
Torbyne |
With my initial excitement about the new Magus archetype over, i've started to wonder how an Eldritch Archer would actually play out at the table. I will lay out how i think the class plays and hope everyone here can help refine my views and point out spells of use since options for spellstriking are altered so drastically.
Bonded Object. In practice it seems like a very nice bonus, no extra spell per day but you begin with a masterwork ranged weapon of your choice. Presumably you can begin with a masterwork composite longbow to match your strength bonus. At level five you can enchant it at half cost and no feat investment. The downside being you have to make a hefty concentration check to ever cast a spell without your weapon in hand.
I have no experience with playing a bonded object character but i dont see many times you would be without it and as you are not trying to get into melee sunder doesnt seem like much of a risk. overall it looks like it is a win for the character.
Armor proficiency. Is it a fluke that the archetype retains scaling armor proficiency up to heavy armor? Is there something i am missing here, i can see, maybe, going up to a mithril breastplate but in what build would you be looking at going after a heavy armor with a dedicated ranged character? The bonded object requirement would kill any switch hitting potential so... i dont know, flavor choices i guess?
Ranged Spell Combat. Nice and straight forward, you dont have to worry about having a two handed weapon and lose the ability to sacrifice accuracy to boost concentration rolls but that shouldnt come up anyways as you dont want to ever stand in a baddie's melee range.
Ranged Spellstrike. Ok. This one confused me at first but here are the main points as i understand them.
- No spell striking touch range spells anymore.
- It must be a ranged spell that requires an attack roll (no magic missiles or lightning bolts. Fireball is an odd one as it only uses attack rolls in corner cases, i believe it is outside the limits of this ability however.) I foresee a great deal of controversy over this aspect and conjuration spells.
- The spell effect is still limited to its normal range, not the weapon you are striking with. At level 12 you can finally get around this with an arcana.
- Multiple attack spells, such as scorching ray, are split into charges that apply to your attacks. Unused charges of normally instantaneous spells are lost at the end of your turn.
- I am assuming when the ability says the spell must use a Ranged Attack it is including Ranged Touch Attack as a qualifying subset of ranged attacks.
Focusing Spellstrike. You can now use cones and lines as single target spells for Ranged Spellstrike, lightning bolt and cone of cold, etc. It comes online very late and i cant think of any options this really opens up.
Strangely enough the archetype retains Greater Spell Combat which only applies to an ability the archetype trades out.
For such a short archetype it drastically changes how the class plays. A baseline stat array could look like this:
STR 12
DEX 16
CON 10
INT 16
WIS 10
CHA 8
Racial modifiers can boost DEX or INT to taste. Maybe something to boost strength higher?
A Magus will commonly focus on critical hit fishing to boost spell damage, ranged weapons are very poor at this. Is there any benefit in using a crossbow build to try for those crits? I cant see it myself, the composite longbow is too good to pass up and crossbows are feat intensive.
Reach Spellstrike and Distant Spellstrike look like they should basically have been class features of the archetype, maybe to replace Improved and Greater Spell Combat but fine, they lock in Arcana choices at levels 9 and 12 instead.
The class is still limited to the Magus Spell List instead of the Wizard's and it requires a complete rethinking of spell choice. Here are the stand outs to me. Again, please point out what i am missing for spell options. I am making some assumptions about conjuration spells which might be debatable.
Cantrips:
Acid Splash
Ray of Frost
1st level:
Mudball (I really like this option)
Ray of Enfeeblement
Snowball (your new shocking grasp, minus the accuracy boost and crit potential:( )
- Thunderstomp (highly debatable, i am inclined to think the combat maneuver check does not qualify the spell for Ranged Spellstrike)
2nd level:
Acid Arrow
Force Anchor
Molten Orb
Scorching Ray
3rd level:
Bloody Arrows
Flame Arrow
Gloomblind Bolts
Ray of Exhaustion
4th level:
No Ranged Spellstrike options.
5th level:
No Ranged Spellstrike options.
6th level:
Contagious Flame
Disintegrate
With the Reach Spellstrike arcana some more options open up with Force Punch/Strike, Vampiric Touch etc. at a few levels but i was really shocked to see the lack of options at 4th level and above.
Acid Splash seems like the level 0 winner.
Mudball and Ray of Enfeeblement both seem like solid choices at level 1.
Scorching Ray wins at level 2.
Gloomblind Bolts or Ray of exhaustion at level 3.
Past this point its going to rely on what you pick up with arcana or what you do without Ranged Spellstriking.
What else can you/would you do with this archetype?

