Siege Weapons


Rules Questions


1. Can you cast magic weapon on siege weapons? If so why is magic siege weapon a thing?
2. What craft skill(s) is used to make siege weapon ammo?
3. Are the special ammo types that include alchemy materials such as alchemist fire considered alchemy items?
4. What determines who is crew leader? What action type is it to change crew leader?
5. When loading abundant ammunition into a siege weapon do you have to take all of the load actions and fire it on the same turn to avoid having the ammo disappear?
6. Can you have more than the necessary amount of crew?
7. Do crew members have to be able to lift the ammo in order to take reload actions? Similarly is there any minimum strength to aim or move a siege weapon?
8. Has anyone found what a targeting platform is yet?
9. Called weapon enchantment on a siege weapon. Does this crush you or put it next to you with your hand on it?
10. Can an animated siege weapon be a member of the crew using it?


1) Magic Weapon works on Direct Fire Siege Weapons (e.g. cannons, ballista), but not on Indirect Fire Siege Engines (e.g. catapults and trebuchets). Only Magic Siege Weapon spell works on Indirect Fire Siege Engines

2) Siege Weapon Ammunition should be made using Craft (Siege Weapons)

3) Yes - most of the alchemical features of these special ammunitions have smaller-scale counterparts in the Alchemical Creations section of the prd. Crafting of these items should have the same Craft (Alchemy) DC, you are just having to make a larger quantity.

4) if the Gm is firing the siege weapon using npcs, the gm determines who is crew leader. if PCs are firing the siege weapons then the players have to decide. Crew leader shouldn't be changing throughout the battle, unless something has happened to the current crew leader, and thereby incapacitating him. In such a case, unless it was discussed before hand, or a officer rank dictates it, i would think that whoever was trying to step up and serve the roll would need to take a move-equivalent action to get everyone to recognize themes the new crew leader. this is not in the rules - so it will be up the the G< to determine. expect table variance.

5) yes.

6) yes - but they will just be standing around - waiting to jump in, in case one of the other crew is incapacitated. if they tried to help, they would just be in the way. picture what happens when too many people try to help do something -it gums up the works.

7) Yes - you need to be able to lift the ammunition in order to load it. If the ammunition requires 2 people to load it, then their combined max load would need to be greater than or equal to the weight of the ammo as it is listed in the prd. There is no minimum strength to aim a siege engine. While siege engine weights are not listed, in order to move a siege engine to a new location, one would need to be able to pull/push such a load. Expect Table variation for GM's determining the weight of various siege weapons, and then you just need enough crew, with their cumulative push/pull maximums to equal the weight given.

8) Again - expect table variation on this one, since the price is not specifically listed - but this is simply a platform on which smaller creatures can stand in order to operate siege weapons that are much larger than their size, in order to avoid the penalties that come with size disparities. Think of it like extra scaffolding that you can build and use. if a bunch of gnomes want to build a huge siege engine and suffer no penalties, they have to spend more money to outfit it with the platforms. BUT - if a bunch of gnomes raid a fortress belonging to giants, and the little guys want to use the giants' huge weapons against the fortress, they will take the size penalties unless they have ranks in Knowledge (engineering), or provide extra equivalent manpower

9)this seems like a bad idea... and since the range max is 100 feet - the only benefit would be to quickly move siege engines from post to post... interesting idea, though... since you cannot put the siege weapon in a bag you carry, or wield it, you would need to literally hold on to the siege engine for 24 hours before you could use the called feature. I would say that durting that grueling 24 hours, however you were holding the siege engine would be how it appears when called. So - as long as you can stand for 24 hours with your hand outstretched into an adjacent square - you could probably pull that off. since it says it teleports, and doesn't fly to you - i would think it couldn't come to you if anyone was in the spaces where it needs to appear, do to teleportation rules or unoccupied spaces... it might end up in the closest available spot.

10) animated siege engines wouldn't grow the requisite body parts for lifting and loading items into themselves (all they have are slam attacks) - but it seems reasonable that they could help aim themselves, and in the case of trebuchets and catapults reset themselves at the ready for reloading - cutting down on the reload time. This is, once again -up to the GM since it isn't explicitly in the rules.


1) Why? UC quote: "The enhancement bonus of a siege engine applies on attack rolls and targeting checks (in the case of indirect ranged
siege engines)". They are still a valid target of magic weapon right?

9) That seems a bit to strict of an interpretation of the word in your possession. Couldn't they just sleep near it or something. Also I was more looking to transport it this way. Walk 90 ft, swift action, repeat.

While I'm at it
11) Does size change action value as well as balue as part of the crew? IE: can a small crew aim, reload, fire 2x as fast as a medium crew
12) Who can fire a siege weapon; the crew leader or anyone in the crew? Assuming anyone it would use the firer's bonuses correct?

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