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I've been asked to join a Final Fantasy-inspired Pathfinder game with airships and guns. The "Guns Everywhere" rule is in effect, along with advanced firearms. And it starts at level 1.

I've been thinking about some sort of gun mage for it, but Spellslinger is pretty bad... maybe a Spellslinger 1/Sorcerer mix of some sort too, though I'm not sure if other spells feed the Spellslinger powers.

In any case, I had the idea of a simple Arcane bloodline sorcerer whose arcane bond is a revolver. Masterwork, +1 to hit, only needs infrequent reloading, a good way to fill out turns between casting, and it can "fire" spells as a special effect.

The Stormborn bloodline had an interesting ability but it'd mean no arcane bond, so I came up with this idea: Ranged shocking grasp on the gun.

Magical Lineage and Reach Spell to make Shocking Grasp a short ranged touch attack. Cast it one round, then make a firearms attack the next. They're both ranged touch attacks, so they stack correct?


OK:

". As a swift action, he can sacrifice a spell and transform that energy into a weapon
bonus equal to the level of the spell sacrificed on a single barrel
of his firearm. With that weapon bonus the spellslinger can
apply any of the following to his arcane bond: enhancement
bonuses (up to +5) and dancing (snip long list)"

So if you sacrifice a level 1 spell, can you take something with a +1 value like Shock or Flaming, without a +1 enhancement value first? Getting +0 flaming bullets?

Or does a regular +1 enhancement need to be put on first, requiring 2nd level spells for a +1 Flaming or Shock effect on the gun?

Also, is there an official Spellslinger FAQ? I can't seem to find one anywhere.


I only play Pathfinder once in a while and often make a Magus, as it's a class unique to the game.

The last time I made one, it was right in the middle of the Slashing Grace errata, cutting off that method of having a character do dexterity damage, so Devish Dance and a scimitar is the only way to do it. But I'm also seeing talk that Dervish Dance might not work with spell combat either.

Is that the case? None of the build guides I've found are recent enough to address the issue.


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Relatively new to Pathfinder. I've made a few characters for play by post or chat-based games that ended as soon as they begun. The Magus has been suggested to me and it's a neat class, one with no direct equivalent in D&D, so I've given it a try a few times.

I just don't like the scimitar. It's a matter of preference, not a sort of look I like. Yet it's the only real option for a Magus to do dexterity-based damage. I discovered Slashing Grace and then Rapier's Grace which would allow for it, but one was changed to not work with Magus abilities, then the other was just this week, in the middle of my character generation efforts.

I don't understand why though. If you're going to allow one feat to give a class dexterity-based damage to the Magus, why not others? It's either balanced, or it's not. Why limit it to just one skill and feat combo? Is it the fact that a Magus will have to spend their level 3 feat on it, for balance reasons?

There's no particular link I can see thematically between the magus and using a scimitar, it's not addressed in any of the flavor text or class background. It seems so arbitrary. Was it just an oversight?