Heretek |

You seem to have pretty much got the gist from what I can gather. It's a Magus except instead of crit fishing with shocking grasps, you're unloading Scorching Rays + an archers full round attack action.
Reach definitely opens things up but it's a shame it's limited to lvl 9. It should really be lower.
I was playing around with the idea of dipping into Spellslinger to use a gun for fun, Spell Blending for Named Bullet and taking advantage of those auto crits, and Spellslingers x3 crit multipler for x3 critting Disintegrates.
In the end though I backed away from it, as it really does not seem like a leveling-friendly build due to guns being so poor.

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It is a great single class entry into Arcane Archer, which will open up more spell options thanks to imbue arrow. It's unclear if imbue arrow can be used as a part of ranged spell combat, but expect most to land on the side of no.
They would be rather redudant, unless the question being asked is can you use this to get two spells off per round, in which case the answer is no.
Imbue arrow would still have it's uses... such as getting off a VERY LONG range fireball.
It is worth noting though that over the full progression of the class you are trading 3 full caster levels worth of progression as well as arcana and arcane pool progression to get the arrow tricks. One has to decide whether that's an acceptable trade.
Of course many just might dip 2 levels to get imbue arrow and pass on the rest of the PrC.

Torbyne |
I am fine doing away with crit fishing and was pleasantly surprised when i saw a few options to add blinding to your ranged attacks. My greatest concern is accuracy. 3/4 BAB, -2 Ranged Spell Combat, -2 if you dare to Rapid Shot. Arcane Accuracy is a must. Spell blending looks like the best level 6 arcana but i am not sure what i'd pick with it. As said above your level 9 and 12 choices are basically made for you.
The standard archery feats look compatible.
Level 1: PBS, Precise Shot.
Level 3: Rapid Shot (is this worth it for the accuracy penalty?)
Level 5: Deadly Aim, Far Shot (Really, REALLY? more accuracy penalties?)
Level 7: Lob Shot
Level 9: manyshot
It would be nice to grab some other feats such as Weapon Specialization and Clustered Shots. There is potential for Reckless Aim, Hammer the Gap and if Thunderstomp is a valid option than Relentless Shot would be fun.

TarkXT |

Was considering writing a guide for this.
It really does change the dynamic of the magus a lot.
You aren't going to be doing nearly the damage as amelee magus but you will be much much safer in the early to mid levels.
A thing to understand about this is that it makes a lot of spells you wouldn't consider using more interesting options. Fireball, lightning bolt and others are good starters to a full attack since you can chuck an empowered one, see who fails their save and finish those guys off with your arrows.

Torbyne |
Was considering writing a guide for this.
It really does change the dynamic of the magus a lot.
You aren't going to be doing nearly the damage as amelee magus but you will be much much safer in the early to mid levels.
A thing to understand about this is that it makes a lot of spells you wouldn't consider using more interesting options. Fireball, lightning bolt and others are good starters to a full attack since you can chuck an empowered one, see who fails their save and finish those guys off with your arrows.
Good point, the archetype has to split offensive spells into two lists. i was focusing on Spellstriking but there is a very valid path of a regularly cast spell followed up with a full attack routine.

