LF Advice on a Spellslinger


Advice

Silver Crusade

I was toying with putting together a Spellslinger for a campaign and wanted some advice on it.

Primarily what four schools would you take for opposition schools for such a character? It seems like enchantment might be pretty good to have, since the DCs go up by your weapon's enhancement bonus, so didn't want to drop that one. And Evocation just because. Any recommendations?

Also recommended feats for such a character?

It's 25 points, lvl 5. Racewise probably human, but still open.


The spells benefiting from the gun, must be a ray, cone or line only if i'm not mistaken, that kind of makes enchantment a good candidate to forget.


Ranged touch attacks work too. Necromancy could be a good spell to go with for this one if you take the reach spell metamagic feat.

Silver Crusade

Nemitri wrote:

The spells benefiting from the gun, must be a ray, cone or line only if i'm not mistaken, that kind of makes enchantment a good candidate to forget.

Doh, forgot that. Thanks for the reminder.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Xzaral wrote:

I was toying with putting together a Spellslinger for a campaign and wanted some advice on it.

Primarily what four schools would you take for opposition schools for such a character? It seems like enchantment might be pretty good to have, since the DCs go up by your weapon's enhancement bonus, so didn't want to drop that one. And Evocation just because. Any recommendations?

Also recommended feats for such a character?

It's 25 points, lvl 5. Racewise probably human, but still open.

Enchantment spells generally are not of the type that can benefit from the Arcane Gun feature.

Basically if you're playing a spellslinger, you're playing a blaster mage. Think along those lines. For me, the bulk would be enchantment, illusion, and necromancy and conjuration with opposition research used to open conjuration back up.


I would keep necromancy simply because it has a lot of nice ranged touch attack, ray and cone spells (like fear).

For me the four to ban would be:
Enchantment, divination, transmutation and evocation.

Illusion handles a lot of defensive needs, conjuration handles a bit of everything, necromancy has many of your good damage spells as well as debuffing spells that can be used with a gun and abjuration covers several combined uses with the others.


Don't think that you're a wizard.

You are not.

You are a guy with a gun who can shoot spells.


My Spellslinger's prohibited schools were Abjuration, Enchantment, Illusion and Necromancy. So I was left with unfettered access to Conjuration, Divination, Evocation and Transmutation.

I generally think keeping Conjuration, Divination, and Transmutation are a given for any Wizard. Evocation is a given for this archetype, after all, you are ranged support. From a pure power standpoint, I probably should have kept Necromancy because of its Rays and Ranged Touch attacks, but I have a personal thing against Necromancy.

If you choose to keep Necromancy, you have to drop one of my triumvirate. Probably Divination would be the best choice. There is no prohibition in Spellslinger AGAINST dropping Divination, so I would think that you should be allowed to. Remember, you can still prepare Divinations (or spells from other oppositional schools, if needed), they just cost extra.

The problem is, since you don't have a specialization, you don't get any extra spell slots (as you would, were you a specialist), so spell slots become your most valued and limited resource. Any spell that takes up two slots needs to be worth it.

As an aside, I would strongly consider either:
Gunslinger 1/Wizard 6/Eldritch Knight 10/Wizard 3

or the even more complex:
Gunslinger 1/Wizard 1/Sorcerer 6/Eldritch Knight Knight 10/Sorcerer 2.

And I disagree with the above, you are a limited Wizard, but still a Wizard. Not every problem is going to have an Arcane Gun solution, and even with 4 opposition schools, you still have a lot of flexibility, as long as you have access to to Conjuration and Transmutation.

Shadow Lodge

Also consider the human mysterious stranger gunslinger lvl 1, spellsliger wizard lvl 1, crossblooded sorcerer lvl...rest... With magical knack trait. This way the opposition schools you choose for wizard dont really matter.


I know that Mysterious Stranger has Char synergy, but you give up Quick Clear. There are really three (or perhaps four) reasons for the 1 level of Gunslinger:
1) Access to all martial weapons so that you can take Eldritch Knight.

2) For 300 gp, you can make your original firearm masterwork. Masterwork weapons have a +1 enhancement bonus, which you can add to arcane gun. If you take Rich Parents as a trait, you can have this from first level.

3) Access to the Quick Clear Deed. You only need to have 1 point of Grit for this, and it doesn't burn Grit to Quick Clear. As long as you have a Grit Point, you can Quick Clear. For a character whose primary weapon explodes in a ball of fire, cold or acid, removing the Broken condition is of paramount importance. My Spellslinger has 1 Grit point, and I only ever use it to quick clear because:

If you are using paper cartridges (and you almost assuredly should be), you will misfire more often. Statistically, you misfire more often than you crit, so this will come up. Quick Clear allows you to remove the broken condition and move on.

4) Maybe, depending on GM... Musket Master Archetype. Assuming your GM rules that you can cast spells and use arcane gun with a two-handed firearm (and this is not a given, it is reasonable, but not a given, a GM could be within her rights to rule that you do not have a free hand when firing a two-handed gun. I would disagree with that ruling, but RAW are unclear) then Musket Master, and the free Rapid Reload (Musket) is a very solid choice.

Basically, there are some solid reasons to put off being a Spellslinger for one level so that you can take one level of Gunslinger, but the biggest by far is the Quick Clear Deed.


If you are thinking to wear armor I would consider the guntank archetype. Arcane armor training isn't a good deal for an EK in my eyes since you have so much to spend your swift actions on already. I much prefer still spell.

Silver Crusade

Thanks all for the advice. DM changed their mind and decided not to use guns now (after I presented the character). Thanks for all the help though!

Shadow Lodge

posternutbag wrote:


Basically, there are some solid reasons to put off being a Spellslinger for one level so that you can take one level of Gunslinger, but the biggest by far is the Quick Clear Deed.

While i agree with most of your points I find quick clear deed unecessary for the spellslinger. Imo the biggest reason to dip into gunslinger is action economy, the same reason the hexes are so good for the witch. As a spellcaster you will always have to think twice before casting a spell, there is a finite number of them and once they are done you are useless.

As a gun user insted of doing nothing on those rounds you dont want or cant cast you can put a hole on somebody else's head. For that i rather have the extra dmg, and grit, from mysterious stranger. But musket master also makes a very strong case for himself, good call.

I just dont believe you will shot your gun enoth for quick clear really matter. When you use it with spells you dont actually fire it, no bullet comes out of it and you dont spend cartrigues.

EDIT: Just saw OP s last post. Well, there is always the next campaign. Good luck.


As a side note to any others thinking about this, if you go Word of Power caster then many, many, many more spells open up to you for use as they becomes ranged touch attacks... so things like enchantment are back in.

Sean Mahoney

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