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Gun Runners

November 27th, 2013

Alex Riggs

Magic Market Archive

                Magic and guns: I’ve said it before, the two don’t mix very often. When they do, however, it certainly seems like the effect should be powerful. In today’s case, the scale is fairly low (and so is the cost), but I think that the results largely speak for themselves.

 

BULLET OF SEEKING
Aura faint divination; CL 1st
Slot —; Price 86 gp; Weight
Construction Requirements Craft Magic Arms and Armor, true strike; Cost 46 gp

                These +1 firearm bullets are painted with a pair of very small eyes, and often bear a grinning or snarling face to accompany them. A bullet of seeking is very faintly animated, allowing it to see its target and adjust its course ever so slightly in order to get a hit.

                Whenever you make an attack roll with a bullet of seeking, roll any miss chances that apply to that attack roll twice, and take the better result.

                None of a bullet of seeking’sunique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities. Because a bullet of seeking is ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to create a full group of 50 is 2,301 gp.

 

BULLET OF WILD TURNING
Aura moderate transmutation; CL 9th
Slot —; Price 66 gp; Weight
Construction Requirements Craft Magic Arms and Armor, animate objects; Cost 36 gp

                These +1 firearm bullets are often painted with bull’s-eye symbols on one end, although occasionally they bear a single arcane glyph, instead. Sometimes referred to as “awakened bullets” or “smart bullets,” they bear an enchantment that allows them to maneuver in mid-flight in order to reach their target.

                When determining whether or not a creature has cover from you for the purposes of a ranged attack made with a bullet of wild turning, instead of drawing a straight line from a corner of your square to a corner of the target’s square, you can draw a line that has one or more turns in it. The total number of degrees of these turns cannot exceed 90 degrees (for example, you could have it make a single 90 degree turn, or two 45 degree turns, etc.). The line does not need to be the shortest possible line to reach the target, but the line used determines the effective distance for the attack, which may cause it to be at a higher range increment. This has no effect on concealment, only cover.

                None of a bullet of wild turning’sunique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities. Because a bullet of wild turning is ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to create a full group of 50 is 1,801 gp.

 

PELLETS OF AVERSION
Aura faint divination; CL 1st
Slot —; Price 106 gp; Weight
Construction Requirements Craft Magic Arms and Armor, augury; Cost 56 gp

                These +1 firearm pellets are faintly magnetized, though their true power becomes apparent only when they are fired. When created, a set of pellets of aversion is created with an aversion to a specific thing, typically either a type of creature (chosen from the ranger’s favored enemy list), or a particular color, although in rare cases they can be commissioned to be averse to a specific individual (doing so requires a drop of the individual’s blood).

                When used to make a scattering shot with a firearm with the scatter weapon quality, pellets of aversion actively move out of the way to avoid hitting any creatures or objects in the cone to which they are averse (including creatures of the chosen creature type, or creatures wearing clothes primarily of the color to which the pellets of aversion are averse, or objects of the same color, etc.). Such creatures are not damaged by the attack.

                None of a set of pellets of aversion’sunique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities. Because pellets of aversion are ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to create a full group of 50 is 2,801 gp.