| Running the Shadows |
So I'm working on a build that utilizes the classic gunslinging-style anime mage. My schedule for the game he's designed for is very irregular, so I was just going to fill the role of extra damage for the party. I thought about using the Spellslinger archetype for simplicity, but I wasn't really impressed with it.
Now using the Gunslinger Magus seemed to be a interesting pair.
I could use the arcane pool to power the pistol, and the myrmidarch archetype to do ranged spell strike. A single level of the Gunslinger class let me utilize grit and a few neat tricks from that class, then power the rest of the build with Magus levels.
Thus far, I've got an Elf with 18 Dex and Int, 14 Cha, 11 Con, and 10's in Charisma and Strength. I'm looking for good ideas for arcanas and feats, as well as other ideas for build methods.
Here are the feats and Arcana things I've liked so far
Dodge/Mobility/Deft Shootist Deed- Extra AC and the ability to keep moving to stay away from melee when it gets tight; when it does, and I can't get away, at least I can fire without concern.
Rapid Reload (Pistol)- Duh! Anyone know a way to reload as a swift action?
Craft Magic Arms and Armor- Cost and role-playing thing, but useful to have.
Point Blank Shot- I was torn between this and Weapon focus; It's hard to get damage bonus. but with the myrmidarch, I can get specialized and that tree.
I'm starting at 5th level, and I try to build up to 10th level just so I have a progression plan. Can some people please help me out? We're using 25 build points and most races are allowed except for the Uncommon Races.
| williamoak |
I think if you talk with your GM, and since a pistol only uses one hand, you could get around the spell combat restriction (again, not strictly RAW, but it could be useful).
I would recomend taking the spell shield magus arcana if you can, it's saved my magus's ass to many times to count.
There is a number of things that will reduce reloading to a free action (alchemical rounds, rapid reload) but I would save my swift actions preciously.
| LoneKnave |
Use a pistol-sword cane. It is a one handed melee weapon (and also a firearm), so it's eligible for both spell combat and ranged spellstrike.
It is eligible for Bladebound, so you can have an unbreakable gun. No misfires! You'll need a couple levels of pistolero to get DEX to damage, but you could just run it bladebound/myrmidarch, or even bladebound/kensai (which gives you proficiency), just don't expect your damage to come from stats.
Also, you are using a gosh darned gunblade that shoots magic. How freaking awesome is that?
| gamer-printer |
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With the help of Cheapy, here's a gunslinging magus, I call the Shootist and was designed with the intention of creating a Weird West setting for Pathfinder, as a possible published product down the road. I am still developing the Kaidan setting of Japanese horror and currently writing a series of map tutorials guides that will take up to a year to create. So my work schedule is full, but I will get to such a setting eventually.
Shootist (magus archetype)
The shootist blends mystical arcane powers and masterful prowess with a weapon much like his kin the magus, however the shootist uses a firearm as his chosen weapon and a deck of cards as his spellbook. While he can use all simple and martial weapons, including firearms, pistols or revolvers, revolvers are his preferred weapon.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp)
Class skills
The shootist’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Class Features
The following are class features of the shootist.
Weapon and Armor Proficiency: A shootist is proficient with all simple and martial weapons, and all firearms. A shootist is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a shootist wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass shootist still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A shootist casts arcane spells drawn from the magus spell list. A shootist must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the shootist must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shootist’s spell is 10 + the spell level + the shootists’s Charisma modifier.
A shootist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given for the standard magus class. In addition, he receives bonus spells per day if he has a high Charisma score.
A shootist may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spell deck. While studying, the magus decides which spells to prepare.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted with Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Deck: Instead of a spellbook, a shootist uses a spell deck that resembles an ornate playing card deck with cryptic symbols and formula hidden in the numbers, icons and border on each card's face.
A shootist must study his spell deck each day to prepare his spells. He cannot prepare any spell not recorded in his spell deck except for read magic, which all shootists can prepare from memory. A shootist begins play with a spell deck containing all 0-level magus spells plus three 1st-level magus spells of his choice. The shootist also selects a number of additional 1st-level magus spells equal to his Charisma modifier to add to his spell deck. At each new shootist level, he gains two new magus spells of any spell level or levels that he can cast (based on his new shootist level) for his spell deck. At any time, a shootist can also add spells found in other spellbooks to his own.
A shootist can learn spells from a wizard’s spellbook, just as a wizard can from a shootist’s spell deck. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a shootist’s spell deck, if the spells are also on the alchemist spell list. A shootist cannot learn spells from an alchemist.
