Halfling Spellslinger


Advice


We are going to be beginning a new campaign in a few weeks and I really want to play a halfling spellslinger. I am kind of at a loss as to what schools would be best to give up and if dipping into at least one level or so of gunslinger itself might not be a bad thing to do. What kinds of feats should I look into investing in.

Grand Lodge

1. Dipping into gunslinger is an option but it's far from mandatory.

2. Accept this basic fact. You're a blaster mage. Not a "God Wizard", not a subtle wizard, you shoot spells from your gun. Embrace those simple truths.

3. You should look into shooting feats, the point blank tree, and of course precise shot. the feat that allows quick recovery from a misfire is suggested if you're going to take the one gun option for higher crit factors.


I want one little pistol.

Grand Lodge

Spell schools to give up are a variety of choices, I'd focus on the ones I'd definitely keep.

1. Evocation. This is a no-brainer.

2. Abjuration. You're still a mage and protection is a good thing.

3. Necromancy. There are some very good ray spells in this school.

4. Either Illusion or Conjuration.

Note that you can take Opposition Research to reclaim one of those four schools.


Illusion might be good for distractions.

Transmuation, Enchantment, Divination and Conjuration might be the options?


While it isn't exactly what you are trying to do, you may like this as a concept. I'm working on a halfling Mysterious Stranger 1/ Sorcerer X (with the possibility of going EK later) for the GunMage concept. The Charisma SADness (you'll still need Dexterity, just not as much) of it is wonderful and MS gets its damage boost at first level in exchange for a Deed that mending takes care of.

If you go the pistol route, you will probably want to pick up the alternate halfling racial trait for 30' base speed. Actually, you'll probably want to do that, anyway.

If you go musket, you're probably going to want to pick up the belt in Ultimate Equipment that reloads as a swift action or rely on the reloading hands spell at the expense of the first round of combat (and possibly both once you're making iterative attacks).

EDIT: If that is something you'd want to do, I'd check out this post about the Mysterious Stranger.


Can an EK use a gun as his weapon?


What bloodline is his he using?


Sure. Eldritch Knights just need to have WP: all Martial and the ability to cast 3rd level arcane spells. None of its class abilities require melee weapons, martial weapons, or any other particular type of weapon.


Sorcerer would help the halfling +2 CHA which does not really help the wizard. Have you been able to play this little guy out?


Shalafi2412 wrote:
What bloodline is his he using?

I haven't decided yet. Since he isn't just picking it up with Arcane Heritage, I've considered Arcane for the familiar or Sylvan(?) for the Animal Companion- basically to break action economy. Rime-Blooded is another good one for this character but I'm not a fan of it for flavor (it just doesn't mesh with my vision for the little guy).


Shalafi2412 wrote:
Sorcerer would help the halfling +2 CHA which does not really help the wizard. Have you been able to play this little guy out?

Not yet, I don't get to play nearly as much as I want to, but this build is the one that I go to bed still thinking about how best to work. Really the only thing that I can't work out is how to cast and shoot in the same round (I think a wand-wielding familiar might be the only viable way).


I think that is the advantage of the archetype. Four schools might be a lot but the benefit of shooting a fireball is something pretty neat.

Would spell focus evocation and greater spell focus be worth investing in?


If you stick with Spellslinger, anything to help out your evocation spells is probably a good idea (since, like LazarX mentioned, let's face it- you're gonna be a blaster!).


Yup, kinda of one trick wonder. If I am reading this right though, the spellslinger does NOT get grit correct?


Shalafi2412 wrote:
Yup, kinda of one trick wonder. If I am reading this right though, the spellslinger does NOT get grit correct?

Correct. With the Amateur Gunslinger feat, though, you can have grit and a deed (quick clear, anyone?). Also, you get access to grit feats.


That is a good thing to keep in mind. I also want him to be able to be a little deadly without magic. Spells eventually run out.

Shadow Lodge

Shalafi2412 wrote:
I want one little pistol.

If you do dip into gunslinger, you'll have two! And they'll both be free!


Hooray.

