Spellstrike Ammunition and actions that allow to activate ammo


Rules Discussion


There are a number of ways to Activate a piece of Activated Ammunition as part of a different action, examples include:

Alley-oop Commander 1-action Tactic
Beast Gunner's Spellsling 3-action Activity

While Alley-oop limits the consumable's activation cost to 1 action, Spellsling does not give any limits.

That means that, RAW, the Spellstrike Ammunition (which normally requires two actions for activation) could also be activated with Spellsling. In a hypothetical case where an Ammunition would require even longer, for example, 10 minutes, this could also be bypassed in the same way.

In the case of Spellstrike Ammunition in particular, that seems to allow a character to deliver two Spells with a single shot (one as part of Spellsling itself, and one more through the Spellstrike Ammunition), which seems awkward to me, as there aren't many ways even for full spellcasters to Cast two 2-action spells in a turn, namely with Quickened Casting, which is a 10th-level feat that can be activated once per day and also comes with constraints on the spell rank.

So, I am here to ask: am I missing something, is that an oversight, or is that intended? I personally don't believe it should work that way, but RAW it appears to do.


That Gnome wrote:
That means that, RAW, the Spellstrike Ammunition (which normally requires two actions for activation) could also be activated with Spellsling.

Strict RAW is a troll ruling.


Finoan wrote:
That Gnome wrote:
That means that, RAW, the Spellstrike Ammunition (which normally requires two actions for activation) could also be activated with Spellsling.
Strict RAW is a troll ruling.

I agree. Still, as a GM, I would prefer to have something else to tell a stubborn player who argues for their right to double-Spellstrike, other than "I just decided not to allow it."

Liberty's Edge

Since most activated magical ammunitions require only 1 action to activate, it is likely this case that was considered.

Using it for ammunition with longer activations fall under the Too Good To Be True RAW clause and can be definitely forbidden.


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Also it's not simply Beast Gunner's Spellsling. You must be a Gunslinger, have spend 2nd lvl feat for Spellshot dedication, 4th lvl feat for Beast Gunner's dedication and 6th lvl feat for a Spell-Woven Shot, and only then you can activate ammunitions during Spellsling.


Spellstrike ammo is so g~@*%~n expensive that getting enough juice out of it to solidly beat just having property runes is probably not viable anyways.

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