TarkXT |

I am fine doing away with crit fishing and was pleasantly surprised when i saw a few options to add blinding to your ranged attacks. My greatest concern is accuracy. 3/4 BAB, -2 Ranged Spell Combat, -2 if you dare to Rapid Shot. Arcane Accuracy is a must. Spell blending looks like the best level 6 arcana but i am not sure what i'd pick with it. As said above your level 9 and 12 choices are basically made for you.
The standard archery feats look compatible.
Level 1: PBS, Precise Shot.
Level 3: Rapid Shot (is this worth it for the accuracy penalty?)
Level 5: Deadly Aim, Far Shot (Really, REALLY? more accuracy penalties?)
Level 7: Lob Shot
Level 9: manyshotIt would be nice to grab some other feats such as Weapon Specialization and Clustered Shots. There is potential for Reckless Aim, Hammer the Gap and if Thunderstomp is a valid option than Relentless Shot would be fun.
Deadly aim is worthless.
Rapid shot is equally worthless unless you're shooting outside of the range of an available spellcombat spell.
I wouldn't call Manyshot really necessary. Far shot neither since you'll rarely be shooting out of the Clsoe range of Snowball and others.
So you can knock four feats off the chain and be in decent shape. That gives you room for thigns like Extra Arcana, Intensify Spell, and others.

TarkXT |

Talking about Arcana the following Arcana are also suddenly worthless since they refer directly to melee attacks or do something that doesn't work with you.
Accurate Strike
Close Range
Critical Strike
Disruptive
Divinatory Strike
Natural Spell Combat
Pool Strike and all of its follow-ups.
Spellbreaker

Dave Justus |

I haven't fully analyzed everything, but it seems to me that the Eldritch Archer would function best in a role similar to that of the Archer-Bard with the ranged attacks being a secondary focus and other actions being where the real power lies. Throwing out a buffing or control spell each round while still getting off a few arrows seems better than just going for DPR like a traditional crit-fishing magus does.

Torbyne |
Rethinking Rapid Shot, it may be worth it at level 9 when you get Reach Spellstrike and can start using Frostbite or Chill Touch, likewise for Manyshot.
At level 9 with Spell Combat, Rapid Shot and Manyshot you could pull off 6 arrows. Frostbite would add 1D6+9 on each or Chill Touch for up to 6 strength damage on top of regular HP damage.
Where would you go with feats?

Torbyne |
Talking about Arcana the following Arcana are also suddenly worthless since they refer directly to melee attacks or do something that doesn't work with you.
Accurate Strike
Close Range
Critical Strike
Disruptive
Divinatory Strike
Natural Spell Combat
Pool Strike and all of its follow-ups.
Spellbreaker
I really like Arcane Accuracy but it still stings to lose out on Accurate Strike.

TarkXT |

I haven't fully analyzed everything, but it seems to me that the Eldritch Archer would function best in a role similar to that of the Archer-Bard with the ranged attacks being a secondary focus and other actions being where the real power lies. Throwing out a buffing or control spell each round while still getting off a few arrows seems better than just going for DPR like a traditional crit-fishing magus does.
Not that many good buffs on the spell list sadly. Explosions and debuffs are aplenty though.
With melee you ahve the increased threat range and the ridiculous action ecconomy coming from Spellstoring/spellcombat/quickened spell to really chuck out the burn.
So what we really need to find is a gimmick the archer can exploit.
Splode and shoot is certainly one.

Torbyne |
I haven't fully analyzed everything, but it seems to me that the Eldritch Archer would function best in a role similar to that of the Archer-Bard with the ranged attacks being a secondary focus and other actions being where the real power lies. Throwing out a buffing or control spell each round while still getting off a few arrows seems better than just going for DPR like a traditional crit-fishing magus does.
You just made me think of something. since Ranged Spellstrike is limited to the spell's normal range until level 12, Spellstrike is a lot less useful over just casting the spell as normal. the cantrips are nice to strike with but those level one spells, mudball or ray of enfeeblement? i'd rather forgo the bow damage and roll against the touch AC most of the time. From level two spells onwards it gets even more lop sided. Scorching Ray or Gloomblind Bolts let you get in multiple hits by themselves and then you follow up with a bunch of regular arrows.
So, aside from Cantrip striking, is the extra damage worth the lower accuracy against normal AC?