How would the mending spell help my gunslinger?


thistledown wrote:
Shalafi2412 wrote:
I want one little pistol.
If you do dip into gunslinger, you'll have two! And they'll both be free!

You could even have a musket and a pistol!


I dont think that I could use my magic through the musket could I?


PRD wrote:
Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger's hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

So no. The two pistols is more optimal (if you dip gunslinger) since you choose at first level if you want one or two guns but you only get one free pistol if you choose pistols. The dip remedies that.

Grand Lodge

Abyssian wrote:
Shalafi2412 wrote:
Sorcerer would help the halfling +2 CHA which does not really help the wizard. Have you been able to play this little guy out?
Not yet, I don't get to play nearly as much as I want to, but this build is the one that I go to bed still thinking about how best to work. Really the only thing that I can't work out is how to cast and shoot in the same round (I think a wand-wielding familiar might be the only viable way).

You can't. What you are doing is shooting spells out of your gun. Accept it... embrace it.

Grand Lodge

Abyssian wrote:
PRD wrote:
Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger's hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
So no. The two pistols is more optimal (if you dip gunslinger) since you choose at first level if you want one or two guns but you only get one free pistol if you choose pistols. The dip remedies that.

You don't become a spellslinger to become a low rent gunslinger. You do it to fire off spells. I would much rather have the options for X3 critical and use Arcane Gun to upgrade my crit threat and accuracy. And then just go straight wizard so you can get to the major zap spells like Polar Ray. I want to fire shocking ray throgh my gun. that's the point of being a spellslinger... to sling spells.


This is true, Lazar!

Grand Lodge

And you can vary your attunement day by day.

Don't have a means of quick clear? Then attune two guns so you'd have a backup. Once you do however, then sticking to one attuned gun becomes that much more attractive, especially if you enchant it and build up your crit threat range.


LazarX wrote:
Abyssian wrote:
Shalafi2412 wrote:
Sorcerer would help the halfling +2 CHA which does not really help the wizard. Have you been able to play this little guy out?
Not yet, I don't get to play nearly as much as I want to, but this build is the one that I go to bed still thinking about how best to work. Really the only thing that I can't work out is how to cast and shoot in the same round (I think a wand-wielding familiar might be the only viable way).
You can't. What you are doing is shooting spells out of your gun. Accept it... embrace it.

You are completely correct...for the Spellslinger; I was trying to work out a Mysterious Stranger/ Sorcerer EK (I'm still working on making this build viable). I just offered my half-baked concept because I was already working on a halfling gunmage-type character and figured I'd offer it up as a possible alternate.


Craft Magic Weapons/Armor might not be a bad feat to invest in?


Shalafi2412 wrote:
Craft Magic Weapons/Armor might not be a bad feat to invest in?

Since Arcane Bond is lost, it could be a good idea. Personally, I like Wondrous Items. Your Mage Bullets class ability kind of acts like a Magus' Arcane Pool weapon enchantment feature and may be able to compensate for not having easy access to permanent weapon enchantments.


Abyssian wrote:
Shalafi2412 wrote:
Craft Magic Weapons/Armor might not be a bad feat to invest in?
Since Arcane Bond is lost, it could be a good idea. Personally, I like Wondrous Items. Your Mage Bullets class ability kind of acts like a Magus' Arcane Pool weapon enchantment feature and may be able to compensate for not having easy access to permanent weapon enchantments.

I think that you might be correct. Never having played a gunslinger or a magus before though I am not too sure.


Admittedly, I am both right and potentially very wrong. You have to sacrifice a spell to activate Mage Bullets, so you'll run out of spells more quickly than normal. While Craft Wondrous Items gives you access to Pearls of Power (and thus, more spells), that can get costly.


That is what I am afraid of, running out of spells, in a quicker manner. What kind of backup is there for a spellslinger other than the gun?


Goblins are superior to halflings as spell slingers.

You absolutely *must* keep the divination domain. It is the strongest domain by far for a spellslinger.

Consider heavily spell storing on your gun.

I consider the reach feat to be required for the class, as well probably as intensify.

Use magical lineage on shocking grasp.

