bullets to cast spells through your gun. You do need bullets to make use of MOST of the bonuses that I can think of that you get from mage bullets. such as the flaming above. I probably would however allow the use of effects such as keen to apply to applicable spells though.
Darth Grall | Aug 23, 2012, 08:27 am |
Okay, just to be clear on how this ability works for my own sake:
-Mage Bullets apply a bonus to the weapon equal to the level of the spell sacrificed.
-Like traditional magic weapon properties, the base enchantment bonus can't go above +5.
-Furthermore, each other ability(like dancing for example) must be bought at it's bonus value(+4 in the case of dancing).
-Also, to add an additional ability with mage bullets, the weapon must have at least a +1 magical enchantment bonus to begin with.
-Lastly, the "raw" enchantment bonus is only component of mage bullets added to a spell, increasing the DC of spells cast through the gun & touch attacks. Other abilities affect only actual attacks.
Do I have this all correct?
LazarX wrote:
I probably would however allow the use of effects such as keen to apply to applicable spells though.
And, just to point this out, keen isn't on the list of abilities they can grant their weapon... Unless the srd is wrong.
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