Torbyne |
Dave Justus wrote:I haven't fully analyzed everything, but it seems to me that the Eldritch Archer would function best in a role similar to that of the Archer-Bard with the ranged attacks being a secondary focus and other actions being where the real power lies. Throwing out a buffing or control spell each round while still getting off a few arrows seems better than just going for DPR like a traditional crit-fishing magus does.Not that many good buffs on the spell list sadly. Explosions and debuffs are aplenty though.
With melee you ahve the increased threat range and the ridiculous action ecconomy coming from Spellstoring/spellcombat/quickened spell to really chuck out the burn.
So what we really need to find is a gimmick the archer can exploit.
Splode and shoot is certainly one.
Here is one. Blind through Mudball, Glitterdust or Gloomblind Bolts and then pepper with arrows as normal.

Torbyne |
A cool option if someone closes to melee with you would to be using a non-hand melee weapon like armor spikes, bolder helm, or IUS, and then cast bladed dash to get out of melee range while attacking them and then unload a ranged full attack on them.
That could be something, a Cestus doesn't interfere with a bow right? Would be an annoying enemy to play against the party too.

Pounce |

TarkXT wrote:Here is one. Blind through Mudball, Glitterdust or Gloomblind Bolts and then pepper with arrows as normal.Dave Justus wrote:I haven't fully analyzed everything, but it seems to me that the Eldritch Archer would function best in a role similar to that of the Archer-Bard with the ranged attacks being a secondary focus and other actions being where the real power lies. Throwing out a buffing or control spell each round while still getting off a few arrows seems better than just going for DPR like a traditional crit-fishing magus does.Not that many good buffs on the spell list sadly. Explosions and debuffs are aplenty though.
With melee you ahve the increased threat range and the ridiculous action ecconomy coming from Spellstoring/spellcombat/quickened spell to really chuck out the burn.
So what we really need to find is a gimmick the archer can exploit.
Splode and shoot is certainly one.
There's also the option of dropping fog on your foes (if you can see through it) and fire arrows that could care less about dex?

TarkXT |

So, aside from Cantrip striking, is the extra damage worth the lower accuracy against normal AC?
that's a really fair question.
I think it is worth it. It's still extra damage off you'd otherwise not have and you can stack damage on it. Increased threat range can come from bracers of the falcon.
I don't consider Rapid Shot and Many shot bad because they don't match. I think they're bad because they put an accuracy penalty on an already penalized action.
So any method of damage add you can get will apply to the spell you toss as well.
So it can be worth it. It's just worth keeping in mind it's not all you can do.

My Self |
Torbyne wrote:
So, aside from Cantrip striking, is the extra damage worth the lower accuracy against normal AC?that's a really fair question.
I think it is worth it. It's still extra damage off you'd otherwise not have and you can stack damage on it. Increased threat range can come from bracers of the falcon.
I don't consider Rapid Shot and Many shot bad because they don't match. I think they're bad because they put an accuracy penalty on an already penalized action.
So any method of damage add you can get will apply to the spell you toss as well.
So it can be worth it. It's just worth keeping in mind it's not all you can do.
Manyshot is fine. No penalty, just an extra arrow. At 3rd level, Rapid Shot gives +50% damage for -2 to hit. if a -2 to hit (between -67% and -0% likely damage per arrow, depending on your to-hit modifier.) The big thing you might lose is the chance of your spell landing.

Heretek |

Fun thought. Would Accursed Strike work with Eldritch Archer?
"Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells."
The question here is does ranged spellstrike qualify as spellstrike. EA specifies Ranged spellstrike "alters" spellstrike. Does that still qualify as spellstrike?
For reference, Ranged Spell Combat "modifies" spell combat. Is there a difference between "alters" and "modifies"?

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A cool option if someone closes to melee with you would to be using a non-hand melee weapon like armor spikes, bolder helm, or IUS, and then cast bladed dash to get out of melee range while attacking them and then unload a ranged full attack on them.
Or you could do what every other archer does, and simply make a 5 foot step.

