(PFS) I got a boon to make a spell-slinger, what do I do with it?


Advice

Scarab Sages

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So, I recently got a boon to make a spell-slinger archetypes wizard, and I’m trying to figure out what to do with it. As far as I can see, the spell slinger’s greatest strength is that it works with all spells, not just ones that the slinger gets from their spell-slinger levels.

So my thought is to dip one level into spell slinger to get the gun proficiency/gunsmithing (so I can buy guns) and then the rest into some other class that gives me spells that I can use. My first thought was myrmadach magus.

So, the build would go: Human
Wayang spellhunter, signature spell-shocking grasp
Level 1: Spell slinger, (feat: Amature Gunslinger, intensified spell)
Level 2:Myrmadarch 1
Level 3: myrmadarch: Rapid reload
Level 4: myrmadarch
Level 5: myrmadarch, (feat-Weapon focus)
Level 6: myrmadarch (can fire melee touch spells through gun)
Level 7: myrmadarch: (Feat: point blank?) (Weapon-training firearms)
Level 8: myrmadarch:
Level 9: myrmadach (feat: Weapon spec)

Doesn’t feel quite right, and there are holes, I’d like some input.


The way I see it is that the biggest strength of Magus is the increased critical range for spells. Spellslinger gets the opposite boost in that it can deliver x4 spell crits but can't advance beyond 19-20 crit range. I would focus instead on save based spells that can qualify for the bonus from the gun as +5 DC is no joke. Hell, might be worthwhile to go 1 in Spellslinger and then Heavens Oracle for that sweet Color Spray action.

Scarab Sages

chaoseffect wrote:

The way I see it is that the biggest strength of Magus is the increased critical range for spells. Spellslinger gets the opposite boost in that it can deliver x4 spell crits but can't advance beyond 19-20 crit range. I would focus instead on save based spells that can qualify for the bonus from the gun as +5 DC is no joke. Hell, might be worthwhile to go 1 in Spellslinger and then Heavens Oracle for that sweet Color Spray action.

I don’t do color spray. Not only is it anticlimactic, but one spell ending a fight tends to piss off both GMs and other players. I just find it a cheap tactic that I don’t like.

The idea behind the build is to shoot the gun normally, and then, if the situation gets bad, lightning bolt/fireball/ ranged shocking grasp


After running a spellslinger in an earlier campaign one of my players posted a guide which may be useful but he built around gunslinger/spellslinger. It;s on the guide to the guides

Scarab Sages

JohnHawkins wrote:

After running a spellslinger in an earlier campaign one of my players posted a guide which may be useful but he built around gunslinger/spellslinger. It;s on the guide to the guides

Thanks for pointing to the guide. It seems to be dedicated to a full level spellslinger, which I suppose I could do, but I’m more interested in myrmadarch. Still, thanks.

Scarab Sages

Well, I've talked to a friend, read up on some stuff, and come up with a few options. I'd like a fresh pair of eyes to help me figure out which option to choose.

I'm thinking of going with either Human (for the extra feat, which would shore up all of the builds), or Elf (for that bonus to spell penetration, and that sweet +2 to dex and Int)

Thoughts?

Build 1 Spelslinger/Eldrich Knight
(Assume 22 Int)
Level 1: Spell slinger (Amature Gunslinger)
Level 2: Fighter (Point Blank Shot)
Level 3: Spellslinger2 (Rapid Reload)
Level 4: Spellslinger3
Level 5: Spellslinger4 (Precice Shot)
Level 6: Spellslinger5 (Intensify Spell, bonus)
Level 7: Eldrich Knight (Spell Penetration, Weapon Focus)
Level 8: Eldrich Knight
Level 9: Eldrich Knight (Rapid Shot)

Total:
+3 weapon (bought) (+5 if sacrafice level 2 spell)
Cast up to 4th level spells
Spells/day: 6/5/3/2
+6/+1 BAB
No bonus to damage
Pros:
+ Rapid Shot
+Intensify spell option)
Cons:
- 4 Opposed Schools
- No cantrips, read/detect magic 1st level spells

Build 2, Spell slinger/Sorcerer (Eldrich Scrapper) Stormblood Bloodline
(assume 22 chr)
Level 1 Spelslinger (Amature Gunslinger)
Level 2 Sorcerer1
Level 3 Sorcerer2 Rapid Reload
Level 4 Sorcerer3
Level 5 Sorcerer4 Spell Penetration
Level 6 Sorcerer5
Level 7 Sorcerer6 Point Blank Shot (Bonus) Precice shot
Level 8 Sorcerer7
Level 9 Sorcerer8 Greater Spell Penetration

Total: +3 Weapon (bought)(+5 if sacrafice level 2 spell)
Cast up to 4th level spells
Spells/day: 8/7/6/4
+4 BAB
No bonus to damage
Pros:
+ Low level martial flexability
+Greater Spell penetration
Cons:
- Limited spell selection
- Low skill ranks/level

Build 3, Spellslinger/Myrmadarch
(Assume 22 Int)
Level 1 Spellslinger (Amature Gunslinger)
Level 2 Myrmadarch1
Level 3 Myrmadarch2 Rapid Reload
Level 4 Myrmadarch3
Level 5 Myrmadarch4 Point Blank Shot (ranged Spell combat)
Level 6 Myrmadarch5 Precice Shot (Bonus)
Level 7 Myrmadarch6 Weapon Focus (weapon training: Firearms)
Level 8 Myrmadarch7
Level 9 Myrmadarch8 Weapon Specialization

Total: +2 Weapon (bought) (Up to +4 with magus arcana)
Cast up to 3rd level spells
Spells/day: 5/5/2
+6/+1 BAB
+3 bonus to damage (weapon training, weapon specialization)
Pros:
+ Don't need to sac spell slot to increase weapon ability
+ Spell combat essentially allows rapid-shot like RoF
Cons:
- Limited to Magus skill list
- Cannot use Peperbox

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