If you do not wish to go that way, you can focus on necromancy. It is possible via deathwine (and traits etc) to have cl 18-20 at 11th level. At which point your divine bullet crit is going to net you around 160 temp hit points that last 1 hr. No save.

Grand Lodge

Abyssian wrote:
Shalafi2412 wrote:
Yup, kinda of one trick wonder. If I am reading this right though, the spellslinger does NOT get grit correct?
Correct. With the Amateur Gunslinger feat, though, you can have grit and a deed (quick clear, anyone?). Also, you get access to grit feats.

Grit is a nice extra to have, but you're not going to have that much of a need for it. Spend a feat or two to get it, but don't dip for it.

Grand Lodge

Perfect Tommy wrote:

Goblins are superior to halflings as spell slingers.

You absolutely *must* keep the divination domain. It is the strongest domain by far for a spellslinger.

Consider heavily spell storing on your gun.

I consider the reach feat to be required for the class, as well probably as intensify.

Use magical lineage on shocking grasp.

If you do not wish to go that way, you can focus on necromancy. It is possible via deathwine (and traits etc) to have cl 18-20 at 11th level. At which point your divine bullet crit is going to net you around 160 temp hit points that last 1 hr. No save.

If you take a good look at the spellstoring mechanic, you realize that it simply does not work on a ranged weapon.

Grand Lodge

Shalafi2412 wrote:
That is what I am afraid of, running out of spells, in a quicker manner. What kind of backup is there for a spellslinger other than the gun?

You don't have any more of a concern as it goes to running out of spells than a standard wizard would. There's nothing however preventing you from just shooting bullets if needs be.


Shalafi2412, in case you're interested:

Little GunMage:
Male Halfling Sorcerer 4/ Gunslinger 1
Init +3; Senses Perception +8, Low-light Vision, Keen Senses
==DEFENSE==
AC 16, touch 14, flat-footed 13 (+1 armor, +1 shield, +3 dex, +1 size)
hp 35 (4d6+1d10+5)
SR 0
Fort +5, Ref +7, Will +5
Armor Haramaki, Light
Shield Mithral Buckler
Defensive Abilities Halfling Luck (PFCR 26), Fearless (PFCR 26)
==OFFENSE==
Spd 30 ft/x4
Ranged Musket +7 (1d10) 20/x4 Misfire 1-2 (5 ft)
==STATISTICS==
Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 20
BAB +3, CMB +2, CMD +15
Feats Armor Proficiency (LIGHT) (PFCR 118), Deadly Aim (PFCR 121), Eschew Materials (PFCR 123), Exotic Weapon Proficiency (Firearms) (PFCR 123), Gunsmithing (PFUC 103), Point-Blank Shot (PFCR 131), Precise Shot (PFCR 131)
Skills Acrobatics +7, Climb +4, Craft (alchemy) +5, Intimidate +10, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (religion) +5, Perception +8, Swim +4, Use Magic Device +13
SQ Metamagic Adept (PFCR 73)
Traits Alkenstar Defender (Regional: Mana Waste) (PFCo: ISP 12), Killer (Combat) (PFAPG 328)
Languages Common, Halfling, Others (Not yet determined)

That's what I've got so far for my halfling Mysterious Stranger/Sorcerer. Later he'll get Improved Familiar to wand monkey (I only built him to 5th level so far).


Hey! The stat block has some errors. His Charisma is only 18 at 5th level (so Cha-based skills are one too high). Also, his deeds aren't annotated so here goes the especially relevant one: at a cost of 1 grit point and a swift action- add +4 to all firearms damage until the end of my turn. For now, the familiar is either a hawk or an owl.

I think he's probably not what you are looking for- Little GunMage uses spells to enhance his "gunniness" rather than using a gun to enhance his "spelliness." I like him, though...so far.


Perfect Tommy wrote:

Goblins are superior to halflings as spell slingers.

You absolutely *must* keep the divination domain. It is the strongest domain by far for a spellslinger.

Consider heavily spell storing on your gun.

I consider the reach feat to be required for the class, as well probably as intensify.

