Mage Bullets on Multiple Barrel Guns


Rules Questions

Liberty's Edge RPG Superstar 2011 Top 32

Mage bullets is pretty vague. In particular 1) it works on just one barrel at a time, 2) it persists until time runs out or used again on that barrel.

If one has a pepper box (6 barrels), it seems one can one blow 6 2nd level spells to mage barrel the whole gun. Then you can make each barrel spells storing and crank out a ton of spells in a round.

Rapid shot + haste + 3 attacks from BAB (say you go EK) is 5 shots in a round.

Crossblood sorc for +2 damage per dice. Magical lineage (scorching ray).

So 5 spells * 3 rays per spell * 4d6 = 60d6 + 120 all times 1.5. Total is around 500 damage.

Am I missing something?


I was looking into the Spellslinger and saw this post. It's old but relevant to my current campaign.

It's the swift action that holds you up, considering you can only take one a round. I suppose you could take 6 rounds to activate each barrel for one big boom on round 6.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I would imagine then that pepperbox really isn't the type of gun a spellslinger should be carrying. It's really for an advanced firearms campaign where you'd be looking at a single barrel revolver instead.

Or a standard single barrel firearm.

World wise however it would make sense to assume that Spellslingers would not arise on a world where firemarms are as rare as they are on Golarion being just on the emerging stage, you'd be looking more like an Eberron or later time of development.

I would only place them on worlds where firearms had evolved to the advanced stage.

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