Spells for Gunslingers?


Advice


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I'm wondering what spells would make a good addition to a Gunslinger to be turned into a wand or scrolls and be used by UMD.
Even if it's only situational spells or become useless after a certain level.

So far I found Abundant Ammunition, but I have to either shoot alot of ammo or expensive ammo to make that worth. Might be better to get a permanent enchantement on the ammo pouch or something.
True Strike might make a nice wand/scroll for those shots that have to hit (but as gunslinger targeting touch AC thats maybe not that important)
Cat's Grace and Eagle's Splendor (for mysterious stranger archetype) maybe, but might be better to just buy the belt/headband here.

Can't think of anything else, but I'm sure there's stuff.

Silver Crusade

Wand of heroism should be a very good investment. Maybe a wand of bullet shield or shield of faith for those sniper duells....

Aspect of the falcon could be a worth it, maybe haste

Grand Lodge

That's what support casters are for.

Silver Crusade

Some of the best spells for wands are have a personal range. Of course UE has some very nice bracers with a permanent aspect of the falcon.


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Best spell ever for a gunslinger:

"I know what you're thinking. Did he fire six shots, or just five. But considering that this is a .44 magnum revolver, the most powerful handgun in the world, and can blow your head clean off, you just have to ask yourself. Do you feel lucky? Well? Do ya, punk?"

Silver Crusade

Adamantine Dragon wrote:

Best spell ever for a gunslinger:

"I know what you're thinking. Did he fire six shots, or just five. But considering that this is a .44 magnum revolver, the most powerful handgun in the world, and can blow your head clean off, you just have to ask yourself. Do you feel lucky? Well? Do ya, punk?"

Shame one of the best scenes in his carrer and the only thing I think about is the chair thing..


Sebastian Hirsch wrote:
Adamantine Dragon wrote:

Best spell ever for a gunslinger:

"I know what you're thinking. Did he fire six shots, or just five. But considering that this is a .44 magnum revolver, the most powerful handgun in the world, and can blow your head clean off, you just have to ask yourself. Do you feel lucky? Well? Do ya, punk?"

Shame one of the best scenes in his carrer and the only thing I think about is the chair thing..

I think making you think about the chair thing was the whole point.


Reloading hands + Musket + Dead Shot deed = Effectively a full attack with a weapon you don't have Rapid Reload for. It's worth a feat. Pay attention to the caster level as it's measured per round. A Sorcerer's wand will last 1 round longer than a wizard's unless you stipulate caster level.

It's also the fastest way to fire a Culverin, which cannot be Rapid Reloaded and Alchemical Cartridged down to a free action (it doesn't take cartridges, Standard is the best you can do.) Assuming you have a stand or a wall to brace against, you can make a 30' cone attack each turn. It deals 2d8 per shot to a HUGE area, which is nothing to sneeze at.

Stabilize Powder is a good spell IF you are using a Pepperbox. Six shots that won't misfire? Dandy. It only works on what is currently loaded in the gun... so make sure the gun can hold a lot of shots; the Pepperbox!

Named Bullet is a tricky spell. It's 4th level, so expensive on a wand. It makes the shot a critical threat (and deals an extra 1 damage per caster level, but whatever; Critical threat for a gunslinger?) The tricky bit is, how do you get the "Name" on there? Maybe it'd be best to just buy a scroll of it for your resident Wizard and even pay for the costs to scribe the spell into his little book of tricks. If it works, you've just got a way to convert money into Grit.

Dark Archive

Air Bubble is a handy spell to have on hand if you are ever near water.


If gravity bow works with guns then I recommend that.

Silver Crusade

Haste is your friend.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since range increment is such a big deal with firearms, longshot is up there with reloading hands in usefullness.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Azaelas Fayth wrote:
If gravity bow works with guns then I recommend that.

Per the spell description wording, it's limited to bows and crossbows only. It doesn't work with slings or thrown weapons, as well as firearms.


Dragonchess Player wrote:
Azaelas Fayth wrote:
If gravity bow works with guns then I recommend that.
Per the spell description wording, it's limited to bows and crossbows only. It doesn't work with slings or thrown weapons, as well as firearms.

Yeah I realized that after the post editing limit had ran out.

Though isn't there a spell in UC that gives firearms a similar effect?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Not really.

Ricochet shot can let you attack two different targets with one shot.

Locate weakness lets you roll twice on a critical hit, but you take the better result instead of adding both together.

Named bullet/greater named bullet makes it easier to hit a specific foe/creature type, adds damage, and any hit is a critical threat (but the extra damage from the spell is specifically not multiplied on a critical hit).


Dragonchess Player wrote:


Named bullet/greater named bullet makes it easier to hit a specific foe/creature type, adds damage, and any hit is a critical threat (but the extra damage from the spell is specifically not multiplied on a critical hit).

Named bullet with Deadshot will crit on a x4 multiplier. If you are a mysterious stranger, you can add your CHA bonus on each hit, which should be then multiplied on a crit.

I'm not entirely sure how critting on a Dead Shot deed works, but it seems to me as though the following is true; two attack rolls with a Musket (d12) on a critting dead shot would deal 8d12+DEX*4. If you are a mysterious stranger, it would be 8d12+CHA*8. Both of these seem pretty excessive and either incorrect or encounter ending. (Also doesn't include damage from feats, enhancement bonuses, the spell itself, etc.)

8d12 averages to 52. Assuming a DEX or CHA of, say 5 for simplicity sake, you would do 20 extra as a Wisdom Gunslinger or 40 extra as a Charisma Gunslinger. AND you recoup one grit point. You only really need to know your opponent's creature type. If you have to have the wand cast specifically set for that creature type, that's not particularly useful. If you can choose a new creature type with each use, you can conceivably do this every other round. Expensive, but effective.

It feels too silly, as though I'm making a mistake in some way. Am I? It does effectively add the cost of 420 gold per shot, but it also potentially closes a single baddie quickly.


So you are figuring on a double critical with dead shot?

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