Best Build for Spell Cartridges?


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So, Heroes of Golarion introduced a collection of feats for the use of firearms in Arcadia, where black powder and ammunition is even rarer than the Inner Sea Region outside of Alkenstar. Of particular note is the feat 'Spell Cartridges'.

https://www.d20pfsrd.com/feats/combat-feats/spell-cartridges-combat/

With Arcane Strike active, it allows the wielder of a firearm to fire a force bullet (1d4 per 5 CL) with the range and crit modifier of the base firearm, without the use of black powder or ammunition. What build can make the best use of this?

Things to remember:
No reload time!
As long as you're taking at least five levels of Gunslinger for Gun Training, damage die size isn't of great concern.
Dual-balanced weapon modification will open up greater viability for dual-wielding firearm builds, now that reloading is resolved.
Check with your GM if Stock-Striker Style's last benefit will work with TWF feats as it will with Weapon Finesse.
Pirates and corsairs, enjoy your waterproof firearm solution!
Possibly no noise or muzzle flash anymore? Sniper builds? Check with GM if this will affect any Gunslinger deeds which may have a 'physical' component, like Distracting or Menacing Shot.
The ONLY standard Gunslinger deed which requires the expenditure of ammunition is the Stop Bleeding function of Utility Shot.
Force bullets still target touch AC, and remain viable for Deadly Aim.
Spell Cartridges is NOT a standard action to use, so full attacks are still in play.
NO RELOAD TIME!

For builds that use spellcasting levels as more than a dip (4th level spells minimum), consider the upgraded feat:
http://www.d20pfsrd.com/feats/combat-feats/infused-spell-cartridges-combat/

Need to get around an energy immunity (WE'RE LOOKING AT YOU, FIREBRAND ARCHETYPE), or exploit a vulnerability?
https://www.d20pfsrd.com/feats/combat-feats/dragon-shot-combat-grit/

Those are all the highlights I can think to connect with this at the moment. Please discuss. (:


Just be aware that there is likely going to be some table variation with that feat. It's not really clear if it does effect reloading time. That's the sort of thing that's so big it should be much more explicit, if it's supposed to do that.

We also have to wonder why it says it counts as magic for DR, when it is doing force damage. Does this mean that it needs to overcome DR, which force damage doesn't usually have to do?


Hmm...straight Rogue? If you take Minor Magic talent your CL is equal to your Rogue level.

While this means you won't get Dex to damage...so what? Every 5 rogue levels you add 1d4+1 damage from arcane strike/spell cartridges. Every 2 levels you add 1d6 sneak attack damage. You will need some sort of circumstance to let you sneak attack with your firearms. Just because you stop using black powder doesn't mean you stop using the sniping rules as is.

Nice thing about this set up is you can switch guns and not lose any of your feats/class abilities. Gunslinger's dex to damage locks you into 1 weapon choice every 5 levels. Being dependent on enchants to avoid reloading (shadowshooting) locks you into specific weapons. In this build you can switch from a musket to a pistol when ranges get closer.

To get sneak attack the rogue can try to become invisible to the target while being albe to see them. 2 or more levels of Darkness, with the Rogue having Darkvision would work...except against opponents with Darkvision or other senses. Smoke/Fog and an item to see through it will work in a lot of cases. Expensive to set up, but totally cheesy/unfair when you do.

If you had this all set up by 10th level (eversmoking bottle + goz mask) you'd be able to walk up to short range with 2 pistols and unload 3-4 attacks with your opponent denied dex to his touch AC for 2d4+2+5d6+ whatever other enchants you have on the weapon each round. Assuming all 4 attacks hit (and they should) that is 8d4+20d6+8+ bonuses for the round. Get yourself a pair of sniper's goggles and a pair of Revolvers and this just gets ridiculous.


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Urban Arcane Bloodrager... with Blooded Arcane Strike, Arcane Strike is always active during Bloodrage.

With Spell Cartridges, you now have infinite ammunition whilst Bloodraging.

Take the Vital Strike feats, as Blooded Arcane Strike multiplies Arcane Strike with Vital Strike.


