Sepllslinger build, is it legit?


Rules Questions


I was trying to iron out how spell slinger works here:
Mage bullet thread. Almost half of the abilities that it can add to the gun are by tradition "melee only skills"
I actually went in assuming that if adding flaming to the gun caused the bullets to carry that effect to the target then the other normally melee abilities would work the same way but my gm basically said that for the melee skills I would need to whack the enemy with my gun.
The skill is called "mage bullets" not "mage gun" so I don't really see how that's the case but whatever. (Also, who would design a "wizard" class to need to go into melee and hit something with a gun with a) no AB, b) no AC, c) hitting with a ranged weapon as a blunt object... i mean seriously...)
Mind you, I mainly cared because it added versatility to the class and seemed fun, I had no intention of being OP or anything like that.
By this ruling the class is pigeon holed into a one trick pony, blaster.
Since I still like the flavor (and to make myself feel better) I decided to make the best spellslinger I could think of. (I'm still getting a hang of the rules I just enjoy making builds and theory-crafting)

SO anyway this is my new build for this modern campaign.
x Wizard(spellslinger), 1 Magus (not sure which type if any), 2 (maybe 3) summoner(synthesist)
I haven't decided race but starting stats will be 20 point buy
str 7, dex 10, con 10, int 17, wis 10, cha 16
Cha is mostly for intimidate which I will use when I'm not blastering
At first level I would take Spellslinger and just *pew *pew my way through level one (basically trying to contribute but not die.
at level 2 take Synthesist
Along with many other bonuses (health, better BAB, etc) this boosts my stats to str 14, dex 14, con 13, int 17, wis 10, cha 16.
It also gives me +2 int for 19 (likely 21 with race bonus) and + 8 to one social skill (leaning toward intimidate)
From here I will have decent stats and plety of level one spells to feed to my gun to fuel the approved ranged abilities that i can use. at around 6 (if i have to make them) or as soon as I can afford them I will buy Gloves of storing which will let me draw and stow my handgun as a free action.
After which I will take a level of Magus for:

Spell combat:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

The Faq also says:
Faq entry:
"When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?

Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat."

As a side bar (with pertinent information) Modern weapons work like this:

Modern weapons:
Firearm Rate of Fire
Single Shot

This is a single shot per each attack granted by the PC's Base Attack Bonus.
Semi-Automatic

This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.
Burst Fire

As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target's Armor Class, the character gains an additional hit.
Automatic Fire

Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30') are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.

Machine guns only have autofire settings and can't normally fire single shots. These weapons can fire as cone (60') attack, each with a -4 to hit.

If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.

Note: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.

So now, as a full round action I can (Swift action)Spellslinger weapon enchant +1 and element (depending on what level spells I have at this pont), (Free action) Shrink away my weapon thus providing me an empty hand, Spell Combat-cast True strike (+20 AB), (Free action) Grow my gun, spell combat other hand- burst fire doing massive damage.
@ character level 5 take another level of synthesist for unlimited flight and maybe one more later to switch around evolutions.

Outside of everything else... I have two main questions
1) Magus spell combat says "any spell from the Magus spell list" not the "magus spells" terminology used under armor proficiency, spell recall, and their advanced forms. So can i use spell combat with only magus spells or any spells on the list (but granted from the wizard class)? If its only Magus spells I would probably drop Cha a bit for more Int for more casts anyway but it seems any source of the spell should still qualify.

2) For spell combat it says "an unarmed strike" as a weapon which I assume an empty hand ready for punching qualifies but I don't know too much about that terminology... do you need monk or a feat to make your fists qualify as weapons when unarmed? If that's the case the build will remain the same but I will burn a feat for extra evolutions to add a claw to my hand because natural attacks also work.

Outside of that I just want to know if this build will work and/or can be improved?


nothing? did i miss some obvious, glaring rule again?

Shadow Lodge

The FAQ states you can only spell combat with 1h or light melee weapons, so you can't use a gun, as a gun isn't a melee weapon. So no true strike+gun shot in 1 round unless you quicken it


You need the spell blending arcana to use other class spell abilities with spell combat but you shouldn't be using spell combat with a magus/spellslinger build. Personally id say summoner isn't needed but that's your call.


For some reason I thought that if the hand was free when casting it was ok. Wishful reading I guess.
What if the gun has a a blade on it such as

pistol dagger:
Pistol, Dagger: A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons. The awkwardness of the configuration means you do not gain the bonus on Sleight of Hand checks that either of those stand-alone weapons grants. The dagger pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the dagger component are considered broken. A dagger pistol uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.

I could spell combat with it then, correct?
@proftobe

spell blending?:
Spell Blending (Ex)

Benefit: When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.

Special: A magus can select this magus arcana more than once.

I thought this was for casting spells that AREN'T on the magus list? By my reading you select a spell and add it to your magus book... true strike is already in the magus book so why write it twice? I thought this was for (as an example) if you wanted Ray of sickening (through close ranged arcana) for your magus. If you wanted true strike you would just write it in the book normally...

Also I agree summoner isn't needed, it would be smarter to just do some stat balancing.


No there is a FAQ about it but my google fu sucks. Basically every spell you cast that didn't come.from magus memorization needs spell blending.

Shadow Lodge

You technically can spell combat with a wizard's true strike without any arcana, it just is seen as cheese. It only says the spell must be on the magus spell list, not from the magus spells per day (though this isn't RAI) I'd rule that you need to make a melee attack with the dagger. Not RAW, but what I'd rule. RAW it works.


Funny story. Once I figured out a a RAW way of doing it I lost the desire to and started looking at other builds to play. I considered the life oracle or Lore mystery-Ancient lorekeeper oracle (to be an overly smart know it all face character) when eventually I stumbled across arcane archer. imbue arrow is essentially spell storing aoe spells on arrows. Now back to making my ridiculous build.

It seems to me that I was going about this all wrong. It wasn't synthesist that was unneeded, but magus.
I can make a quickened metamagic rod @ 9th level (or buy one if one is available) and do this as a straight spellslinger with full class progression. Drop in a level of synthesist for shadow blend/ shadow form (with extra evolutions) + (reach/heightened metamagic'd) darkness spell combo and I slaughter everything and can't be targeted because of total concealment.

shadow blend:
Shadow Blend (Su)*

In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action. Source: Advanced Race Guide


total concealment:
Total Concealment

If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.


So now my question is, would darkness (assuming no higher level light spells are being thrown around) make my character untargetable?
Reach is so that you can't attack the center of the darkness circle for a 50% chance to hit and heighten is of course to overcome light spells which would be the counter to this tactic

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