Magus archetype (Gun Magus) for Homebrew campaign


Homebrew and House Rules


One of my players wants to play a "gun-totting battle mage." I thought the magus class would be great for this, but there doesn't appear to be an archetype that incorporates the use of firearms. Instead we have the spellslinger, which he isn't too happy with. He wanted to take a level dip into cross-blooded sage/protean sorcerer to regain cantrips and a few useful spells. That seems too complicated to me, so I proposed altering the magus class.

Gun Magus

Essentially I swapped out spellstrike for arcane gun and moved that to a 1st level ability. I bumped spell combat back to level 2, and I dumped mage bullets to let the arcane pool take over. I also swapped out some of the magus arcana for gunslinger deeds.

I know others on the forums have offered conversions which were something of a combination of the gunslinger and the arcane archer.

Thoughts?


What about this--> spellslinger


He said in the post that the player didn't like the spellslinger.


Also, the google docs is locked down. You need to Share it with anyone who has the link.


Ooops. Fixed it.

Gun Magus


I see he did. I don't know how I missed that.


wraithstrike wrote:
What about this--> spellslinger

My player isn't happy with the spellslinger, and wants to try some crazy multi-classing antics to fix things.


Just to chip my piece in, Here is something thast could be useful for this as well.

i would simply take away standard Spellstrike, and replace it with this gun mages pistol abilitites. the pistol advances with the magus too (sort of like black blades). I do like the idea of allowing Deeds instead of arcanas, but i'm sorta worried that the magus already has enough things to be spending his pool on. Having a deed pool wouldn't kill him, i know it makes him more MAD, but you do want guns and magic...


Have you considered the Myrmidarch archetype? Try a Myrmidarch half elf that takes exotic weapon prof firearms and combine it with amateur gunslinger. I'd also say just let him swap out some of his arcane pool powers for similar ranged abilities and allow him to take a few deeds as feats. Right now he's got a lot of power with no synergies. Ranged spellstrike combines very well with weapon spec firearms.

Silver Crusade

Why would anyone want cantrips when you can have a gun ? Also, you missed the gun-oriented, really useful spells, that do not appear in your Gun Magus's spell list.
If it can help, here is my own Gunmage conversion, including the list of spells you should allow to your player.
My own suggestion, if he really wants to invest in them, would be to allow him to take Extra Cantrips or Orisons to learn two cantrips of his choice that he can cast at will during the day.


proftobe wrote:
Have you considered the Myrmidarch archetype? Try a Myrmidarch half elf that takes exotic weapon prof firearms and combine it with amateur gunslinger. I'd also say just let him swap out some of his arcane pool powers for similar ranged abilities and allow him to take a few deeds as feats. Right now he's got a lot of power with no synergies. Ranged spellstrike combines very well with weapon spec firearms.

My player wants to be a gnome. Apparently a gun totting David the Gnome amuses him. I admit, it is funny when the half-orc barbarian chucks him at enemies.

The Myrmidarch is still primarily a melee fighter. Not really the flavor we're looking for.

I am debating ranged spellstrike over arcane gun, but there are two things I really like about arcane gun.

1.) He doesn't have to burn a feat for the firearm weapon proficiency. It's built in.

2.) I like the inherent risk with arcane gun. There is always a chance that the gun will break, and possibly explode. That keeps the character from running amok with his spells/gun.

He also has to attune a specific weapon each day. He can't drop his rifle, grab a pistol, and go to town. That encourages him to think through his character and get into more role-playing than dice rolling.
(Does that mean I'm turning into an evil GM?)


Maxximilius wrote:

Why would anyone want cantrips when you can have a gun ? Also, you missed the gun-oriented, really useful spells, that do not appear in your Gun Magus's spell list.

If it can help, here is my own Gunmage conversion, including the list of spells you should allow to your player.
My own suggestion, if he really wants to invest in them, would be to allow him to take Extra Cantrips or Orisons to learn two cantrips of his choice that he can cast at will during the day.

Cantrips are useful, and on occasion guns jam or get taken away. It also lets him cast a range of useful spells throughout the day instead of having to worry about hoarding his 3 spells. (Unless I missed something, at lvl 2 he can only cast three lvl 1 spells in a day. The SpellSlinger doesn't get extra spell slots from the School of the Gun, or even something like force missiles to be used 3+INT times per day.)

The spell list is still the default Magus spell list, but after looking at your conversion I see your point. Thanks.

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