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Cerefel
2021-02-19, 11:42 AM
I have a TWF gunslinger/witch gish built out, but using the amount of ammunition required for such a build would likely be prohibitively annoyingly expensive. On most similar builds I would use Blood Money + Fabricate to make ammunition without paying gold, but fabricate isn't on the witch list or even apparently acquirable through patron spells. Does anyone here know of a way to get ammo on the cheap or at least a way to cast fabricate as a witch?

freduncio
2021-02-19, 01:55 PM
Is SoP content allowed?


Surreal feats are feats that use or rely upon the irrational and unpredictable substance known as shadowstuff. All surreal feats are spell-like abilities that are treated as (figment, shadow) illusions for the purposes of interacting with other effects. Characters with the Shadow Infusion talent or the create reality class feature may spend spell points in place of shadow points to activate abilities granted by surreal feats.
The first time you gain a surreal feat you also gain a shadow pool as the fey adept class feature, except it only contains a number of shadow points equal to the total number of surreal feats you possess. This stacks with any other shadow points.

Shadowstuff Armament (Surreal)
Benefit: As a move action or a free action with the expenditure of a shadow point, you may create and instantaneously equip a non-magical version of a weapon, piece of ammunition, light armor, or light shield you are proficient with out of stable shadowstuff. In the case of exotic weapons, you must have studied a pre-existing version of the weapon for at least 1 week. This object dissipates one round after you are no longer in contact with it or if you use this feat a second time. Creating ammunition using this feat may be done as part of the same action required to load a weapon instead of a move action without having to spend a shadow point.

Special: You may create an additional simultaneous object with a single use of this feat per 5 character levels.

HeraldOfExius
2021-02-19, 05:07 PM
If you can spare two feats and your swift action, then you can use Spell Cartridges (https://www.d20pfsrd.com/feats/combat-feats/spell-cartridges-combat/) to conjure up magic bullets when you attack.

Daefos
2021-02-19, 05:08 PM
It would eat your swift action and require you to take Arcane Strike, but the Spell Cartridges feat would let you load your gun with a magic force bullet.

Edit: Cursed ninjas.

icefractal
2021-02-19, 05:27 PM
How are bullets still a significant expense at the point you can cast Fabricate? Very low-wealth campaign?

Abundant Ammunition is another that would do it (and combines really well with Named Bullet), but it's not on the Witch list either. It is a 1st level spell though. Usable via wand or wondrous item, but if you could afford those you could probably afford bullets.

It requires being a Samsaran, but there's always Mystical Past Life to put Fabricate and/or Abundant Ammo on your list.

Kitsuneymg
2021-02-19, 05:47 PM
Is SoP content allowed?

Just use ammo spitter from the tech sphere.

Cerefel
2021-02-20, 12:34 AM
Thanks for all of the suggestions! I'll probably end up taking Spell Cartridges since I was going to take Arcane Strike anyway. For those wondering why ammo would be such a significant expense, it's because this character has a pair of revolvers and makes about 8 attacks per round with metal cased ammunition (in addition to whatever special materials might be relevant), and losing 12+gp per full attack might make it hard to budget magic items in advance.

Firebug
2021-02-20, 01:10 AM
For those wondering why ammo would be such a significant expense, it's because this character has a pair of revolvers and makes about 8 attacks per round with metal cased ammunition (in addition to whatever special materials might be relevant), and losing 12+gp per full attack might make it hard to budget magic items in advance.Must be running with "Guns Everywhere" rule, otherwise Gunsmithing (https://aonprd.com/FeatDisplay.aspx?ItemName=Gunsmithing) only reduces Metal Cartridge costs to 50%, not 10%.

... At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge.

Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
With any ruleset besides "Guns Everywhere" that same full attack should be costing you 60gp, not 12gp.

Cerefel
2021-02-20, 01:38 AM
Must be running with "Guns Everywhere" rule, otherwise Gunsmithing (https://aonprd.com/FeatDisplay.aspx?ItemName=Gunsmithing) only reduces Metal Cartridge costs to 50%, not 10%.


With any ruleset besides "Guns Everywhere" that same full attack should be costing you 60gp, not 12gp.

Oh whoops! I remembered the bit about normal ammunition costing 10% of market price but completely missed the bit about alchemical ammunition types costing 50% of market value.

In any case, I'd likely be hemorrhaging money in every combat if I didn't find some kind of cost-reducer.

Firebug
2021-02-20, 03:26 PM
Other options (besides spell cartridges (https://aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Cartridges), which is probably the easiest) include: Shadowshooting (https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Shadowshooting) weapon enchantment. Its only a +1 cost, but does have the disadvantage of a Will save or minimum damage on the dice. Automatically reloads though as well. Alternatively, if you were not opposed to dipping, a level of Occultist would get you Legacy Weapon several times per day, though it's a standard action to activate and only affects 1 weapon per use.
Similarly, a Shadowcraft (https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Shadowcraft%20We apon) Weapon is similar, though you can switch it to different weapons as well. For example, you could decide that a revolver is not what you need right now because you want a scatter weapon, and shift it into a Dragon Pistol. Same(slightly worse actually) save or minimum damage.

Unfortunately, none of these are on the Witch list... but we'll get to that. Unfortunately, Page of Spell Knowledge/etc doesn't work since you aren't a spontaneous Arcane... though there is an Archetype (https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Witch%20Ley%20Line %20Guardian) for that.
Abundant Ammunition (https://aonprd.com/SpellDisplay.aspx?ItemName=Abundant%20Ammunition) as mentioned would work, but you would need to cast it before every fight that you didn't want to spend ammo.
Fabricate Bullets (https://aonprd.com/SpellDisplay.aspx?ItemName=Fabricate%20Bullets) might at your GM's discretion allow you to make metal cartridges, but probably not.
Reloading Hands (https://aonprd.com/SpellDisplay.aspx?ItemName=Reloading%20Hands) will create ammunition... albeit once per round.

A Vibrant Purple Prism(cracked) (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Ioun%20Stone%2 0Vibrant%20Purple%20Prism) Ioun Stone allows you to store 1 level of spells, but then you need someone else in the party to cast into it each fight. Which could work, its an easy way to move personal buff spells to the fighter without having them take UMD.

Is Shaman (https://aonprd.com/ClassDisplay.aspx?ItemName=Shaman) an option? They have the option to take a Witch Hex if you were only going for a specific one. They also can pull Cleric/Oracle spells from one of their Favored Class bonuses, and can pull Sorcerer/Wizard spells with one of their Spirits (Lore: Arcane Enlightenment). They are a bit more Nature themed with their spell-list in general, but also have a higher BAB than a standard Witch. You would lose out on Spell Cartridges though, since they aren't arcane.