Looks like a great pick for an Eldritch Knight gun build. I'd suggest either:

Mysterious Stranger 1 / Primal Elemental Sorcerer 6 / Eldritch Knight X
or
Trench Fighter 3 / Spellslinger Wizard 5 / Eldritch Knight X

The Sorcerer build basically gives up on dex-to-damage and instead gets cha-to-damage. While you will need to manage grit very carefully, you'll have Infused Spell Cartridges as an option to deliver powerful damaging spells (because you are a primal elemental sorcerer) to land killing blows and recover that grit. The biggest issue with this build is misfires, since you don't have an way of getting the quick clear ability. Fortunately there's a 1st level spell that suppresses the broken condition, while the Mending cantrip gives you an option to fix misfires out of combat. This isn't perfect, but the two spells in conjunction will make this functional until you get a reliable weapon.

The Trench Fighter is a bit of a cheeky choice, but if it's available to you then that's only 3 levels for dex-to-damage, while Spellslinger offers you a good spellcasting option for a gun user. It's not nearly as good with blasting as the Mysterious Stranger is, but it can get access to quick clear and isn't as reliant on grit so its basic firearm attack is significantly more consistent.


Dasrak wrote:

Looks like a great pick for an Eldritch Knight gun build. I'd suggest either:

Mysterious Stranger 1 / Primal Elemental Sorcerer 6 / Eldritch Knight X
or
Trench Fighter 3 / Spellslinger Wizard 5 / Eldritch Knight X

The Sorcerer build basically gives up on dex-to-damage and instead gets cha-to-damage. While you will need to manage grit very carefully, you'll have Infused Spell Cartridges as an option to deliver powerful damaging spells (because you are a primal elemental sorcerer) to land killing blows and recover that grit. The biggest issue with this build is misfires, since you don't have an way of getting the quick clear ability.

Correct me if I'm wrong, but here's a thought... take your first level as Sorcerer and take Amateur Gunslinger. Choose Quick Clear as your first level deed. The text of AG says you "CAN" trade the feat for Extra Grit, not that you automatically do. So, for the cost of a feat, you can get the starting deeds from Mysterious Stranger plus Quick Clear. Sound legit?


Backlash3906 wrote:
Dasrak wrote:

Looks like a great pick for an Eldritch Knight gun build. I'd suggest either:

Mysterious Stranger 1 / Primal Elemental Sorcerer 6 / Eldritch Knight X
or
Trench Fighter 3 / Spellslinger Wizard 5 / Eldritch Knight X

The Sorcerer build basically gives up on dex-to-damage and instead gets cha-to-damage. While you will need to manage grit very carefully, you'll have Infused Spell Cartridges as an option to deliver powerful damaging spells (because you are a primal elemental sorcerer) to land killing blows and recover that grit. The biggest issue with this build is misfires, since you don't have an way of getting the quick clear ability.

Correct me if I'm wrong, but here's a thought... take your first level as Sorcerer and take Amateur Gunslinger. Choose Quick Clear as your first level deed. The text of AG says you "CAN" trade the feat for Extra Grit, not that you automatically do. So, for the cost of a feat, you can get the starting deeds from Mysterious Stranger plus Quick Clear. Sound legit?

The reason you are dipping into Gunslinger(Mysterious Stranger) is to pick up the archetype abilities that allow you to use Cha to pick up grit points and add Cha to damage. If you only take Amateur Gunslinger you're wis based and you have no option to take the deeds from mysterious stranger.

As a side note I'm going to caution against using Spellslinger. While it could be a very powerful gun based build using the Spellslingers ability to dump a spell to temporarily boost the enchantment on a firearm requires a swift action. That means for 1 round each combat you won't be able to use Arcane Strike or Spell Cartridges. It is possible for you to compensate by using a multi-barreled weapon and use real bullets for 1 round. Spellslinger can start with any ranged weapon for free, so you could start with a cylender riffle and always keep 1 barrel empty.


Backlash3906 wrote:
Sound legit?

If you have a nice GM you might get away with it, but by the book you no longer meet the prerequisites of Amateur Gunslinger feat and lose the benefits of it.

