Spell Slinger advice


Advice


Making a spell slinger for a home game. My original character died, so the gm is allowing me to start at level 6 to keep up with the other party members. He will Probably be drow, to keep up with a story arc, but the gm is allowing me to have an INT bonus over CHA. I would like some advice to building this character. Back story is basically a drow from the under dark, sent to the surface to further the advancement of thier assassin guild.

Thanks for your imput, fairly new to casters and gun users


Actually, you may want to keep that charisma bonus. The best way to build a Spellslinger is to take one level as a Wizard to get the archetype, then immediately switch to Sorcerer. None of the Spellslinger's class features are dependent on your wizard class level, but all of its benefits apply to your Sorcerer spellcasting!

The Spellslinger's big talent is the ability to use his gun to enhance his magic, providing an enhancement bonus from his weapon to his saving throw DC's and touch attacks. His actual gun-shooting abilities are pretty poor, and misfires are pretty catastrophic for him, so you're best to use the gun only for powerful spells you want to boost.

An alternate approach would be to ditch the spellslinger archetype altogether and just multi-class Gunslinger instead. This avoids the odious penalties of the archetype and lets you qualify for the Eldritch Knight prestige class. This character will have a significantly higher base attack bonus, in addition to better class features and a few bonus feats that can be used to improve his gunfighting ability.


If you keep the INT bonus, spellslinger 1/ witch x is also good. It plays as a normal witch, but you can use the gun to further buff your DCs:Evil Eye, Misfortune, Enervation bullet to the face! You can also pick a patron that grants you a few blast spells, if you want (Time is a really good all round choice).


I would take 1 level Spell slinger and put 5 levels musket Master and then go Spell slinger from there. And then at 11 go Eldrich knigth. That will allow you to be a strong ranged combat guy and will let you keep your Spells relevant with some feat investment. The problem with the Spell slinger IMOP is that he is not really becoming relevante with his gun but he is loosing lost of magic power.
The combo i suggest above is gonna use the spells to boost his gun but he will have options other gunslingers only Dream of.


if it's a home game, forget about 5 levels of musket master, go with 3 of trench fighter instead (that is IF you really want that dex to damage).

Other options besides sorc/Arcanist:
-Oracle: Makes use of CHA, can have gun spells with the right mysteries/curses. Can wear light armor. Most notably, Heaven's oracle gets colorspray, and the means to keep it forever relevant.

-Myrmidarch Magus: At level 4 you get the ability to shoot a bullet along with your spells. This is important because if the bullet crits, the spell crits (and you have 3x crits for spells). You can cast named bullet and guarantee yourself a spell crit for rays.

-Eldritch Knight: Is really great if you can do early entry, and grab the capstone at 12. Again, named bullet.


Cap. Darling wrote:

I would take 1 level Spell slinger and put 5 levels musket Master and then go Spell slinger from there. And then at 11 go Eldrich knigth. That will allow you to be a strong ranged combat guy and will let you keep your Spells relevant with some feat investment. The problem with the Spell slinger IMOP is that he is not really becoming relevante with his gun but he is loosing lost of magic power.

The combo i suggest above is gonna use the spells to boost his gun but he will have options other gunslingers only Dream of.

If you intend to cast many spells, Pistolero is better than Musket Master simply because you might want to be able to use metamagic rods in one hand.

And tiefling with a prehensile tail so you can still reload. I know, you're a drow, but it's worth thinking about how you can juggle a gun and rods and still count as having a free hand to cast spells.

Take a look at the guide, even if you disagree with me.

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