As a spellslinger, what is the point of having two arcane guns?


Rules Questions

Dark Archive

The way I'm reading the spellslinger archetype (Ultimate Combat, pg.74), when you use your arcane gun, you don't actually shoot your gun or use your gun's stats in any particular way. You merely use your spell as normal, but add the gun's enhancement bonus to either the attack roll or the DC of the spell, but add the caveats of 1) possibly misfiring and 2) having a x3 crit multiplier on your spell if you only have one arcane gun.

So, is there ever a reason to have two arcane guns? Is it just so you have a back-up gun in case you get disarmed or something? Shooting a spell doesn't seem to use the gun in any conventional sense. It's not an attack action, you don't need to load any bullets (and you don't deal any extra damage from bullets being part of the equation), you don't care if you're within any particular range increment in terms of figuring out whether your attack roll is against touch AC, and you don't even need to make an attack roll unless the spell calls for it. The rules therefore don't seem to support being able to two-hand a pair of pistols and shoot two spells in a round unless I'm missing something.

I just can't see why anyone would ever choose two arcane guns instead of getting the x3 crit multiplier on the single one. Am I misreading, or missing something?


Dunno. But I'd warn you that spellslinger is considered an inferior archetype compared to standard wizard. That said if you like the thematics, then don't let powergaming stop you. I do powergame but if I see something I like because of the thematics I try to take it unless it really sucks.

Dark Archive

I'm more or less the same way. I optimize unless it interferes with my concept... usually leaves me an 80 - 90% optimizer. I realize spellslinger has its problems, but it's thematically really cool and my spell DCs are going to be more or less unbeatable.


Pathfinder Rulebook Subscriber

The reason is if you want to be a gunslinger who casts spells instead of a spellcaster that has guns. Dual double barreled pistols = 4 shots (at huge penalties) at first level. Spells such as reloading hands allow you to keep up with reloading and giving up spells to enchant your guns helps out with the BAB loss. Eventually you go eldritch knight because Spellslinger is completely front loaded in terms of class abilities.


For what it's worth, even if you want eldritch knight, I'd switch out to any other caster after 1 level of spellslinger. The class abilities work with any other spellcaster, so you don't need to tie yourself to a gimped version of wizard.

Something like spellslinger1/sorc1/EK x/MA x with aasimar to qualify for EK sound possibly decent.


1. Two-Weapon Fighting (for mage bullets, not spellcasting).
2. Pistol plus musket, depending on need.

Note that you get to reattune every day. You can pick one gun if you only think you'll need one, or both if you foresee needing both.

It's really not that bad.

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