Help me understand the Spellslinger Wizard (Please?)


Advice


I've really liked the idea behind the spellslinger since I first saw it in Ultimate Combat awhile back. I don't really understand it very well from the wording. So, if someone could explain how they work to me in less book-ish terms, that would be great!

Thanks!


You are a wizard, who carries a gun.

You can shoot touch, cone, line, or ray spells through your gun.

If his gun is magical, the guns enhancement bonus gets added to the Spells damage or the DC of the spells. Sadly unlike a normal Arcane Bond, he cannot enchant his gun himself.

You can however choose to sacrifice a spell to tune your weapon. A 3rd lvl spell for +3etc. There is also a list of special abilities you can add to the gun.

Sadly you use your ability to cast cantrips, and get FOUR opposed schools.

IMO the spellslinger is quite a cool, but rather weak archetype. Losing four schools isn't worth the, what you gain.
The enhancementbonus to the spell DCs is qite nice. But since you only can do this to cone, line ray and touch spells, most save or suck spells should be out. You might try to get something going by apllying Rime Spell or Dazing to your Blasts. However you probably are still better off using AoEspells.

Maybe a vanilla wizard with a magic gun as an Arcane Bond could work as well, when you take the needed feats.

Scarab Sages

Spellslinger can also be nice when you add in the Reach Spell metamagic to open up the spells you can utilize and makes a pretty sweet entry level Arcane class for Eldritch Knight with a 1 level dip in Gunslinger. By itself it's much more about theme than power though.


Its a great dip for other casters classes because it gets ALL of its cool abilities at 1st and doesn't say it has to be spellslinger spells that boost the gun.


It is the Arcane archer for wizards... No requirements ups your Caster level and You get a gun... that realistically is not scare y at all compared to a mage that can disintegrate Cloud Kill and cast Meteor Swarm At will


For the most part, what people said here.

However, a couple of corrections. It can't add to the Spells damage, but it can add to the attack roll (not the damage roll) or the DC of the spell. You choose when channeling the spell through the gun. Note, it is also purely optional to channel the spell through the gun, but doing so can provide bonuses depending upon choices such as having two arcane guns or one. (Note, choosing two arcane guns does not start you with two, but gains the benefit of having more versatility in enchanted effects that are on the gun when you decide to add even more fun effects via mage bullets). If you choose to have just one arcane gun,if you do a critical hit with a spell channeled through the gun, it would deal X3 damage instead of the normal X2. (Another note, channeling spells through your gun does not actually expend bullets, it uses the gun more as a catalyst).

The mage bullets ability, on the other hand, does use bullets.

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