
Schrecken |

SO I'm starting a new game tomorrow and want to take a spellslinger type character all the way to 20. But im confused and need some help from you fine folks.
Should I just 1-20 Wizard (spellslinger) or is it extra beneficial to dip into Things like Gunslinger or Magus or something else?
Also there is a lot of loose language in the writing of the spellslinger entry. Could anyone kind of clear the common stuff that up for me. I'm sure someone knows kind of what im talking about.
3rdly so do all the previously printed feats that apply to bows and crossbows apply to guns? IE point blank, precise shot, shot on the run, manyshot, and most importantly the amazing feat out of the APG i think that allows you to use your INT as + DMG bonus to bows and crossbows. If these things are allowed then is a straight wiz going to have enough feats to really be effective with firearms.
HELP HELP!!

Matt Stich |

SO I'm starting a new game tomorrow and want to take a spellslinger type character all the way to 20. But im confused and need some help from you fine folks.
Should I just 1-20 Wizard (spellslinger) or is it extra beneficial to dip into Things like Gunslinger or Magus or something else?
Also there is a lot of loose language in the writing of the spellslinger entry. Could anyone kind of clear the common stuff that up for me. I'm sure someone knows kind of what im talking about.
3rdly so do all the previously printed feats that apply to bows and crossbows apply to guns? IE point blank, precise shot, shot on the run, manyshot, and most importantly the amazing feat out of the APG i think that allows you to use your INT as + DMG bonus to bows and crossbows. If these things are allowed then is a straight wiz going to have enough feats to really be effective with firearms.
HELP HELP!!
Couldn't tell you about the dippage, but unless it specifies arrows (like manyshot) it works with any ranged attack. Rapid shot would work, manyshot would not.
For the Int mod to damage, do you mean focused shot? Focused shot specifies bows and crossbows, but I see no reason why it couldn't be extended to guns, as the feat was printed before guns were non-setting specific.

![]() |
3rdly so do all the previously printed feats that apply to bows and crossbows apply to guns? IE point blank, precise shot, shot on the run, manyshot, and most importantly the amazing feat out of the APG i think that allows you to use your INT as + DMG bonus to bows and crossbows. If these things are allowed then is a straight wiz going to have enough feats to really be effective with firearms.
Up to a point yes. with the exception of feats like manyshot and rapidshot. Those feats can not exceed the firing capacity of your weapon which for most guns is one bullet per barrel. Although for a spellslinger you're not concerned with those feats anyway, since your gig is firing spells through your gun, in which case standard spellcasting rules apply.
I see no point in dipping into gunslinger. The archetype gives you what you need to get the job done. You're not really going to be firing bullets out of that weapon that much once you've got a decent spell array. Of the feats you have in mind, the ones that you really need are the point blank and precise shot for those spells that have attack rolls, i.e. Scorching Ray, Acid Arrow etc. The APG feat is mainly icing on the cake.

Xykal |

SO I'm starting a new game tomorrow and want to take a spellslinger type character all the way to 20. But im confused and need some help from you fine folks.
Should I just 1-20 Wizard (spellslinger) or is it extra beneficial to dip into Things like Gunslinger or Magus or something else?
Also there is a lot of loose language in the writing of the spellslinger entry. Could anyone kind of clear the common stuff that up for me. I'm sure someone knows kind of what im talking about.
3rdly so do all the previously printed feats that apply to bows and crossbows apply to guns? IE point blank, precise shot, shot on the run, manyshot, and most importantly the amazing feat out of the APG i think that allows you to use your INT as + DMG bonus to bows and crossbows. If these things are allowed then is a straight wiz going to have enough feats to really be effective with firearms.
HELP HELP!!
No need to take a lvl of Gunslinger, but I would recommend 1 ranger / 5 gunslinger / 10 ek / 4 gunslinger.
Your BAB will be much better, you'll still cast 9th lvl spells, and you (with GM permission) could use Heirloom Weapon to provide a 2nd gun if you're so inclined. If you decide to use 2 guns, pick up two weapon fighting. This is still viable because most of the time you're shooting at touch AC. This works best with revolvers, but single shot pistols are ok with the "reloading hands" spell (if I'm remembering the name correctly).
And... if your 1 lvl of ranger happens to be "Trapper" you'll get access to disable device and the ability to disarm magical traps. Your dex should be high so there's good synergy here.
Combined you'll be able to provide decent ranged damage, solid magic support, and trap disabling. Sounds like fun to me. =)
Xykal