Meirril wrote:
As a side note I'm going to caution against using Spellslinger. While it could be a very powerful gun based build using the Spellslingers ability to dump a spell to temporarily boost the enchantment on a firearm requires a swift action. That means for 1 round each combat you won't be able to use Arcane Strike or Spell Cartridges.

This is a bit of a problem, I'd agree, but as you point out you can get around it by keeping the barrel loaded for the first round of combat. If it's a surprise round or you need to move then you lose nothing, and it's only a serious issue if you need to full attack.

The bigger issue, now that I think about it, is that you can't use Quickened Jury Rig after a misfire and then proceed to full attack. This does make misfires much more dangerous.


I don't know if its simple or advanced. But in that book Air Repeater is a thing. which I think has the highest innate range to it.

So that might be a good candidate for it if you're going pure force blasts. Also it gets 6 shots per "reload" (painful reload mind you) so it wouldn't be terrible for you if you end up not being able to arcane strike at some point.

As a random sidenote Alchemists can access this once they get a few extract levels in with the discovery Spell Knowledge.
Though I don't think this would combine with the bomb attacks at all. Other than using Conductive property I mean.Which could stack a lot of force damage.
I had built one around lv 12, that used spell knowledge to get a lv 1 (extract lv 2) spell. an air repeater, and did pretty good force damages over all.

Not the best build at all. But a lot of fun.

My preferred build would probably be a Sorcerer into Arcane Trickster myself.

A build I want to figure out and am looking into is a Shadow Dancer (or dimension soor) user with Snap Shot feats for flanking, and something to prevent ranged shot AOO.s so they can teleport around self flanking and shooting tons of force shots into something. Justlooks cinematic


Eldritch Archer Magus? The bond takes care of getting a gun (you start with a masterwork one), the low damage is negated by the fact that you're applying touch attacks to the spell, and mending removes the need for quick clear.

I'd say Bloodrager for full CL+full BAB, but sadly they never got a dex boosting archetype like Barbarian did.

Liberty's Edge

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Backlash3906 wrote:
Correct me if I'm wrong, but here's a thought... take your first level as Sorcerer and take Amateur Gunslinger. Choose Quick Clear as your first level deed. The text of AG says you "CAN" trade the feat for Extra Grit, not that you automatically do. So, for the cost of a feat, you can get the starting deeds from Mysterious Stranger plus Quick Clear. Sound legit?

I know I'm a bit late to the party but let me point out that once you take Mysterious Stranger you no longer meet the requirements for the Amateur Gunslinger feat.

"A character can't use a feat if he loses a prerequisite"

"Prerequisite: You have no levels in a class that has the grit class feature."


Eldritch Archer Eldritch Scion Magus might work really well, IF the pseudo Bloodrage counts for Blooded Arcane Strike.

Otherwise, Urban Bloodrager with an Eldritch Archer dip works quite well. Since you do get access to Mend and the gun bonded weapon.

A Warlock Vigilante does gets the nice benefit of adding an enchantment on demand with the Arcane Strike (and storing the gun/s in your arm); But, it takes way too long for a dmg build, a more social build probably wouldn't mind.


Temperens wrote:
Eldritch Archer Eldritch Scion Magus might work really well, IF the pseudo Bloodrage counts for Blooded Arcane Strike.

It's an interesting idea, but it doesn't work. Even setting aside the extremely lax GM ruling that would be required to allow the Eldritch Scion's mystic focus to count as bloodrage for the purpose of this feat, these two archetypes are incompatible in the first place.

I do like the idea of using Infused Spell Cartridges to get around the extended casting time of spontaneous metamagic spells (this is probably unintended, but as written the standard action of infused spell cartridges overrides the regular casting time of the spell) but I feel that if you're using Infused Spell Cartridges instead of Ranged Spellstrike that you may as well have just be a Sorcerer Eldritch Knight instead and gotten 9-level casting.


Seems like Urban Bloodrager or Eldritch Archer Magus are the general concensus. I'd probably still dip at least one level of Gunslinger, likely Black Powder Vaulter.

