Remastered Munitions Machinist doesn't work with alchemical ammo


Rules Discussion


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The new version of munitions machinist gives you quick alchemy benefits with 4 vials and the ability to use it with bombs and ammo. The problem is the action economy won't let you benefit from the ammo.
Say you want it make moderate ooze ammo, a level 6 alchemical ammo and you have the aforementioned feat and an unloaded gun
1st action: quick alchemy to create the ammo
2nd action: activate the ammo
3rd action: reload the ammo
The turn ends, and the activation of the ammo expires and at the start of your next turn,the ammo itself becomes inert.
I'm not sure if I'm missing something here, but it seams bad to be able to make ammo and not be able to use it properly.


This was brought up in the Guns and Gears: Remaster thread aswell.

Best hope we can get is to get an errata because you are right, In its current form its only usable for bombs with Alchemical Shot


Yes, many people noticed this bug and don't know how to deal with it.

Basically there are 3 solutions that the designers can give:

  • They can extend the munitions machinist's Quick Alchemy duration up to the end of your next turn.
  • They can merge the activation with reload or Quick Alchemy.
  • They can turn it into extra vials for Advanced Alchemy instead of use Quick Alchemy.

    Honestly I hope that they change the activation of ammunition to be part of reload action. The activation action of ammo always was bad and discouraging.

    While we don't get errata if some player wan't to use it I will merge the activation with reload action (maybe I consider this way as a general house rule for my tables, adding activation for ammo during reload, looks way more interesting and fun this way).

    If you don't want to make a houserule so it will be only usable for repeat weapons and for Risky Reload and bows.


  • As our table has read Quick Alchemy, the short-lived alchemical item must be activated before the end of your turn. Poisons would also be similarly problematic unless they are permanent(ish) until used once applied.

    So, in your scenario, based on our reading, it would be Quick Alchemy > Activate > Load, and next turn Shoot Ooze Ammunition.

    Grand Lodge

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    Pathfinder Adventure Path Subscriber
    Pixel Popper wrote:

    As our table has read Quick Alchemy, the short-lived alchemical item must be activated before the end of your turn. Poisons would also be similarly problematic unless they are permanent(ish) until used once applied.

    So, in your scenario, based on our reading, it would be Quick Alchemy > Activate > Load, and next turn Shoot Ooze Ammunition.

    Except that alchemical ammo deactivates it it is not fired by the dnd of the turn that it is activated.


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    Darrell Impey UK wrote:
    Pixel Popper wrote:

    As our table has read Quick Alchemy, the short-lived alchemical item must be activated before the end of your turn. Poisons would also be similarly problematic unless they are permanent(ish) until used once applied.

    So, in your scenario, based on our reading, it would be Quick Alchemy > Activate > Load, and next turn Shoot Ooze Ammunition.

    Except that alchemical ammo deactivates it it is not fired by the dnd of the turn that it is activated.

    My reflexive response was, "nuh uh! that's TBTBT!!", but I stemmed my reflexes and went looking. I had to dig for it because none of the Alchemical Ammunition traits (ooze ammo is Acid, Alchemical, and Consummable, for example) mention it. I found it under "Momentary Magic" > Activated Ammunition.

    /sigh

    Looks like we've been playing that wrong for a while. I suspect we'll houserule it to work as we've been playing it b/c, otherwise, it
    s f'ing stupid.

    Thanks for pointing that out!


    Yes in the current situation it is unusable with Quick Alchemy and reload weapons unless you are quickened. It really needs a fix.


    Technically it works if you have Risky Reload: [Quick Alchemy] -> [Activate] -> [Risky Reload]
    But I feel like there should be a better solution, possibly allowing activating ammunition as a free action when the reload action is used, as long as it wasn't a subordinate action? which would allow for: [Quick Alchemy] -> [Reload and Activate] -> [Strike]


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    I think it'd make more sense to allow the free activation as part of quick alchemy.

    The whole point (Ymmv on how good it is) of adding an action cost to some ammo is to limit its ability to become a standard method of combat. So some sort of reload + activate option would undermine that, where letting you activate as part of creating the ammo with quick alchemy kind of helps further define the niche quick alchemy munitions.

    Horizon Hunters

    I agree with Squiggit here. It's also the easiest change, given how it tackles the problem directly at the source, i.e. Munitons Machinist. Maybe adding a line to that feat, specifying how alchemical amunition created with such vials are activated upon creation.


    I too agree with Squiggit. Particularly because making the activation part of creating it with QA avoids giving any advantage to using non-QA-made special ammunition like making it a part of reloading would do


    Personally, I felt the effects of most alchemical ammunition weren't worth three actions to buy them, but by bringing the general action cost down to two actions it would be in line with spell action economy, while QA would give increased flexibility at an action cost

    Also, my previous suggestion probably should have been reversed to be "When you use at least one action to activate a piece of Alchemical Ammunition you may load the ammunition as a free action" which would more cleanly prevent it from being combined with reload economy actions

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