Beast Gun effects and the Ammo (Special or not)


Rules Discussion


Howdy.

So many of the beast guns have special effects. and more than a few of them require the weapo nto be loaded.
Such as the Spike Launcher which requires the weapon to be loaded
Activate Three Actions Interact (evocation, magical); Frequency once per day; Requirements The spike launcher is loaded;
Or the drake rifle (though it specifies a burst not the ammo)

For abilities like that, if you have some kind of effect on the ammo. For instance poisoned. Does that mean they're all effected by that ammo's property? As those specify its a special

Drake Rifle's burst for instance, the strike hits at least 1splash per weapon damage. As its labeled splash it bypasses most interactions so that one is a bit more straightforward. (Unless you're a playtest thaumturge I guess)

I'm pondering interactions with a Toxicant Alchemist, but in general there are a lot of effects, runes and spell buffs that effect strikes or ammo. and by all rights several beast guns specify the ammo, or strikes. or both.

Horizon Hunters

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Most magical ammo requires you to Activate it first, meaning you would spend an action to Activate it, one to load it in, and one to fire it. Not really enough actions to use those special abilities as well. If it's a type of ammo you don't have to activate then it should all stack, but any effects that the magical ammo has are not affected by the gun, they are just both applied individually to the target.

For example, if you use Corrosive ammo with a Drake Gun that does electric damage, and somehow were able to use the special 3 action ability with the ammo, it would still do electric Splash as normal, and only the main target would be effected by the Corrosive ammo.

Also, anything counting "weapon damage die" only count the original die and any striking rune dice.

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