The Mobile Reload is arguably superfluous to a Spell Cartridges build, but Daring Vault is a great mobility/range boost for a build using one-handed firearms, and will stack with effects like Haste.


I'm still serious about the rogue build. TWF with pistols, some sort of fog/smoke generator, and a Goz mask. You get to count all of your rogue levels if you take Minor Magic for your CL. And your BAB won't matter because you are hitting touch vs opponents denied their dex bonus.

At 12th level you'd be able to rapid fire+TWF+ Improved TWF so you could get 3 attacks at -4, and 2 more at -9. So its going to be about +10/+10/+10/+5/+5(2d4+2+1+6d6) vs touch AC with no Dex mod. Most monsters would have a touch AC of 10 without dex.


Meirril wrote:
You get to count all of your rogue levels if you take Minor Magic for your CL.

SLA's don't count for fulfilling the "Ability to cast arcane spells." prereq. (You wouldn't have a CL anyway, because the talent only grants you a CL for that SLA alone.)

Eldritch Scoundrel, possibly going into Arcane Trickster, would work though.


Why are they incompatible? Mystic Pool is treated as regular Arcane Pool for modification and even still, different parts are modified. Same with Spell Combat, one alters when its usable the other modifies the range, aka both change different parts.

Unless you think the FAQ has a different meaning I guess.


Temperans wrote:
Why are they incompatible?

No FAQ's here, just straightforward application of the archetype rules:

Alternate Class Features wrote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature.

It doesn't matter if there's a logical way you can combine the modifications, the fact that they both modify the same class feature means they are incompatible.


It really is annoying, that detail.
I've had two fun archetypeps that woulnd't stack. Because one added a skill. and one removed an unrelated skill.


link

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?:

In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures...[this does work if an ability changes how the original works (baring text like with Mystic Pool).]...As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

The most difficult part is Spell Combat, and I feel its definetly a "small overlap" situation.


If it’s not for PFS, you can just ask your DM if that type of stacking is ok. I think it’s the cross-blooded/wild-blooded faq that even says to ask your DM about these sorts of things as a suggested house rule.

Basically, it’s better for the language to be more restrictive than inclusive as to prevent unforeseen overpowered combinations.


About Reloading: The wording of this is "While your gun is imbued with power from the Arcane Strike feat"

and the wording of Arcane Strike is "As a swift action, you can imbue your weapons with a fraction of your power. For 1 round..."

Wouldn't this mean that "Reloading" is just the swift action of activating Arcane Strike each round?


And I found a developer post comment answering my question:

Michelle A.J.'s Post


Hmmm...he can say that was his intent, but I'm not sure if that really flies. Reducing the reload time to a swift action to make multiple attacks per round is a problem IMO.

It opens up the dual wielding pistol shenanigans that the developers had tried to eliminate by making reloading a huge pain in the ass.

Now a gunslinger 5 eldritch archer magus X would really be able to do some crazy stuff with spells that allow multiple attacks per spell.


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Claxon wrote:
It opens up the dual wielding pistol shenanigans that the developers had tried to eliminate by making reloading a huge pain in the ass.

There's already an archetype that solves that problem with only a two-level dip. Still need to invest all the feats in TWF, but it's a pretty solid option.


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Claxon wrote:
Hmmm...he can say that was his intent, but I'm not sure if that really flies. Reducing the reload time to a swift action to make multiple attacks per round is a problem IMO.

There is no (re)load time, because the spell says the affected firearm doesn't use ammunition or black powder - there is literally nothing you have to insert into the firearm.

TWF with pistols was always possible, you just had to use some more-or-less cheesy stuff (like a prehensile tail).


Loading one gun once with a swift action (how Michelle describes it working) isn't enough to make TWF pistols work. I mean, you want to fire two pistols in that scenario and you only get one swift action per round.

There are at least 5 ways to make it work but that's not one of them.


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Her second post clarifies that the firearm automatically gets de facto reloaded by the feat.


Well Arcane Strike even says weapons, it's hard to argue it would only affect 1 gun.