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LazarX wrote:But then the enemy does a 5 foot step and full rounds you and laughs at your bloody pile of limbs on the ground.
Or you could do what every other archer does, and simply make a 5 foot step.
On his turn perhaps, but in the meantime you've loaded him with a bunch of arrow and spell damage before he gets to do that.

Heretek |

On his turn perhaps, but in the meantime you've loaded him with a bunch of arrow and spell damage before he gets to do that.
True, but I'm not the gambling sort. I'd rather reposition and not require the party healer to drop his things and get me off the floor.
...wait. This archetype doesn't remove Greater Spell Combat? The Hexcrafter has a rule whereby because it removes Spell Recall but doesn't touch Improved Spell recall, the Hexcrafter recieives Spell Recall at level 11. Does Eldritch Archer have a similar rule with Spell Combat?
Where does it say that?

Dave Justus |

...wait. This archetype doesn't remove Greater Spell Combat? The Hexcrafter has a rule whereby because it removes Spell Recall but doesn't touch Improved Spell recall, the Hexcrafter recieives Spell Recall at level 11. Does Eldritch Archer have a similar rule with Spell Combat?
That is a standard rule for all archetypes.

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True, but I'm not the gambling sort. I'd rather reposition and not require the party healer to drop his things and get me off the floor.
[
Spell combat can include things such as quick movement spells like bladed dash or dimension door which can adress that. Or use hit-denial spells such as mirror image, etc.

TarkXT |

TarkXT wrote:Manyshot is fine. No penalty, just an extra arrow. At 3rd level, Rapid Shot gives +50% damage for -2 to hit. if a -2 to hit (between -67% and -0% likely damage per arrow, depending on your to-hit modifier.) The big thing you might lose is the chance of your spell landing.Torbyne wrote:
So, aside from Cantrip striking, is the extra damage worth the lower accuracy against normal AC?that's a really fair question.
I think it is worth it. It's still extra damage off you'd otherwise not have and you can stack damage on it. Increased threat range can come from bracers of the falcon.
I don't consider Rapid Shot and Many shot bad because they don't match. I think they're bad because they put an accuracy penalty on an already penalized action.
So any method of damage add you can get will apply to the spell you toss as well.
So it can be worth it. It's just worth keeping in mind it's not all you can do.
Neither of which are necessary.
Rapid Shot is built in through Spell Combat.
All it gives you is a long range option or a good way to not hit anything.

My Self |
My Self wrote:TarkXT wrote:Manyshot is fine. No penalty, just an extra arrow. At 3rd level, Rapid Shot gives +50% damage for -2 to hit. if a -2 to hit (between -67% and -0% likely damage per arrow, depending on your to-hit modifier.) The big thing you might lose is the chance of your spell landing.Torbyne wrote:
So, aside from Cantrip striking, is the extra damage worth the lower accuracy against normal AC?that's a really fair question.
I think it is worth it. It's still extra damage off you'd otherwise not have and you can stack damage on it. Increased threat range can come from bracers of the falcon.
I don't consider Rapid Shot and Many shot bad because they don't match. I think they're bad because they put an accuracy penalty on an already penalized action.
So any method of damage add you can get will apply to the spell you toss as well.
So it can be worth it. It's just worth keeping in mind it's not all you can do.
Neither of which are necessary.
Rapid Shot is built in through Spell Combat.
All it gives you is a long range option or a good way to not hit anything.
These numbers are for Rapid Shot in combo with Spell Combat. It would otherwise do +100% damage instead.

