Magical Ammo


Pathfinder Society

Dark Archive 3/5

Can someone confirm the rules for buying magical ammo in PFS OP?

My PC's current fame only allows purchases up to 1500 gp. Darts for his blowgun cost 5 sp for a set of 10, plus another 60 gp to make 10 of them masterwork. To make ammo +1, it says the cost is +2000 gp for 50.

Do I have to buy that in groups of 50 (thus needing higher fame), or can I apply the +1 to a batch of 10 masterwork darts for +400 gp?

This is for a ninja with sneak attack and poison use, so the darts have other benefits besides their base damage - but only if they can hit.

I'm hoping that the rules allow less than a full 50 to be purchased. Otherwise, why not just enchant the blowgun for 2000 gp and impart its bonus to the ammo?

Sovereign Court 1/5

+1 is always available and thus you can buy them in any quantity you can afford.

4/5

You have to buy magicial ammo in lots of 50 according to the Guide to Organized Play. Unless you find a partial option on a chronicle sheet.

Guide to Organized Play, pg 25 wrote:
Items must be purchased at full value. This means you cannot buy broken weapons or armor; you cannot buy partially charged wands, rods, or staves; and you must buy ammunition in full lots (typically 10 or 20 for mundane ammunition and 50 for magical ammunition). You may only purchase items of less than full value if they appear that way on a Chronicle sheet

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

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Sorry RtrnofdMax, you're incorrect.

Guide to PFS Organized Play - pg 25 wrote:

Item Value

Items must be purchased at full value. This means you
cannot buy broken weapons or armor; you cannot buy
partially charged wands, rods, or staves; and you must buy
ammunition in full lots (typically 10 or 20 for mundane
ammunition and 50 for magical ammunition). You may
only purchase items of less than full value if they appear
that way on a Chronicle sheet.

So you can only by lots of 50 +1 blowgun darts, unless they appear in smaller lots on a chronicle sheet that character has.

Dark Archive 4/5

If you just want them to hit, having them as +1 gives you no benefit. A masterwork blowgun and mundane darts would get you the same effect.

The Exchange 3/5

I found the Guide to PFS OP section while some of you were responding.
A discouraging rule for low level characters.

I'm not sure why anyone would want to carry around 50 darts. I don't think I've been in a scenario yet where someone has made 20 ranged attacks - usually it's less than 10 (a couple per act avoiding melee).

I suppose 50 works well as a number you can enchant with one spell if you're trying to make full use of a craft skill, but PFS PCs can't craft and the minimum lot would be a pointless restriction on low level PCs who can't afford such an expense.

The magical lot size ought to match the mundane lot size. That would be the quantity a typical PC would need to buy to equip or re-equip. Would a PC carry several quivers or arrows or crossbow bolts? Never saw any real or fictional character that did.
Maybe a spare once.

The Exchange 3/5

Mergy wrote:
If you just want them to hit, having them as +1 gives you no benefit. A masterwork blowgun and mundane darts would get you the same effect.

Except with regard to DR/magic. Bypassing this may often be of greater benefit than the +1 damage associated with the magical enchantment. If the darts don't do any damage, special add-ons like poison and precision damage may not apply.


depending on your level and resources, maybe oil of magic weapon (50pg) on your blowgun to provide a plus to strike for 10 rounds, but if you want it for your ammo, I think you'd need oil of greater magic weapon (which is a lot more expensive).

Grand Lodge 4/5

Peter Kies wrote:
Mergy wrote:
If you just want them to hit, having them as +1 gives you no benefit. A masterwork blowgun and mundane darts would get you the same effect.
Except with regard to DR/magic. Bypassing this may often be of greater benefit than the +1 damage associated with the magical enchantment. If the darts don't do any damage, special add-ons like poison and precision damage may not apply.

A few points for you to consider:

The 50 unit magical ammo lot is from Core, it is only that doing anything besides that 50 lot would require special price calculations, which is one of the things that PFS tries to avoid.

As mentioned, making your blowgun masterwork imparts that +1 to hit to your attacks with it.

As the rules state, making your blowgun +1 adds the to hit, damage, and being magical to any ammo used with them, unless the ammo is already enhanced higher than that.

So, +300 for making the blowgun masterwork.
+2000 for making his masterwork blowgun +1.

Darts continue to cost the same 5 sp/set of 10.
1 gp for a set of 10 cold iron darts
20.5 p for a set of 10 silver darts
600.5 gp for a set of 10 adamantine darts

Weapon blanch, which you really, really should look into, is a great way to do some of the more expensive special materials in a more cost-effective fashion.

A typical dose of weapon blanch can be used to treat 10 pieces of ammo.
It can stack with any special material the ammo is already made out of.
Other than cold iron blanch, it is typically cheaper than the special material would cost on ammo.

Weapon blanch, adamantine costs 100 gp, source: APG
Weapon blanch, cold iron costs 20 gp, source: APG
Weapon blanch, silver costs 5 gp, source: APG
Weapon blanch, ghost salt costs 200 gp, source: PSFG

Other than cold iron blanch, totally worth it.

Oh, and precision damage doesn't rely on the base damage to apply. If you meet the circumstances that give the precision damage, it is added to the base damage.

Poison, though, you would be correct on. But a lot of things with DR also have a good chance to be immune to poison for one reason or another. Corporeal Undead, for instance, while they can be critted and receive sneak attack damage, would be immune to poison.

Seeking, actually, might be a good enhancement for a Rogue or Ninja's ranged weapon, since it negates any miss chance...

Grand Lodge 4/5

James T Boyd wrote:
depending on your level and resources, maybe oil of magic weapon (50pg) on your blowgun to provide a plus to strike for 10 rounds, but if you want it for your ammo, I think you'd need oil of greater magic weapon (which is a lot more expensive).

As other discussions about magic ammo have covered, the only time you really want magical ammo is to add a situational enhancement that it wouldn't be worth adding to your weapon itself. Bane: XYZ, for example.

For the most part, enhancing the ranged weapon itself is the most cost-effective way to go.

Core Rulebook, page 468 wrote:

Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.

So, for a blowgun, like any ranged weapon, Magic Weapon would add the +1 to hit and +1 to damage to any ammo fired from it for the duration of the spell.

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