The phrasing of 1 swift action to reload is probably what's confusing. Which isn't wrong, but it isn't exactly right either.


Derklord wrote:
Her second post clarifies that the firearm automatically gets de facto reloaded by the feat.

I read that, I just don't agree with it from a mechanics perspective that it should do so.


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I put "Reloading" in quotes to emphasize that it's not really reloading, because the weapon isn't really loaded with anything in the first place.

1. Round start, Swift action activate Arcane Strike. All weapons in your possession are charged with arcane power (per the feat), and per the Spell Cartridges feat "While your gun is imbued with power from the Arcane Strike feat, you can fire force bullets instead of regular ammunition." and "Force bullets do not use ... ammunition". Therefor, not needing ammunition, they are not loaded or expended.
2. Fire your first shot of "Force bullets". The gun does not suddenly lose it's Arcane Strike charged energy, per the feat it lasts for 1 round.
3. Fire any further iterative "Force bullets". All of the above still applies.


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It sounds so much like a better shadowshooting the more I think about it.


So who wants to stat out a build? Is the dip in Gunslinger (Black Powder Vaulter or otherwise) worth giving up the level of CL?


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Temperans wrote:
It sounds so much like a better shadowshooting the more I think about it.

It isn't really better than Shadowshooting. Shadowshooting can be disbelieved which lowers the damage down to the minimum. But if not disbelieved its whatever dice the firearm usually does.

Spell Cartridges is 1d4+1 per 5 CL and a swift action. You need 10 CL to be comparable to most firearms people actually use. You need 15 CL to be better than a base firearm. And you have to be an arcane caster.

If you are just going for a dip, the Shadowshooting/shadowcraft is equivalent and costs no levels or feats.

If you are going to be a pure caster that uses guns...the lack of swift actions is probably going to hurt more than it will for a dip. You can't shoot and use a quickened spell in the same round because both ask for swift actions.

Sovereign Court

No one seems to have mentioned it yet, but the feat states "deals 1d4 points of force damage for every five caster levels you have", but doesn't have minimum 1d4. From my understanding that would mean that until caster level 5, the bullets do 0 damage (and from 5-9=1d4; 10-14=2d4; etc).


That is a good point to make, but then you also have spells like: Ear-Piercing Scream where it is 1d6 damage per two caster levels, with no listed minimum, as a first level spell. But the spell DOES do 1d6 damage at first level.

There are multiple other abilities like this as well (see cavaliers). The only time Paizo seems to list "minimum X" is when it is an integer, not a dice roll.


Kiesman wrote:

I put "Reloading" in quotes to emphasize that it's not really reloading, because the weapon isn't really loaded with anything in the first place.

1. Round start, Swift action activate Arcane Strike. All weapons in your possession are charged with arcane power (per the feat), and per the Spell Cartridges feat "While your gun is imbued with power from the Arcane Strike feat, you can fire force bullets instead of regular ammunition." and "Force bullets do not use ... ammunition". Therefor, not needing ammunition, they are not loaded or expended.
2. Fire your first shot of "Force bullets". The gun does not suddenly lose it's Arcane Strike charged energy, per the feat it lasts for 1 round.
3. Fire any further iterative "Force bullets". All of the above still applies.

I understand all of that. I simply think it's a mistake to allow this feat to adjust "reload times". I understand thematically it makes sense. But now casters can reload faster than gunslinger (unless they pick up more feats and/or use metal cartridges).

It simply doesn't sit well with me.

It's like a better version of rapid reload if you happen to be an arcane caster.


Blooded Arcane Strike eliminates the swift action of activating Arcane Strike... you have infinite ammunition whilst Bloodraging and absolutely no need to reload. You can TWF with one shot pistols and full attack all day long in Bloodrage.

One trait can make up for up to two Caster Levels lost with a dip into a firearm friendly class.

Personally, I would use a rifle and Vital Strike feats, but everyone else seems really set on the TWF with pistols because they watched too many stupid action movies.