Torbyne |
My Self wrote:TarkXT wrote:Manyshot is fine. No penalty, just an extra arrow. At 3rd level, Rapid Shot gives +50% damage for -2 to hit. if a -2 to hit (between -67% and -0% likely damage per arrow, depending on your to-hit modifier.) The big thing you might lose is the chance of your spell landing.Torbyne wrote:
So, aside from Cantrip striking, is the extra damage worth the lower accuracy against normal AC?that's a really fair question.
I think it is worth it. It's still extra damage off you'd otherwise not have and you can stack damage on it. Increased threat range can come from bracers of the falcon.
I don't consider Rapid Shot and Many shot bad because they don't match. I think they're bad because they put an accuracy penalty on an already penalized action.
So any method of damage add you can get will apply to the spell you toss as well.
So it can be worth it. It's just worth keeping in mind it's not all you can do.
Neither of which are necessary.
Rapid Shot is built in through Spell Combat.
All it gives you is a long range option or a good way to not hit anything.
What i am wondering about is this, rapid shot and manyshot give you two extra arrows for a -2 to each full attack, considering you can spend a pool point to add your INT to your hit rolls, it will easily cancel out the rapid shot penalty but how will the class's accuracy look otherwise? Is that an acceptable trade or does the class need the accuracy more than the extra arrows.
I feel you can get enough pool points that it is a viable option every combat, if not every round, to bring out the arcane accuracy.
Edit to clarify my thought. Spell combat and rapid shot will give you a net -4 to your attack rolls. Manyshot is a free arrow that doesnt affect accuracy. Accurate Arcana adds your INT mod to hit rolls which should cancel out the entire -4 penalty, eventually it should add an extra point or two on top of that. That leaves you with natural weapon enhancement, DEX mod, 3/4 BAB and maybe weapon focus. Does that sound like enough to land 3-4 hits that are all based off your highest bonus attack?

Torbyne |
...wait. This archetype doesn't remove Greater Spell Combat? The Hexcrafter has a rule whereby because it removes Spell Recall but doesn't touch Improved Spell recall, the Hexcrafter recieives Spell Recall at level 11. Does Eldritch Archer have a similar rule with Spell Combat?
Eldritch Archer modifies Spell Combat and has no text at all about Improved or Greater Spell Combat. Improved at least provides a benefit still. Greater does nothing.

TarkXT |

TarkXT wrote:These numbers are for Rapid Shot in combo with Spell Combat. It would otherwise do +100% damage instead.My Self wrote:TarkXT wrote:Manyshot is fine. No penalty, just an extra arrow. At 3rd level, Rapid Shot gives +50% damage for -2 to hit. if a -2 to hit (between -67% and -0% likely damage per arrow, depending on your to-hit modifier.) The big thing you might lose is the chance of your spell landing.Torbyne wrote:
So, aside from Cantrip striking, is the extra damage worth the lower accuracy against normal AC?that's a really fair question.
I think it is worth it. It's still extra damage off you'd otherwise not have and you can stack damage on it. Increased threat range can come from bracers of the falcon.
I don't consider Rapid Shot and Many shot bad because they don't match. I think they're bad because they put an accuracy penalty on an already penalized action.
So any method of damage add you can get will apply to the spell you toss as well.
So it can be worth it. It's just worth keeping in mind it's not all you can do.
Neither of which are necessary.
Rapid Shot is built in through Spell Combat.
All it gives you is a long range option or a good way to not hit anything.
Let's talk real numbers then and show our work.
Let's assume everything being equal 16 dex and Int at level 5 so even. Assume a full attack against a CR5 critter (so against an AC of 18 we can say). We won't bother throwing in a str bonus and we'll assume a snowball for ranged spell strike to go with our spellcombat. Pointblank shot and an arcane pool of +1 will be factored in as well.
A straight up shot from the arcane pooled +1 longbow, now +2, has a dpr of 4.95 by its lonesome, no adds.
Throw in Arcane Accuracy and it goes up to 6.19.
Chuck in Rapid Shot and it goes up to 10.73.
So far so good.
Now we get into spell combat. We're gonna chuck a snowball.
Without rapid shot Snowball spellcombat has a dpr of 23.24.
With Rapid Shot we're looking at a Snowball Spellcombat DPR of 24.21
So a 0.97 increase of damage.
Though that's not the whole story. We're talking feats here right?
So what happens if we drop rapid shot and magical lineage an empowered snowball to second level?
The DPR on that round is 29.49.
The downside to that is that it's limited to how many 2nd level spells you have. So let's dig some more.
What if we just add Weapon Focus? Zero negatives possibility of Weapon Spec later if we want.
DRP turns to 25.03.
That's great because it applies to everything.
It's even better because we don't suddenly lose a mountain of damage if we miss by two thanks to rapid shot.
But ultimately it's not like a raw percentage of damage upgrade, but a boost that's beaten out by Weapon focus when you're utilizing your class abilities together.
I could get mroe into it, and talk about manyshot as well but I'm exhausted.

