Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

Urgent help level 7 Spellslinger Arcanist!


Advice


I need help with spells and items here is what I got
Spellslinger 1 Arcanist 6
Str 11
Dex 13
Con 13
Intelligence 20
Wiz 12 Cha 14
23,500 GP
I want to make my gun a +1 Distance Lucky Musket so -300 for masterwork and then -6,000 for enchantments
17,200GP
Handy Haversack -2,000
15,200GP
The campaign is ship based exploration. I have leadership a cohort and the corresponding NPC's. I may not be the Captain starting out but I do have a fair amount of the crew under my leadership.


Just a few questions

Are you intending on shooting and casting? If yes your build needs some serious modifications. If no then what is the point in adding distance or lucky to your musket. A flat enchantment bonus would serve you much better

Assuming you aren't using houserules, you didn't calculate the GP cost of your musket right. You add all the bonuses together then calculate cost. In this example you have 1+1+1=+3 for a price of 18000gp + 300 for masterwork

Also I would recommend swapping to a pistol. Its easier to reload and I can't find any exception to the needing a free hand to cast unlike the similiar magus archetype

Other items
Cloak of Res, Headband of Int, Blessed Book, Wands/Scrolls, Belt of Con/Dex

Spellslinger Specific Spells
Lv1 Snowball, Color Spray
Lv2 Scorching Ray/Admonishing Ray, Alchemical Allocation(for alchemical shots)
Lv3 Waves of Blood

For other spells check out the guide to guides. There is tons of guides that rate the wizard/sorc spell list. Also there is a very nice spellslinger guide in the wizard section


I completely agree with Dastis regarding the Musket's enhancement. You're a caster spellslinger so boosting the enhancement bonus of your firearm should take priority. You want to get it up to +5 as soon as you can afford to do so. Other benefits aren't nearly as meaningful.

With that said, I'd disagree on the matter of the pistol. The class feature expressly says that you can pick a two-handed firearm as your bonded firearm, and the only benefit of this is being able to channel your spells through the firearm. It is self-evident that it shouldn't interfere with spellcasting. If you'd prefer the extra range and power of a musket to the faster reload and lower misfire chance of a pistol, then that should work fine. Either way you shouldn't be overusing your firearm, as misfires are annoying no matter how you slice it.

Speaking of misfires (or overloads, as they're called for spellslingers), the Jury Rig spell is a nice one to pick up. The duration is annoyingly short, but it suppresses the broken condition of a weapon and is one of the only ways to restore an overloaded firearm to a working state within 1 round.


Dasrak wrote:

I completely agree with Dastis regarding the Musket's enhancement. You're a caster spellslinger so boosting the enhancement bonus of your firearm should take priority. You want to get it up to +5 as soon as you can afford to do so. Other benefits aren't nearly as meaningful.

With that said, I'd disagree on the matter of the pistol. The class feature expressly says that you can pick a two-handed firearm as your bonded firearm, and the only benefit of this is being able to channel your spells through the firearm. It is self-evident that it shouldn't interfere with spellcasting. If you'd prefer the extra range and power of a musket to the faster reload and lower misfire chance of a pistol, then that should work fine. Either way you shouldn't be overusing your firearm, as misfires are annoying no matter how you slice it.

Speaking of misfires (or overloads, as they're called for spellslingers), the Jury Rig spell is a nice one to pick up. The duration is annoyingly short, but it suppresses the broken condition of a weapon and is one of the only ways to restore an overloaded firearm to a working state within 1 round.

I have amateur gunslinger quick clear for misfires and overloads.


Alchemist 23 wrote:
I have amateur gunslinger quick clear for misfires and overloads.

Quick Clear doesn't work on overloads, only misfires.


Dastis wrote:

Just a few questions

Are you intending on shooting and casting? If yes your build needs some serious modifications. If no then what is the point in adding distance or lucky to your musket. A flat enchantment bonus would serve you much better

Assuming you aren't using houserules, you didn't calculate the GP cost of your musket right. You add all the bonuses together then calculate cost. In this example you have 1+1+1=+3 for a price of 18000gp + 300 for masterwork

Also I would recommend swapping to a pistol. Its easier to reload and I can't find any exception to the needing a free hand to cast unlike the similiar magus archetype

Other items
Cloak of Res, Headband of Int, Blessed Book, Wands/Scrolls, Belt of Con/Dex

Spellslinger Specific Spells
Lv1 Snowball, Color Spray
Lv2 Scorching Ray/Admonishing Ray, Alchemical Allocation(for alchemical shots)
Lv3 Waves of Blood

For other spells check out the guide to guides. There is tons of guides that rate the wizard/sorc spell list. Also there is a very nice spellslinger guide in the wizard section

Yes I am using the gun as a gun because I do not get that many spells per day and Snowball is not allowed because it is not from a hardbound book. As for modifying my build can't we are playing good old fashion 4D6 in order with the house rule that you add 1's. I got really lucky with my 19 which became a 20.


Dasrak wrote:
Alchemist 23 wrote:
I have amateur gunslinger quick clear for misfires and overloads.
Quick Clear doesn't work on overloads, only misfires.

And Jury Rig dose not stop it from Exploding. FML


Alchemist 23 wrote:
And Jury Rig dose not stop it from Exploding. FML

Jury Rig will stop it from exploding. While under the effect of Jury Rig the weapon is treated as if it weren't broken, and overloads only cause the gun to explode if the gun has the broken condition. Since overloads don't actually cause HP damage to the weapon it can't be destroyed in that manner, and since it's treated as if it wasn't broken it won't explode when it overloads again, so you get full protection for the (admittedly short) duration of the jury rig spell.


Add Mending, Acid Arrows, Pellet Blast, and Battering blast to recommended spells

Paizo / Messageboards / Paizo / Pathfinder® / Pathfinder RPG / Advice / Urgent help level 7 Spellslinger Arcanist! All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.