Gun Magus


Advice


So, lately there is been a lot of new stuffs cropping up with the ACG and whatever, and i'm starting to lag behind. So i'm asking, has there been something new and juicy to make a gun wielding magus work?


Not really. There is the magus archetype (myrmidarch) that "works" with ranged weapons, but it still doesn't work right because spell combat doesn't get changed (and requires a melee weapon).


i know the myrmidarch, and you can get around it with a pistol-dagger. The problem is that firearms have no static damage to speak of without 5 levels in gunslinger.


I still think that 5 levels musketmaster, 5 levels Spell slinger, Eldrich knigth is the best arcane gun dude in the game. At least after level 13,


Nah Cap. Darling. It's 1 level of Spellslinger, 19 levels of Sorcerer. Ignoring all the stupid ass restriction of the spellslinger class and being able to use your sorcerer magic with the abilities granted by your wizard level. It still allows you the majority of the normal power of a sorcerer/wizard and gives you some nifty abilities to cast through a gun.


I run a Spellslinger 1/Magus X build with a few houseruled goodies (Ranged Spellstrike as an arcana, for example), using Snowball instead of Shocking Touch. While Spell Combat doesn't work on its own with ranged weapons, Spellstrike does, so with the stacking magic properties from the Spellslinger and Magus class features, it's certainly been viable (though I guess it helps that player wealth is sparse in this game too). Come Magus level 11, I plan to switch to Scorching Ray for the rider on my bullets.


Claxon wrote:
Nah Cap. Darling. It's 1 level of Spellslinger, 19 levels of Sorcerer. Ignoring all the stupid ass restriction of the spellslinger class and being able to use your sorcerer magic with the abilities granted by your wizard level. It still allows you the majority of the normal power of a sorcerer/wizard and gives you some nifty abilities to cast through a gun.

but my character Can be a effecient gunslinger and still gets to do magic stuff. The spellslinger1 sorcerer is just a level behind a normal sorcerer. And have a sligth boost to DC if he spend time and resources to get it.


Cap. Darling wrote:
I still think that 5 levels musketmaster, 5 levels Spell slinger, Eldrich knigth is the best arcane gun dude in the game. At least after level 13,

Take Trench Fighter instead of Musket Master, you get Dex to Damage 2 levels earlier.


GeneMemeScene wrote:
Cap. Darling wrote:
I still think that 5 levels musketmaster, 5 levels Spell slinger, Eldrich knigth is the best arcane gun dude in the game. At least after level 13,
Take Trench Fighter instead of Musket Master, you get Dex to Damage 2 levels earlier.

Trench fighter is from a setting where guns are super common and shouldn't be used except in such a setting. The archetype actually comes from the Adventure Path Rasputin Must Die.

Spoiler:
The players end up on Earth in Russia and many of your enemies have the archetype and you must kill Rasputin to free Baba Yaga.

Cap. Darling wrote:
Claxon wrote:
Nah Cap. Darling. It's 1 level of Spellslinger, 19 levels of Sorcerer. Ignoring all the stupid ass restriction of the spellslinger class and being able to use your sorcerer magic with the abilities granted by your wizard level. It still allows you the majority of the normal power of a sorcerer/wizard and gives you some nifty abilities to cast through a gun.
but my character Can be a effecient gunslinger and still gets to do magic stuff. The spellslinger1 sorcerer is just a level behind a normal sorcerer. And have a sligth boost to DC if he spend time and resources to get it.

He gets plenty of stuff from that 1 level lost, if you really want to combine gun play and full casting. Your character doesn't cast any spells until level 6, and is 5 levels behind on casting and due to the restrictions on Spellslinger wont have as many good spell choices since you're going to have to choose evocation as your specialty and then choose 4 as your opposed.

Your build is substantially more martial, that is true. But mine loses relatively little to give himself a bonus on save DCs and some other minor boons.


GeneMemeScene wrote:
Cap. Darling wrote:
I still think that 5 levels musketmaster, 5 levels Spell slinger, Eldrich knigth is the best arcane gun dude in the game. At least after level 13,
Take Trench Fighter instead of Musket Master, you get Dex to Damage 2 levels earlier.

Does trench figther get to load musket as a free action?

Edit: and what Claxon said.

Sovereign Court

The Iron Kingdoms setting for 3.0 had Gun Mages as a base class. You might look into it for inspiration; they were essentially magi that used pistols instead of melee weapons.


I don't really like spellslinger. Doesn't have any synergy between attacks and spells. The fake arcane pool thing seems to suggest you should be firing but in practice the only good feature of the spellslinger is the +5 DC to spells witch is actually only usefull to straight caster who max their casting stats. Like, pick a sorc and slap on him a 1 level dip into gunslinger for the free +5 DC on disintegrate/flash to stone/whatever.
I want spell combat and ranged spellstrike. Any way to use char instead of int for magus aside from that horrible and convoluted eldritch scion?

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