
John of Arc |
I'm a Cygnar player in Warmachine, so it should come as no surprise that I'm attracted to the Spellslinger archetype for wizards. I'm aware that it's probably not quite as good as going straight Wizard, but it looks like the best way to blend guns and magic together, and I love Arcane Gun and Mage Bullets.
So that being said, if we're dead set on playing this, what kind of spells and feats am I looking at? I'm looking at a mix of blasting spells and save-or-sucks, but ideally my gun wouldn't just be for show, either. What I'm thinking is take Gunslinger at level 1, then go Wizard from there onward. I'm also thinking Human, since this is most likely going to be very feat intensive. Beyond that, I'm looking for advice on a build to capitalize on this archetype's strengths. I have very little experience with ranged characters AND spellcasters, so I'm kind of at a loss here. Any help would be greatly appreciated
Also, what's with the dual arcane gun choice? It seems like a strictly worse choice than using a single gun. I honestly can't think of a single advantage, other than having a backup gun when the first one breaks.

John of Arc |
While I'm at it, there's a couple rules questions that I'm pretty sure I know the answer to, but I wouldn't mind some clarification.
1) Casting a spell is completely independent of the gun. I am still able to cast on my own, but if I use my arcane gun, firing it replaces the normal somatic components (but does not use up any bullets as part of the casting of the spell). Improved Critical on the gun does not improve my chance to crit with spells.
2) Point Blank Shot and Arcane Strike will increase my attack and damage on all spells that require an attack roll, but spells like Burning Hands are unable to benefit from the increased damage.
3) Weapon Focus (whatever gun I'm using) will apply to all attack rolls made with the gun, but attacking with a spell is a separate thing and therefore will not benefit from Weapon Focus.
4) An arcane gun is NOT an arcane bond, and I do not gain the bonus spell, but similarly I am not penalized if I lose my gun.
5) Not really a rules clarification, but is there anyway to increase the crit chance of my spells beyond Improved Critical (Ray)?
Thanks for all the help!

Corlindale |
I haven't actually played a Spellslinger, but just looking at the class it seems that the feature that stands out the most is the ability to get the gun's enhancement bonus as a bonus on your save DCs - that's potentially a +5(!) bonus on top of whatever else you can do, making this archetype unparalled for optimizing save DCs (even though it only works for spells of particular kinds).
Because of this huge potential bonus, I would probably focus on spells of the "save-or-suck/die" variety. You are limited to cones, lines, rays and the like, of course, but there are still some golden spells to be found. Maybe focus on a particular school (also makes sense considering the amount of schools you have to give up), and optimize the save DCs even further. Evocation is the obvious tematic choice, but it doesn't really offer much on the save or die variety except Prismatic Spray.
An interesting option to take advantage of your high save dcs could be Dazing Spell metamagic, to help turn your damaging Evocation spells into save-or-suck spells as well.

Christina Morris Jon Brazer Enterprises |
This isn't a very comprehensive guide--in fact, you might say it's little more than the ramblings of someone who thinks about D&D too much, but here are my thoughts on the spellslinger:
http://kcmorris.hubpages.com/hub/A-Guide-to-the-Spellslinger-Pathfinder
I don't mention Dazing Spell in the guide, but it's actually a really solid choice. Otherwise, the general trick with the spellslinger is to remember that you're still a wizard, and that you shouldn't shoehorn yourself into only blasting/save-or-die spells.

John of Arc |
Oh, for sure. In fact, I think that's one of the greatest benefits of this archetype, is being able to take any spell you want, and know that no matter what, you can at least convert it into some darn good combat bonuses. It's just nice knowing that if it appears you won't be needing invisibility or slow fall for the day, you can turn that into some damage bonuses for yourself. Not to mention the fact that, unlike casting Greater Magic Weapon or a Heightened spell or something, this is a Swift action- you get to cast your buff and use it too!
I think I've definitely decided on going Fighter 1/Wizard 5, taking the Magical Knack trait, and then multi-classing into Eldritch Knight. I won't lose any caster levels, and I'm certainly willing to slow my access to new spells for all the other benefits I'm receiving. In the end, I'll end up at about a 3/4 BAB class with damn near close to full Wizard casting potential. Feats are a little trickier, but I think I know what I'll be needing for the most part.
And thanks for the guide! You've definitely helped me decide on where I'm going with this character :)

Christina Morris Jon Brazer Enterprises |
And thanks for the guide! You've definitely helped me decide on where I'm going with this character :)
You're welcome. :)
I was planning to play a Spellslinger myself (before deciding on Gunslinger instead) for a campaign I joined about a month ago. I was looking pretty strongly at Gunslinger 1/Spellslinger 5/Eldtritch Knight 10, until the DM confirmed that he does use the ruling that prestige classes don't grant any spells known for wizards.
You should be more than fine with that build, that's for sure. :)