Arcane Pool (Su) – At 1st level, the shootist gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. At 1st level this arcane pool has a number of points equal to ½ his shootist level plus his Charisma modifier (minimum 1).
The pool refreshes once per day when the shootist prepares his spells. A shootist can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A shootist can also expend 1 point from his arcane pool as a swift action to gain deadeye or quick clear abilities (see below)
At 5th level, these bonuses can be used to add any of the following weapon properties: brilliant, flaming, flaming burst, frost, ghost touch, icy burst, keen, shock, shocking burst, or speed.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the shootist.
A shootist can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Deadeye (Su): At 1st level, the shootist can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this costs 1 arcane point per range increment beyond the first. The shootist still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this action.
Quick Clear (Su): At 1st level, as a standard action, the shootist can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The shootist must have at least 1 arcane point to perform this action. Alternatively, if the shootist spends 1 arcane point to perform this action, she can perform quick clear as a move-equivalent action instead of a standard action.
Spell Combat (Ex) – At 1st level, a shootist learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the shootist must have one hand free (even if the spell being cast does not have somatic components), while wielding a pistol in the other hand. As a full-round action, he can make all of his attacks with his weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A shootist can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Magus Arcana
As he gains levels, a shootist learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a shootist gains one magus arcana. He gains an additional magus arcana for every three levels of shootist attained after 3rd level. Unless specifically noted in a magus arcana’s description, a shootist cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Ranged Spellstrike (Su) – at 2nd level a shootist can use ranged spellstrike to cast a single target touch attack range spell and deliver it through any gun attack. Even if the spell normally has multiple targets, only a single missile, ray or effect accompanies the attack. At 11th level whenever a shootist using a multiple target spell with this ability may deliver one ray or line of effect with each attack when using a full round action, up to the maximum allowed by the spell (in the case of ray effects). Any effects used in the round the spell is cast are lost. This replaces spellstrike.
Quickfire (Ex) – At 4th level a shootist gains the ability to draw and fire his firearm as a standard action. This ability replaces spell recall.
Bonus Feats – At 5th level, and every six levels thereafter, a shootist gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Dual Pistols (Ex) – At 7th level, the shootist learns how to use his magical abilities to effectively blend two one-handed firearms fighting and casting spells. When holding two one-handed firearms in separate hands, the shootist may spend a shootist pool point as a swift action to count one of his hands (shootist's choice) as free for the purposes of casting spells and delivering touch attacks. The shootist may also use this hand to cast spells for the spell combat class ability (but then cannot fire the firearm the hand is holding as a part of spell combat). This ability lasts for a number of rounds equal to the shootist's Charisma modifier. This ability replaces the medium armor ability.
Improved Spell Combat (Su) – At 8th level, the shootist’s ability to cast spells and make range attacks improves. When using the spell combat ability, the shootist receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training (Ex) – Starting at 10th level, a shootist counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Swerve Bullet (Su) – At 11th level, the shootist gains the ability to alter the trajectory of bullet fired at him by sheer force of will, working as deflect arrow feat, but with magic instead of your hand. This ability replaces improved spell recall.
Lightening Reload (Ex) – At 13th level, as long as the shootist has at least 1 arcane point left in his pool, he can reload a single barrel or chamber of a one-handed or two-handed firearm as a swift action once per round. If he has the rapid reload feat or is using an alchemical cartridge (or both), he can reload a single barrel or chamber as a free action. Further more using this ability does not provoke attacks of opportunity. This ability replaces heavy armor.
Greater Spell Combat (Su) – Starting at 14th level, a shootist gains the ability to seamlessly cast spells and make ranged attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken..
Counterstrike (Ex) – At 16th level, whenever an enemy within reach of the shootist successfully casts a spell defensively, that enemy provokes an attack of opportunity from the shootist after the spell is complete. This attack of opportunity cannot disrupt the spell.
Greater Spell Access (Su) – at 19th level, a shootist gains access to an expanded spell list. He learns and places 14 spells from the Bard spell list into his spell deck as magus spells of their bard level. He gains two of each of the spells from the Bard list, not on the magus spell list: 0 level, 1st level, 2nd level, 3rd level, 4th level, 5th level and 6th level.
He can ignore the somatic components of these spells, casting them without normal chance of failure.
True Shootist (Su) – At 20th level, the shootist becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the shootist uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.