Matt Stich |

Schrecken wrote:SO I'm starting a new game tomorrow and want to take a spellslinger type character all the way to 20. But im confused and need some help from you fine folks.
Should I just 1-20 Wizard (spellslinger) or is it extra beneficial to dip into Things like Gunslinger or Magus or something else?
Also there is a lot of loose language in the writing of the spellslinger entry. Could anyone kind of clear the common stuff that up for me. I'm sure someone knows kind of what im talking about.
3rdly so do all the previously printed feats that apply to bows and crossbows apply to guns? IE point blank, precise shot, shot on the run, manyshot, and most importantly the amazing feat out of the APG i think that allows you to use your INT as + DMG bonus to bows and crossbows. If these things are allowed then is a straight wiz going to have enough feats to really be effective with firearms.
HELP HELP!!
No need to take a lvl of Gunslinger, but I would recommend 1 ranger / 5 gunslinger / 10 ek / 4 gunslinger.
Your BAB will be much better, you'll still cast 9th lvl spells, and you (with GM permission) could use Heirloom Weapon to provide a 2nd gun if you're so inclined. If you decide to use 2 guns, pick up two weapon fighting. This is still viable because most of the time you're shooting at touch AC. This works best with revolvers, but single shot pistols are ok with the "reloading hands" spell (if I'm remembering the name correctly).
And... if your 1 lvl of ranger happens to be "Trapper" you'll get access to disable device and the ability to disarm magical traps. Your dex should be high so there's good synergy here.
Combined you'll be able to provide decent ranged damage, solid magic support, and trap disabling. Sounds like fun to me. =)
Xykal
You may want to revise that; that build doesn't work. Do you mean ranger 1/spellslinger4/EK 10/Spellslinger 4?

Sean Mahoney |

I am a little confused... that or the OP is...
The spellslinger (1-20) is definitely not a good way to go if you are wanting to play a character who is casting spells to optimize shooting as his primary source of damage. If that is what you are going for then I would recommend moving toward a gunslinger who dips into a casting class (and a few levels of Wizard (spellslinger) could be really good).
Really a Wizard (spellslinger) shouldn't find himself shooting the gun as a firearm too much (maybe at low levels when running out of spells is an issue).
Don't get me wrong, the spellslinger is an absolutely fantastic archetype, but you are really are looking at one of two things to do with your gun.
- Choosing a single gun (a really good choice) gives you a x3 modifier when you crit with a spell cast through the gun (this doesn't mean firing the gun... you are still just casting a spell). If you decide to capitalize on this portion of things you are looking at a really strong blaster and/or debuffer.
Things that used to do 1d6 str dmg now can crit for 3d6 str damage. That is the difference between a minus on the enemies combat abilities and potentially ending a fight with one shot. Likewise, if you crit with damage spells your damage goes through the roof. If this is what you are looking at focusing on then you want a blaster and/or debuffer type build. Still not shooting many bullets.
- You can choose to take any magical bonus on the gun (i.e. +1, +2, etc.) and apply it either to damage of the spell or to the DC of the spell. If you are taking a blaster and/or debuffer build as talked about above then damage is likely your choice.
The real kicker here is that you can sack a spell to give a bonus to your gun of that spell level for a number of minutes equal to the spell level.
This means that you can sack a 5th level spell as a swift action in your first round of combat and for the next 5 minutes you can have a +5 DC on all spells you cast that stacks with other bonuses to DC. So if you have that and say both spell focus and greater spell focus you are looking at a +7 to DC... that is a BIG deal.
So if you are looking to capitalize more on that end of things you are looking at building a character who specializes in save or suck type spells. There is a lot of ways this build could play out depending on what schools or schools you decide to focus on which is a really cool thing about this archetype... there is still a ton of flexibility in it yet it comes out very different than you standard wizard.
Anyway... not sure if my ramblings help at all, but to answer the initial question, I don't think a dip in gunslinger would help with a spellslinger focused character in any way, shape or form as they are still first and foremost a caster, so loosing any spellcasting levels would not be a good choice and you aren't shooting the gun for damage but rather looking at casting spells through it.
This doesn't mean that the idea of gunslinger casting spells to help improve his abilities is a bad one, on the contrary it could be really cool. It just wouldn't be something you would be doing with a Wizard (spellslinger) lvl 20.
Sean Mahoney

Xykal |

@Xykal
Heirloom weapon doesn't work with exotic weapons anymore.
Oooh... I wasn't aware of that. Just means you'd either stick with one gun or pick up a 2nd one down the road.
And yes, that should be Ranger 1 / Spellslinger 5 / EK 10 / Spellslinger 4. Thought I had corrected that before posting. Ah well.

Xykal |

I am a little confused... that or the OP is...
(snip)
This is a different strokes for different folks issue. To be completely optimized as a straight spellcaster one would probably choose either your route or 20 levels of Spellslinger. I agree that the weapon abilities you get are pretty darn cool.
Going with the EK build adds versatility to the character and opens up a couple of additional roles. It sounds like more fun to me... that doesn't mean it's the most optimized choice. You lose 2 levels of spellcasting so ymmv.