Torbyne |
so what i am hearing is go for weapon focus first and then rapid shot... :P honestly i see your point but the long endurance game is what i have to slog through most often. having the always available 0.97 may very well be better than a few shots with the extra 6.25.
I know you are exhausted and all but i am curious, assume everyone has weapone focus, what does it look like to go rapid shot and manyshot vs. magical lineage, empower spell and... intensify or somesuch.
Also, thoughts on traits?

UnArcaneElection |

If you go feat-light, as some recommend above, what about going VMC Fighter to get more accuracy, via Weapon Training (which goes eventually 40% of the way to making up for having 3/4 BAB)(*)? This also lets you increase the ceiling on your Dexterity bonus and movement after you get Medium and Heavy Armor via Armor Training, and Armor Training 1 even comes online right when you need it (when you get Medium Armor), at level 7, while Armor Training 2 comes online only 2 levels late (after you get Heavy Armor), at level 15. The downside (other than trading in 5 feats) is that Bravery is rather underwhelming unless you are up against a lot of enemies that use fear effects.
(*)For weapon training, of course, select Bows first and Close (for Cestus) second. When going VMC, you won't have the feats left over to make anything other than Bows good, which is too bad, since historically, bows were supposed to be harder to use than Crossbows and Firearms, although not as hard to use as Slings.

Torbyne |
If you go feat-light, as some recommend above, what about going VMC Fighter to get more accuracy, via Weapon Training (which goes eventually 40% of the way to making up for having 3/4 BAB)(*)? This also lets you increase the ceiling on your Dexterity bonus and movement after you get Medium and Heavy Armor via Armor Training, and Armor Training 1 even comes online right when you need it (when you get Medium Armor), at level 7, while Armor Training 2 comes online only 2 levels late (after you get Heavy Armor), at level 15. The downside (other than trading in 5 feats) is that Bravery is rather underwhelming unless you are up against a lot of enemies that use fear effects.
(*)For weapon training, of course, select Bows first and Close (for Cestus) second. When going VMC, you won't have the feats left over to make anything other than Bows good, which is too bad, since historically, bows were supposed to be harder to use than Crossbows and Firearms, although not as hard to use as Slings.
Thats an interesting thought but the main draw is really weapon training which doesnt come online until level 11... kind of a deal breaker to me.

Sumutherguy |

TarkXT wrote:Was considering writing a guide for this.I would love to see a guide for this! The magus is my second favorite class (with paladin first) and I have wanted a magical, gun wielding, Outlaw Star like character for years now.
Anything I can do to make this guide happen, let me know!
That might work as a magus x/spell slinger wizard 1, though you will need rapid reload on top of other ranged feats. You get higher DCs on your spells too, so that's neat.

Heretek |

TarkXT wrote:Was considering writing a guide for this.I would love to see a guide for this! The magus is my second favorite class (with paladin first) and I have wanted a magical, gun wielding, Outlaw Star like character for years now.
Anything I can do to make this guide happen, let me know!
There have been a few threads on it now. My opinion at the moment is it's doable, but not entirely worth leveling through. It's just too feat intensive on account of guns being so bad.
If I had the opportunity of starting at lvl 12, I'd absolutely give it a go. But building up from lvl 1 seems like misery.

UnArcaneElection |

Somewhat off-topic but actually related, I'd also like to see a new guide to the Myrmidarch Magus. The existing guide "Optimizing the Suboptimal: A Subguide to the Myrmidarch" was written before some new options (including VMC) came out that seem like they would give this archetype a second life, and since Eldritch Archer is the real Magus archer archetype, Myrmidarch should be re-examined as more of a melee archetype with switch-hitter ability.

