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So, a version of this thread came up a while back in the thread Abundant Ammunition Weapon Blanching and though debated ad nauseam, no definitive RAW answers were forthcoming. Their focus was slightly different from mine, focusing more on the first two of my three questions.

Abundant Ammunition:
Quote:
"When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell."

Ultimately my question falls into three parts :

  • 1. Assuming there was at least 1 ammo in the pouch to begin with, what about non-magical ammo added after the spell is cast?
  • 2. Non-magical pre-coated alchemical (blanched/poisoned) ammo already in the container?
  • 3. Non-magical alchemical ammo (alchemical cartridge/raining arrow) that arguably have alchemy as a component/ingredient of the ammo?
Thanks in advance for your wisdom and knowledge.


So I'm enamoured by the idea of a Kali or Gilgamesh style eidolon and I wanted to try to maximize crit capabilities (and magical effects). I want to see how feasible it is, but with all the different rules I'm bringing into the mix, I'm a little lost in the RAW/RAI of exactly what my penalties are. Just want to bounce numbers off people and see if my math is right?

Non-proficient(-4/-4), multiweapon non-light weapon off-hand (-6/-10), two-handed in one hand:
-Impossible
Feat Lighten Weapon (two-handed in one now possible @ -2/-2:
-12primary/-16off-hands
Feat Exotic Weapon Proficiency(Elven Curved Blade) -4 proficient:
-8primary/-12off-hands
Feat Multi-weapon fighting -2 primary/-6off-hands:
-6primary/-6off-hands
Feat Improved Lighten Weapon remove -2/-2:
-4primary/-4off-hands.

This would be eidolon at level 9, evo 6 pairs of arms, giving me 12 Keen attacks for 1d10+1 15-20x2 crit, plus possible thundering/bursting effects.

So 3 questions:
1) Are my numbers right?
2) Is this the best I can get? Are there any ways to get the negatives down even further? (I am aware of many different ways to increase the eidolon's Str/Dex score. What I'm asking for is some other rule/feat/game mechanic I may be missing)
3) Is this a viable build or should I just resign myself to a measly 6 attacks?

(and yes I had just considered having it just throw alchemist's fires for 12d6/round)
Thanks in advance for your feedback!


1. This whole thread came about because I wanted to create a ranged poisoner.
2. Following the logic of "If you can make a Smoke Arrow by modifying a smokestick you should be able to do an arrow version of alchemist's fire that does less damage and no splash. But let's just stick with a Smoke Arrow for now.
3. And then I found out about the nifty trick with Explosive Runes. But let's say it's Spell Storing to make it easy.

So my question is:
Can they stack? I haven't found any ruling that says poisoned Can't be alchemical, just like I haven't seen that magic can't be alchemical either (must be masterwork to start, but if I'm willing to drop the extra 300 to make my smoke arrows masterwork?) Where does it say I can or can't poison a magic weapon?
Can I have a +1 smoke arrow of spell storing dipped in wyvern poison?
Thanks in advance. Any and all clarity is always welcome.

Oh and while I'm at it:
Efficient Quiver (explicitly non-magical ammunition). Do poisoned/alchemical arrows work since they are non-magical?

Thanks