Suggested Magus Arcana
Arcane Accuracy, Bane Blade, Close Range, Critical Strike, and Ghost Blade. Note: Bane Blade and Ghost Blade can be applied to firearms for the shootist.
| Samasboy1 |
Since you said "anime character" I would also suggest Tiefling for race. Make Dante from Devil May Cry.
Generic Tiefling is probably best (Dex and Int good, Cha doesn't matter). Asura-spawn could work if you go Gunslinger heavy (Dex and Wis for Grit, Int penalty hurts Magus though), or Daemon-spawn for Magus heavy build (Dex and Int, Wis penalty affects Grit but 8 and 13 Wis are the same benefit).
The Tiefling bonus to Arcane Pool is good, but probably not as good as extra Arcana.
| RainyDayNinja RPG Superstar 2013 Top 16 |
Here's a build I was working on recently:
Human
Gunslinger (Pistolero) 1/Magus (Kensai) X
9 Str/18 Dex/14 Con/16 Int/10 Wis/7 Cha
1: Point Blank Shot, Precise Shot, Gunsmithing
2: Weapon Focus (Dagger Pistol)
3: Deadly Aim
4: Magus Arcana: Familiar (+4 initiative)
5: Rapid Reload (Dagger Pistol)
6: Rapid Shot
etc.
It's built like a ranged fighter, but with a 10-foot range increment, plays like a melee fighter. But without the Gunslinger's level 5 Gun Training, it's going to lag in damage (even with the weapon enhancements).
| Samasboy1 |
Pistolero 1/Magus (Bladebound/Myrmidarch) 4/Pistolero +4/Magus +x
Generic Tiefling
10 Str, Dex 16, Con 14, Int 14, Wis 10, Char 10 (20pt buy)
after racials
10 Str, Dex 18, Con 14, Int 16, Wis 10, Cha 8
Asura-Spawn
9 Str, Dex 16, Con 14, Int 16, Wis 10, Cha 7
after racials
9 Str, Dex 18, Con 14, Int 14, Wis 12, Cha 7
Daemon-spawn
10 Str, Dex 16, Con 14, Int 14, Wis 12, Cha 8
after racials
10 Str, Dex 18, Con 14, Int 16, Wis 10, Cha 8
Elf
10 Str, Dex 16, Con 14, Int 14, Wis 12, Cha 8
after racials
10 Str, Dex 18, Con 12, Int 16, Wis 12, Cha 8
| Samasboy1 |
"An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry."
There are Paper (just quickens reload time), Dragon's Breath (basically Burning Hands), Entangling Shot (think Tanglefoot Bag), Flare (area affect flash-bang), and Salt Shot (non-lethal).
They all decrease reload time, but increase misfire chance.
| Running the Shadows |
So I put the character into practice using the tiefling concept. Thus far, he's been exactly what I hoped for; good, consistent damage with a variety of energy types and a decent defense (my GM let me take flaws from Unearthed Arcana to get a few extra feats I really wanted).
The GM and the player who knew gunslinger rules pretty well agreed with my initial interpretation of the rules regarding spellstrike, ranged spellstrike, and touch spells. So even when Shocking hands isn't pumping out an extra 5d6 damage, Being able to cast Daze every round is nice as an extra effect.
However, I came across another pair of questions that seems a little overpowered.
I use Pool Strike, and let it sit on my Pistol for up to the duration of one minute; from my understanding, I can discharge that upon my next attack through spellstrike or ranged spellstrike. So combine that with the aforementioned Shocking Grasp, since spells in spellcombat can be cast first or last. I'm looking at 7d6+1D8, for a ranged touch, no save, at 5th level. Does this seem right and accurate?
Also, for the other question; spells that grant multiple touch effects over the course of its duration(frostbite, chill touch; each granting 1 touch attack per level). I know I can only discharge one at a time. But for the duration of the spell, is it RAW legal to continue the process?
Round 1:SpellCombat, Ranged Spellstrike to cast Frostbite (+1d6+level in nonlethal cold damage, 1/level). Shoot for Weapon Damage plus Frostbite.
Round 2: Spellcombat, Ranged spellstrike to cast Chill Touch (+1d6+str damage, 1/level) Shoot for Weapon Damage +Frostbite+Chill Touch
So in round 2, we've got 1d8+2d6+caster level (5 in my case).
I know Pathfinder has a different set of damage scaling then old 3.5 did. Is this set-up overpowered and RAW legal?