(PFS) Halfling Spellslinger / Arcanist Looking For Skills


I have a Halfling Spellslinger Wizard about to play her second game next week. Going over the character and my plan for her, I find myself with a distinct lack of class skills.

I was originally going to add a level of Bard in order to get Bluff, Diplomacy, Disguise, Intimidate, Perception, Sense Motive, and Stealth as class skills with added bonuses of at-will Detect Magic (negating it being a 1st level opposition school spell) and a couple CLW casts. But that delays a lot of my Arcanist abilities and leaves me with no BAB until level 4.

Are there any better classes to dip for these skills, or feats?

Anyat Mörderpuppe:

STR: 8 (-1)
DEX: 16 (+3)
CON: 12 (+1)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 15 (+2)


Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless. Source PRG:HA

Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth Skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed. Source PRG:HA

Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity. Source PPC:BoS


Magical Knack (Magic) [Arcanist]
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Extremely Fashionable (Equipment) [Bluff]
Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.


Exotic Weapon Proficiency
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1. (class bonus feat bypasses this requirement)
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
(Additional Resources: Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed price, but does not grant a discount on the purchase of any firearm. Resold items gained through this feat are worth half the actual cost paid, not half the regular market value for the item. No PC can purchase a gun without this feat, even if they possess the Amateur Gunslinger or Exotic Weapon Proficiency (firearm) feats.)

Your resemblance to a human child tends to make others trust you, perhaps more than they should.
Prerequisites: Cha 13, halfling.
Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

Grand Lodge

The Spellslinger archetype is not legal for PFS play.

Additional Resources wrote:
Wizard: The siege mage and spellslinger archetypes are not permitted in Pathfinder Society Organized Play.

Slyme wrote:

The Spellslinger archetype is not legal for PFS play.

Additional Resources wrote:
Wizard: The siege mage and spellslinger archetypes are not permitted in Pathfinder Society Organized Play.

I have a chronicle boon opening the archetype up for a single character.

Grand Lodge

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Hmm, I was not aware such a boon existed. Is it from an adventure chronicle sheet? I wanted to make a spellslinger a while ago, until I learned they weren't legal.

In that case, I would recommend just sticking with your wizard/arcanist levels and going with skills like Knowledge: Arcana, Spellcraft, Perception, Craft: Gunsmithing, possibly put a point into a few other knowledge skills, maybe a point or 2 into linguistics.

Dipping a level into a class just for a few more skills and a cantrip seems like a bad tradeoff...it will delay all your spellcasting, as well as your BAB.

It's from a multitable special.

The problem is that Bluff/Disguise/Stealth are important to my character concept...

Grand Lodge

Well, you have one of them from fashionable. You can always still take ranks in the others and just forgo the class skill bonus.

Delaying your casting is going to hurt. You are already looking at CLevel 7 before you get access to level 3 spells. If you add another class in there it will really hurt.

That's why I was hoping there was a better way.
Spellslinger/1 for spellslinger stuff
Arcanist/X for Int casting and pseudo spontaneous along with other goodies.
Childlike @1st is a lot of fun and has got me out of a sticky situation aswell as obtained useful info.
3rdlevel will net Point Blank Shot while Precise comes at 5th.
Pass For Human will have to wait for 7th
9th and 11th are unknown at this point, maybe skill focus?

Fun Fact: Anyat is an anagram of Tanya

Grand Lodge

I would probably take Spell Penetration at 9 and greater at 11. You'll be facing a lot of spell resist at those levels.

About the only other class I might try to fit in there would be maybe a level of gunslinger. It would get you the quick clear ability, bluff, intimidate, and perception onto your class list (you could then use your fashionable trait for diplomacy). It would also boost your fort and reflex saves, and give you +1 BAB.

You might even consider making gunslinger your first level to get 10 base HP, and start with the ability to fix your gun if it breaks.

Gunslinger 1, then Spellslinger 1, then Arcanist for the rest.

But would that be Musket Master (I'm using a two-hander) or Mysterious Stranger (10WIS but 15CHA)?

Grand Lodge

Stranger gives up quick clear...which is one of the best reasons to take a level in Gunslinger.

I would go with either Musket Master or just a plain gunslinger. Just use the grit on the rare occasion you misfire or overload. With only 1 level you won't have much to spend it on anyways.

As a spellslinger, most of your attacks will target touch already if I understand the way the spellslinger works, so you won't need deadeye, and gunslingers dodge is pretty circumstantial anyways, leaving your grit for the rare broken weapon.

Additional Traits is probably a better choice than losing a class level.

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