Probably Human for the extra feat, and access to the Charisma based Gunslinger archetype. Possibly start as the Eldritch Archer Magus for a free masterwork firearm and immediate access to Arcane Strike. Then a level of Buccaneer Gunslinger for Gunsmithing and Sea Legs and Charisma based Grit and a battered backup gun.

Then you go Urban Bloodrager with the Arcane Bloodline and never look back.


If you are already have nothing useful to do with your swift, does blooded arcane strike actually make a difference here?


Swift actions are limited to one per round I'm pretty sure, so... If you wanna full round for more than two shots, probably gotta have more than one swift.


One thing I am not entirely clear on is whether one swift gets you however many shots you can take in a round, or just one. If it's the former, this is conceivably super powerful in the hands of like a hasted urban bloodrager with rapid shot. In the linked thread the author's comment seems to imply "it keeps it loaded" not "it loads it once."


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A swift action (by the wording) should get you more than one shot, because nothing in Spell Cartridges says that it ends the effects of Arcane Strike, and Arcane Strike says that it charges your weapons for 1 round. Spell Cartridges also just says "while it is charged with energy from Arcane Strike", so by the combination of the wording there, you can shoot Force Bullets as long as your weapon has Arcane Strike affecting it.


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Meirril wrote:

It isn't really better than Shadowshooting.

(...)
If you are just going for a dip, the Shadowshooting/shadowcraft is equivalent and costs no levels or feats.

You seem to value feats higher than gold. I'm of a different mindset - I think the feat cost is a smaller price to pay than the gold cost of shadowshooting/shadowcraft, on the grounds of that it takes too long to have good weapons that way (unless the GM allows you to buy enhanced firearms). Never-misfire-free-reload firearm are expensive; two +1 reliable shadowshooting pistols cost 38.6k (20k more than non-shadowshooting), and a shadowcraft greater reliable musket costs 45.8k (+12.5k). Having the character fully funcionable is more important to me than maybe doing a tad more base damage or something.


Derklord wrote:
You seem to value feats higher than gold. I'm of a different mindset - I think the feat cost is a smaller price to pay than the gold cost of shadowshooting/shadowcraft, on the grounds of that it takes too long to have good weapons that way

The feat overhead of using firearms is quite excessive. One saved feat can make or break the entire build. I have actually statted up a few Spell Cartridges builds, and my opinion of the feat has gotten much less enthusiastic. The feat tax of Arcane Strike in addition to Spell Cartridges is really punishing when you put it into a build that's feat-starved to begin with. It's still a good feat, but not nearly as good as I thought it would be.


So at minimum a spell catridges build is going to want point blank shot, precise shot, rapid shot, arcane strike, and spell cartridges? Is anything else essential?


That would probably be the basic outline. Anything more goes into specific build types---Long ranger, TWF, "one big force blast that hits and runs" and such.


A human magus could have those by 5th level, while still being useful before. It seems doable.


avr wrote:
A human magus could have those by 5th level, while still being useful before. It seems doable.

Problem is you also need to find a way to be proficient with firearms, which either costs you a feat or a caster level. I guess "guns everywhere" or "commonplace firearms" fix this, but it's an issue.

I've been thinking of an urban bloodrager who gets proficiency with an axe musket and gets arcane strike and spell cartridges before the archery suite- if you think you would need to shoot into melee, you are holding an axe.


True, one more feat required one way or another. It probably pushes out everything being online to 6th level at least.

An urban bloodrager who has used rage to add to Dex isn't going to be amazing in melee with what amounts to a battle axe. Switching to rage adding to Str would require at least one round fatigued between them which isn't ideal either. If you start with Str 14, Dex 16 taking EWP (firearms) at L1 and arcane strike at L5 (you can't get it until you can cast arcane spells), spell cartridges at L7 you've got free feats at levels 3 and 6 which you could use for power attack and something else which helps I guess, but it doesn't look as good as a ranger switch-hitter using more standard weapons unless you're up against serious DR. Even then clustered shots is probably good enough and arrives ~L9 for the ranger.


Clustered Shots isn't needed since your spell cartridges do force damage, so they bypass DR automagically. If you're fighting aether elementals, you're in some trouble though.

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