Magical Ammunition, +1 required?


Advice


I was always under the assumption that magical ammunition did not require the +1 enhancement before you could add new properties to it.

A player has pointed out I'm not paying for the 1+ enhancement bonus, and for some reason I never thought it was necessary for ammunition. Like, there was a rule exclusion that made it allowable.

Thoughts?

All I can figure is that in the description of magic weapons it says specifically you MUST have a +1 enhancement bonus, but not in the magical ammunition area.

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A second matter,

I'm trying to find spells that keep me relevant next to our holy gun and gunslingers. I've put most my skills into knowledge, and contribute a lot (especially since this is a modern cthulu game). This profile is the character for the game. My Xp log is out of date. But again, whose isn't?

My DM is being VERY kind to my Spellslinger, allowing him a number of concessions on a few things.

1) Spells fired through the gun, including cones and such, can do bullet damage as well as spell damage.
2) Reach Spell allows touch attack spells to be treated as ranged touch spells, and thus eligible for firing through the gun.
3) I can purchase magical ammunition in singles. So, I can buy 2 holy rounds, a couple of bane rounds, etc.

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Spell Book:

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0pposition Schools: Abjuration, Divination, Enchantment, Illusion

1 - Read Magic, Detect Magic, Mage Armor, Burning Hands, Touch of Gracelessness, Ray of Enfeeblement, Jury Rig, Summon Monster I, Obscuring Mist, Shocking Grasp, Hydraulic Push, Infernal Healing, Magic Weapon

2 - Scorching Ray, False Life, Blindness/Deafness


Magical ammunition is still a magical weapon. You must have at least a +1 enhancement bonus on it before applying special abilities.


That sounds pretty definitive. =(


Anyone else? =) On either topic?


Jeraa is correct. Ammunition is priced exactly like weapons except that 50 peices of ammunition = 1 weapon. This is via Table 15-8 on CRB page 468.

- Gauss


Do you need a masterwork arrow to imbue the bows magical properties on the arrow in which is shot.

Sovereign Court

@Guy: No. But I don't think the arrows count as magical, for DR purposes for example.


I'm playing a Spellslinger/Magus, and I'm curious about point 1). As I read the Arcane Gun ability, you can either fire the gun normally or cast a spell through it (augmenting the spell, but not using any ammo), but tagging a spell onto a bullet would be the provenance of the Myrmidarch Magus' ranged spellstrike ability (which is only for ranged touch spells). I'd like to hear your interpretation, though, 'cause combining a bullet with a Lightning Bolt would please me greatly. :)

My staple has been the Snowball spell, and I was quite disappointed with the lack of otherwise applicable magus spells. But with your Reach Spell feat, perhaps consider Force Punch once you can cast it?


I'm sure they do need the +1.
One of my players did this wrong and only payed 2000gp for his goblinoid bane arrows. While it wasn't that breaking (since it was used on goblins) it sure is way too cheap with +2 to hit and damage and 2d6's boost for 1/4th of the real cost.


Ascalaphus wrote:
@Guy: No. But I don't think the arrows count as magical, for DR purposes for example.

They do if they are fired from a +1 bow, or have a +1 enhancement themselves.


Yeah, it has to be a +1.

I always thought it'd be a nice houserule to allow a +1 special property on masterwork non-magical ammunition, which only activates when fired from a magical bow/xbow/sling/whatever, so you can have a bunch of cheap bane arrows or shocking, and so forth.

Sovereign Court

Paladin of Baha-who? wrote:
Ascalaphus wrote:
@Guy: No. But I don't think the arrows count as magical, for DR purposes for example.
They do if they are fired from a +1 bow, or have a +1 enhancement themselves.

Huh. Wasn't that different in 3.5?

Well, I learn something new every day :)

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