Use magical lineage on shocking grasp.

If you do not wish to go that way, you can focus on necromancy. It is possible via deathwine (and traits etc) to have cl 18-20 at 11th level. At which point your divine bullet crit is going to net you around 160 temp hit points that last 1 hr. No save.

Very interesting! Thank you!


Abyssian wrote:

Hey! The stat block has some errors. His Charisma is only 18 at 5th level (so Cha-based skills are one too high). Also, his deeds aren't annotated so here goes the especially relevant one: at a cost of 1 grit point and a swift action- add +4 to all firearms damage until the end of my turn. For now, the familiar is either a hawk or an owl.

I think he's probably not what you are looking for- Little GunMage uses spells to enhance his "gunniness" rather than using a gun to enhance his "spelliness." I like him, though...so far.

Thanks for sharing. Have you been able to play test him?


Shalafi2412 wrote:
Abyssian wrote:

Hey! The stat block has some errors. His Charisma is only 18 at 5th level (so Cha-based skills are one too high). Also, his deeds aren't annotated so here goes the especially relevant one: at a cost of 1 grit point and a swift action- add +4 to all firearms damage until the end of my turn. For now, the familiar is either a hawk or an owl.

I think he's probably not what you are looking for- Little GunMage uses spells to enhance his "gunniness" rather than using a gun to enhance his "spelliness." I like him, though...so far.

Thanks for sharing. Have you been able to play test him?

No, not yet. The PFS GM credit that I'm building up now will go either to him or to a magus I've been concocting. I'm a little worried that he's just a sidegrade and will need to be a "flavor" character with little to offer in regards to optimization. Hopefully he'll at least be fun and not a waste.


Shalafi2412 wrote:
I want one little pistol.

I reccomend a 'noisey cricket'...

Sczarni

I'm pretty sure you're not even allowed to choose Divination as a forbidden school. Something to do with Read Magic being a Divination school, and without it you wouldn't be able to read your own spellbook.

I'm pretty sure at lower levels, the spellslinger is going to play out just like your standard Burning Hands wizard-- the only difference is that his backup crossbow is actually a firearm.

You'll definitely want the basic ranged combat feats. Trouble is, you don't get enough bonus feats to get far enough into the Point-Blank Shot tree early enough. I recommend Weapon Focus (your firearm) instead, since it'll then apply to whatever attack rolls you make with spells as well as with bullets.


I would not be able to get weapon focus until 3rd level.

Grand Lodge

Thanks to this thread I will be making a gnome gunslinger/sorcerer with the umbral bloodline. A dark & twisty fey arcane sniper. Oh the possibilities.

Sczarni

remember it doesn't let you do spells like fireball etc.

Personally I'd focus on rays of whatevers through it.

Also, Eldritch knight certainly seems the way to go as soon as you can and possibly persistant spell.

Also I'd look to just use the pistol, revolver if you're allowed to, and look at the prestige class shield marshal.


Diodric, be sure to report your playtest findings! I'm curious how the MS gunslinger/sorcerer will work.


I too would like to hear about the playtest.


I thought that you need at least 1 grit point to become a shield marshall. I do not think that spellslingers get them.

Grand Lodge

A quick update: I haven't had the chance to playtest anything. However I have decided instead of a gnome gunsmith/sorcerer to build a gnome synthesis summoner. That's it, just the summoner. The build is built around 4 things. The gnomish Master Tinker racial trait, Rich Parents social trait, the Gunsmith feat, and the Dimensional Agility feat line.

Basically at 1st level you can use your 900gp to craft a double barreled pistol for 875g that you are instantly proficient in. Leaves you 25g for some ammo (sell your clothes, wear a loincloth, your eidolon will cover your back [pun intended]). At 6th level you gain the ability to cast Dimension Door as a SLA, the Dimensional Agility feat lets you take actions after teleporting. So pistol in one hand, Quicken metamagic rod in the other hand makes for a cool *bamf* styled gunslinger with an eidolons full BAB, high dex, and evolutions. The build is still a rough ball of twine in my head, but that's what I'm going with.

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