The Dragon |

isdestroyer wrote:That might work as a magus x/spell slinger wizard 1, though you will need rapid reload on top of other ranged feats. You get higher DCs on your spells too, so that's neat.TarkXT wrote:Was considering writing a guide for this.I would love to see a guide for this! The magus is my second favorite class (with paladin first) and I have wanted a magical, gun wielding, Outlaw Star like character for years now.
Anything I can do to make this guide happen, let me know!
What's really cool about the DC thing is that the magus has everything else beat for getting a high bonus on his weapons - he can easily be running around with a +3 gun at level six, if he uses arcane pool. Which he should.

Falxu |

What's really cool about the DC thing is that the magus has everything else beat for getting a high bonus on his weapons - he can easily be running around with a +3 gun at level six, if he uses arcane pool. Which he should.
You mean +4 right? and the next turn you can swift sacrifice a spell for Seeking or Distance (there has been debate on whether the Spellslinger's Mage Bullets enhancement bonus will stack with a bonus already on a weapon).
+2 at 5th level seems entirely doable (6th if you don't have brass ones to craft without the pre-req). +2 from Arcane Pool.
Being a magus you'll want Magical Lineage or Wayang Spellhunter. Being multiclass spellcaster, you probably want Magical Knack. These edge out Called, so you'll be kind of forced into taking Amateur Gunslinger sooner rather than later. You also need Rapid Reload by 3rd otherwise you won't be able to Spellstrike.
- 1) Spellslinger 1: Point Blank Shot, Amateur Gunslinger (or Precise Shot) (HB)
- 2) Eldritch Archer 1:
- 3) Eldritch Archer 2: Rapid Reload
- 4) Eldritch Archer 3: Magus Arcana (Arcane Accuracy)
- 5) Eldritch Archer 4: Precise Shot (or Amateur Gunslinger)
- 6) Eldritch Archer 5: Weapon Focus (Pistols) (MB)
- 7) Eldritch Archer 6: Gunslinger, Magus Arcana (?)
- 8) Eldritch Archer 7:
- 9) Eldritch Archer 8: Intensify Spell (Snowball)
- 10) Eldritch Archer 9: Magus Arcana (Reach Spellstrike)
- 11) Eldritch Archer 10: Clustered Shots
- 12) Eldritch Archer 11: Rapid Shot (MB)
- 13) Eldritch Archer 12: Snap Shot, Magus Arcana (Spell Blending: Named Bullet)
- 14) Eldritch Archer 13:
- 15) Eldritch Archer 14: Improved Snap Shot
- 16) Eldritch Archer 15: Magus Arcana (?)
- 17) Eldritch Archer 16: Combat Reflexes
- 18) Eldritch Archer 17: Feat? (MB)
- 19) Eldritch Archer 18: Feat?, Magus Arcana (?)
- 20) Eldritch Archer 19:
You are in hell until 5th, hitting touch AC offsets the -4 to hit for shooting into melee. 20ft Range means you are always in range for something to come up and smack you with a tumble through your front line. Luckily at 6th you can put an extra +1 and distance on your pistol or sacrifice a spell for the distance and put a +2 on your weapon which should already be +2 base. Not really sure about Gunslinger, sure you don't provoke by shooting any more, but you are still probably going to 5ft step back to Spell Combat anyways.
I think its less cheese since I last commented, and I feel there is ambiguity in whether you can use specific ammunition with spellstike (ie Named Bullet). But 30d6 Snowballs at level 14 probably isn't the end of the world and x3 Disintegrates at level 17 are still sub-optimal to level 9 spells I think?

UnArcaneElection |

{. . .}
Being a magus you'll want Magical Lineage or Wayang Spellhunter. Being multiclass spellcaster, you probably want Magical Knack. {. . .}
If you are just 1 level behind in spellcasting/caster level advancement, is Magical Knack really worth it? You are only getting half of the benefit.
Also, what's the deal with Wayang Spellhunter? I have also seen this elsewhere, where everybody seems to ignore the part about actually being a Wayang to get this trait (people seem to be using an oversight in the wording of the trait).